581 lines
20 KiB
GDScript
581 lines
20 KiB
GDScript
extends RefCounted
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const SonarMaterial = preload("res://game/domain/sonar/sonar_material.gd")
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const SiteTerrainData = preload("res://game/domain/sites/site_terrain_data.gd")
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const TerrainHeightField = preload("res://game/domain/sites/terrain_height_field.gd")
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## A primitive returning this from material_at leaves the slope rule in charge.
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const NO_MATERIAL := -1
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## Outline noise wavelength of about 20 m: visible irregularity, no cell-scale jitter.
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const EDGE_NOISE_FREQUENCY := 0.05
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class Primitive extends RefCounted:
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func elevation_delta(_x_m: float, _z_m: float) -> float:
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return 0.0
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## Material imposed by this primitive at (x, z), or NO_MATERIAL. Applied after the
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## slope rule, in recipe order, before the material patches.
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func material_at(_x_m: float, _z_m: float) -> int:
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return NO_MATERIAL
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static func distance_to_segment(point: Vector2, start: Vector2, end: Vector2) -> float:
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var segment := end - start
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var length_squared := segment.length_squared()
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if length_squared == 0.0:
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return point.distance_to(start)
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var t := clampf((point - start).dot(segment) / length_squared, 0.0, 1.0)
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return point.distance_to(start + segment * t)
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static func end_taper(point: Vector2, start: Vector2, end: Vector2, taper_m: float) -> float:
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if taper_m <= 0.0:
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return 1.0
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var segment := end - start
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var length := segment.length()
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if length == 0.0:
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return 1.0
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var along := clampf((point - start).dot(segment) / length, 0.0, length)
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return smoothstep(0.0, taper_m, along) * smoothstep(0.0, taper_m, length - along)
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static func path_length(path: PackedVector2Array) -> float:
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var total := 0.0
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for index in range(1, path.size()):
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total += path[index - 1].distance_to(path[index])
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return total
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## Nearest point of a polyline: x = distance to the path, y = arc length of the nearest
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## point from the first vertex, z = +1 when the point lies to the right of the travel
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## direction (south of an eastbound path, with +X east and +Z south), -1 to the left.
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static func path_sample(point: Vector2, path: PackedVector2Array) -> Vector3:
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if path.size() == 1:
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return Vector3(point.distance_to(path[0]), 0.0, 1.0)
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var best := Vector3(INF, 0.0, 1.0)
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var arc_start := 0.0
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for index in range(1, path.size()):
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var start := path[index - 1]
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var end := path[index]
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var segment := end - start
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var length := segment.length()
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var t := 0.0
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if length > 0.0:
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t = clampf((point - start).dot(segment) / (length * length), 0.0, 1.0)
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var distance := point.distance_to(start + segment * t)
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if distance < best.x:
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var cross := segment.x * (point.y - start.y) - segment.y * (point.x - start.x)
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best = Vector3(distance, arc_start + t * length, 1.0 if cross >= 0.0 else -1.0)
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arc_start += length
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return best
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## Deterministic low-frequency noise that roughens an outline; null when amplitude is 0.
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static func edge_noise(seed: int, amplitude_m: float) -> FastNoiseLite:
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if amplitude_m <= 0.0:
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return null
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var noise := FastNoiseLite.new()
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noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
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noise.seed = seed
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noise.frequency = EDGE_NOISE_FREQUENCY
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noise.fractal_type = FastNoiseLite.FRACTAL_FBM
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noise.fractal_octaves = 3
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return noise
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static func edge_offset(noise: FastNoiseLite, amplitude_m: float, x_m: float, z_m: float) -> float:
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if noise == null:
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return 0.0
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return noise.get_noise_2d(x_m, z_m) * amplitude_m
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class SlopedPlane extends Primitive:
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var depth_m: float
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var slope_x: float
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var slope_z: float
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var reference_x_m: float
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var reference_z_m: float
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func _init(p_depth_m: float, p_slope_x: float, p_slope_z: float, p_reference_x_m: float, p_reference_z_m: float) -> void:
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depth_m = p_depth_m
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slope_x = p_slope_x
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slope_z = p_slope_z
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reference_x_m = p_reference_x_m
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reference_z_m = p_reference_z_m
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func elevation_delta(x_m: float, z_m: float) -> float:
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return -depth_m + slope_x * (x_m - reference_x_m) + slope_z * (z_m - reference_z_m)
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class Blob extends Primitive:
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var centre: Vector2
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var sigma_x_m: float
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var sigma_z_m: float
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var amplitude_m: float
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func _init(p_centre: Vector2, p_sigma_x_m: float, p_sigma_z_m: float, p_amplitude_m: float) -> void:
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centre = p_centre
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sigma_x_m = p_sigma_x_m
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sigma_z_m = p_sigma_z_m
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amplitude_m = p_amplitude_m
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func elevation_delta(x_m: float, z_m: float) -> float:
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var dx := (x_m - centre.x) / sigma_x_m
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var dz := (z_m - centre.y) / sigma_z_m
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return amplitude_m * exp(-(dx * dx + dz * dz))
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class Ridge extends Primitive:
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var start: Vector2
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var end: Vector2
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var sigma_m: float
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var amplitude_m: float
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var taper_m: float
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func _init(p_start: Vector2, p_end: Vector2, p_sigma_m: float, p_amplitude_m: float, p_taper_m: float) -> void:
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start = p_start
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end = p_end
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sigma_m = p_sigma_m
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amplitude_m = p_amplitude_m
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taper_m = p_taper_m
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func elevation_delta(x_m: float, z_m: float) -> float:
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var point := Vector2(x_m, z_m)
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var distance := distance_to_segment(point, start, end)
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var profile := exp(-pow(distance / sigma_m, 2.0))
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return amplitude_m * profile * end_taper(point, start, end, taper_m)
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class Groove extends Primitive:
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var start: Vector2
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var end: Vector2
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var half_width_m: float
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var depth_m: float
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var wall_softness_m: float
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func _init(p_start: Vector2, p_end: Vector2, p_half_width_m: float, p_depth_m: float, p_wall_softness_m: float) -> void:
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start = p_start
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end = p_end
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half_width_m = p_half_width_m
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depth_m = p_depth_m
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wall_softness_m = p_wall_softness_m
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func elevation_delta(x_m: float, z_m: float) -> float:
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var point := Vector2(x_m, z_m)
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var distance := distance_to_segment(point, start, end)
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var inside := 1.0 - smoothstep(
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half_width_m - wall_softness_m,
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half_width_m + wall_softness_m,
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distance
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)
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return -depth_m * inside * end_taper(point, start, end, half_width_m)
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## Flat-floored trench along a polyline. The floor sits depth_m below the surroundings
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## wherever the (noise-perturbed) distance to the path is under half_width_m minus
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## wall_softness_m; the walls climb over 2 * wall_softness_m; the trench closes over one
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## half-width at each end.
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class Canyon extends Primitive:
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var path: PackedVector2Array
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var half_width_m: float
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var depth_m: float
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var wall_softness_m: float
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var edge_amplitude_m: float
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var _noise: FastNoiseLite
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var _length_m: float
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func _init(
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p_path: PackedVector2Array,
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p_half_width_m: float,
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p_depth_m: float,
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p_wall_softness_m: float,
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p_edge_seed: int,
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p_edge_amplitude_m: float
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) -> void:
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path = p_path
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half_width_m = p_half_width_m
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depth_m = p_depth_m
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wall_softness_m = p_wall_softness_m
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edge_amplitude_m = p_edge_amplitude_m
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_noise = edge_noise(p_edge_seed, p_edge_amplitude_m)
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_length_m = path_length(p_path)
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func elevation_delta(x_m: float, z_m: float) -> float:
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var sample := path_sample(Vector2(x_m, z_m), path)
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var distance := sample.x + edge_offset(_noise, edge_amplitude_m, x_m, z_m)
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var inside := 1.0 - smoothstep(
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half_width_m - wall_softness_m,
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half_width_m + wall_softness_m,
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distance
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)
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var taper := smoothstep(0.0, half_width_m, sample.y) * smoothstep(0.0, half_width_m, _length_m - sample.y)
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return -depth_m * inside * taper
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## Step along a polyline: the terrain drops by drop_m on the right of the travel direction
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## (south of an eastbound path), over 2 * softness_m, then keeps falling at slope_beyond.
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## The crest line is roughened by outline noise. Extend the path past the field edges:
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## beyond its ends the contour wraps around the end vertex.
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class Escarpment extends Primitive:
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var path: PackedVector2Array
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var drop_m: float
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var softness_m: float
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var slope_beyond: float
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var edge_amplitude_m: float
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var _noise: FastNoiseLite
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func _init(
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p_path: PackedVector2Array,
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p_drop_m: float,
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p_softness_m: float,
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p_slope_beyond: float,
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p_edge_seed: int,
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p_edge_amplitude_m: float
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) -> void:
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path = p_path
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drop_m = p_drop_m
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softness_m = p_softness_m
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slope_beyond = p_slope_beyond
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edge_amplitude_m = p_edge_amplitude_m
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_noise = edge_noise(p_edge_seed, p_edge_amplitude_m)
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func elevation_delta(x_m: float, z_m: float) -> float:
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var sample := path_sample(Vector2(x_m, z_m), path)
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var signed_distance := sample.x * sample.z + edge_offset(_noise, edge_amplitude_m, x_m, z_m)
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var step := drop_m * smoothstep(-softness_m, softness_m, signed_distance)
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var slope := maxf(signed_distance - softness_m, 0.0) * slope_beyond
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return -(step + slope)
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## Flat-topped elliptical mound (or, with a negative height, a flat-bottomed pit) whose
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## flank spans wall_width_m inside a noise-roughened outline. With rock_top the whole
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## mound above 30 % of its height is rock, sommet plat compris.
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class Outcrop extends Primitive:
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var centre: Vector2
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var radius_x_m: float
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var radius_z_m: float
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var height_m: float
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var wall_width_m: float
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var edge_amplitude_m: float
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var rock_top: bool
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var _noise: FastNoiseLite
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var _mean_radius_m: float
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func _init(
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p_centre: Vector2,
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p_radius_x_m: float,
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p_radius_z_m: float,
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p_height_m: float,
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p_wall_width_m: float,
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p_edge_seed: int,
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p_edge_amplitude_m: float,
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p_rock_top: bool
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) -> void:
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centre = p_centre
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radius_x_m = p_radius_x_m
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radius_z_m = p_radius_z_m
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height_m = p_height_m
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wall_width_m = p_wall_width_m
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edge_amplitude_m = p_edge_amplitude_m
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rock_top = p_rock_top
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_noise = edge_noise(p_edge_seed, p_edge_amplitude_m)
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_mean_radius_m = (p_radius_x_m + p_radius_z_m) * 0.5
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func elevation_delta(x_m: float, z_m: float) -> float:
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var dx := (x_m - centre.x) / radius_x_m
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var dz := (z_m - centre.y) / radius_z_m
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var edge_distance := (sqrt(dx * dx + dz * dz) - 1.0) * _mean_radius_m
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edge_distance += edge_offset(_noise, edge_amplitude_m, x_m, z_m)
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return height_m * (1.0 - smoothstep(-wall_width_m, 0.0, edge_distance))
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func material_at(x_m: float, z_m: float) -> int:
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if rock_top and absf(elevation_delta(x_m, z_m)) > 0.3 * absf(height_m):
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return SonarMaterial.Value.ROCK
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return NO_MATERIAL
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## count half-ellipsoid boulders scattered uniformly in a disc by a seeded generator.
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## Boulders combine by maximum, so overlapping blocks never pile into one mound, and every
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## cell they cover is rock.
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class BoulderField extends Primitive:
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var centre: Vector2
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var radius_m: float
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var height_ratio: float
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var _boulders := PackedVector3Array() # x, z, radius
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var _reach_m: float
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func _init(
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p_centre: Vector2,
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p_radius_m: float,
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p_seed: int,
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p_count: int,
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p_boulder_radius_min_m: float,
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p_boulder_radius_max_m: float,
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p_height_ratio: float
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) -> void:
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centre = p_centre
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radius_m = p_radius_m
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height_ratio = p_height_ratio
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_reach_m = p_radius_m + p_boulder_radius_max_m
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var generator := RandomNumberGenerator.new()
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generator.seed = p_seed
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for _index in p_count:
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var distance := p_radius_m * sqrt(generator.randf())
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var angle := TAU * generator.randf()
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var boulder_radius := generator.randf_range(p_boulder_radius_min_m, p_boulder_radius_max_m)
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_boulders.append(Vector3(
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p_centre.x + distance * cos(angle),
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p_centre.y + distance * sin(angle),
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boulder_radius
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))
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func boulders() -> PackedVector3Array:
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return _boulders
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func elevation_delta(x_m: float, z_m: float) -> float:
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if Vector2(x_m, z_m).distance_to(centre) > _reach_m:
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return 0.0
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var highest := 0.0
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for boulder in _boulders:
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var dx := x_m - boulder.x
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var dz := z_m - boulder.y
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var squared := dx * dx + dz * dz
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var radius_squared := boulder.z * boulder.z
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if squared < radius_squared:
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highest = maxf(highest, boulder.z * height_ratio * sqrt(1.0 - squared / radius_squared))
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return highest
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func material_at(x_m: float, z_m: float) -> int:
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if elevation_delta(x_m, z_m) > 0.0:
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return SonarMaterial.Value.ROCK
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return NO_MATERIAL
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class Step extends Primitive:
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var point: Vector2
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var normal: Vector2
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var drop_m: float
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var softness_m: float
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var slope_beyond: float
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func _init(p_point: Vector2, p_normal: Vector2, p_drop_m: float, p_softness_m: float, p_slope_beyond: float) -> void:
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point = p_point
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normal = p_normal.normalized()
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drop_m = p_drop_m
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softness_m = p_softness_m
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slope_beyond = p_slope_beyond
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func elevation_delta(x_m: float, z_m: float) -> float:
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var signed_distance := (Vector2(x_m, z_m) - point).dot(normal)
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var step := drop_m * smoothstep(-softness_m, softness_m, signed_distance)
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var slope := maxf(signed_distance - softness_m, 0.0) * slope_beyond
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return -(step + slope)
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class Ripples extends Primitive:
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var direction: Vector2
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var wavelength_m: float
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var amplitude_m: float
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var centre: Vector2
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var radius_m: float
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func _init(p_direction: Vector2, p_wavelength_m: float, p_amplitude_m: float, p_centre: Vector2, p_radius_m: float) -> void:
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direction = p_direction.normalized()
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wavelength_m = p_wavelength_m
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amplitude_m = p_amplitude_m
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centre = p_centre
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radius_m = p_radius_m
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func elevation_delta(x_m: float, z_m: float) -> float:
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var point := Vector2(x_m, z_m)
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var phase := point.dot(direction) * TAU / wavelength_m
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var falloff := 1.0
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if radius_m > 0.0:
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falloff = 1.0 - smoothstep(radius_m * 0.6, radius_m, point.distance_to(centre))
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return amplitude_m * sin(phase) * falloff
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class Roughness extends Primitive:
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var amplitude_m: float
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var _noise: FastNoiseLite
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func _init(p_seed: int, p_frequency: float, p_amplitude_m: float) -> void:
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amplitude_m = p_amplitude_m
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_noise = FastNoiseLite.new()
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_noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
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_noise.seed = p_seed
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_noise.frequency = p_frequency
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_noise.fractal_type = FastNoiseLite.FRACTAL_FBM
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_noise.fractal_octaves = 3
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func elevation_delta(x_m: float, z_m: float) -> float:
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return _noise.get_noise_2d(x_m, z_m) * amplitude_m
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## Reshapes the summed elevation once every primitive has been added. gradient is the
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## local slope Vector2(dE/dx, dE/dz) of the field being modified, by central differences.
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class Modifier extends RefCounted:
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func modify(_x_m: float, _z_m: float, elevation_m: float, _gradient: Vector2) -> float:
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return elevation_m
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## Quantises steep ground into horizontal ledges layer_height_m apart: the stratified
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## walls of a canyon or cliff. Flat floors and summits are below minimum_slope_degrees and
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## stay untouched; the effect is full from full_slope_degrees. sharpness 0 leaves the
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## field unchanged, 1 cuts hard steps. radius_m 0 applies everywhere.
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class Strata extends Modifier:
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var layer_height_m: float
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var sharpness: float
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var centre: Vector2
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var radius_m: float
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var _minimum_tangent: float
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var _full_tangent: float
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func _init(
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p_layer_height_m: float,
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p_sharpness: float,
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p_minimum_slope_degrees: float,
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p_full_slope_degrees: float,
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p_centre: Vector2,
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p_radius_m: float
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) -> void:
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layer_height_m = p_layer_height_m
|
|
sharpness = clampf(p_sharpness, 0.0, 0.999)
|
|
centre = p_centre
|
|
radius_m = p_radius_m
|
|
_minimum_tangent = tan(deg_to_rad(p_minimum_slope_degrees))
|
|
_full_tangent = tan(deg_to_rad(p_full_slope_degrees))
|
|
|
|
func modify(x_m: float, z_m: float, elevation_m: float, gradient: Vector2) -> float:
|
|
var weight := smoothstep(_minimum_tangent, _full_tangent, gradient.length())
|
|
if radius_m > 0.0:
|
|
weight *= 1.0 - smoothstep(radius_m * 0.8, radius_m, Vector2(x_m, z_m).distance_to(centre))
|
|
if weight <= 0.0:
|
|
return elevation_m
|
|
var layer := floorf(elevation_m / layer_height_m)
|
|
var fraction := elevation_m / layer_height_m - layer
|
|
var sharpened := clampf((fraction - 0.5) / (1.0 - sharpness) + 0.5, 0.0, 1.0)
|
|
return lerpf(elevation_m, (layer + sharpened) * layer_height_m, weight)
|
|
|
|
|
|
class MaterialPatch extends RefCounted:
|
|
var centre: Vector2
|
|
var radius_m: float
|
|
var material: int
|
|
|
|
func _init(p_centre: Vector2, p_radius_m: float, p_material: int) -> void:
|
|
centre = p_centre
|
|
radius_m = p_radius_m
|
|
material = p_material
|
|
|
|
|
|
class Recipe extends RefCounted:
|
|
var columns: int = 2
|
|
var rows: int = 2
|
|
var cell_size_m: float = 1.0
|
|
var origin_x_m: float = 0.0
|
|
var origin_z_m: float = 0.0
|
|
var floor_elevation_m: float = -1000.0
|
|
var rock_slope_degrees: float = 20.0
|
|
var rock_reflectivity: float = 0.72
|
|
var sand_reflectivity: float = 0.45
|
|
var primitives: Array[Primitive] = []
|
|
var modifiers: Array[Modifier] = []
|
|
var material_patches: Array[MaterialPatch] = []
|
|
|
|
|
|
## Bake order: primitive sum, modifiers in order, floor clamp, slope material,
|
|
## primitive materials in order, material patches.
|
|
static func bake(recipe: Recipe) -> SiteTerrainData:
|
|
var data := SiteTerrainData.new()
|
|
data.columns = recipe.columns
|
|
data.rows = recipe.rows
|
|
data.cell_size_m = recipe.cell_size_m
|
|
data.origin_x_m = recipe.origin_x_m
|
|
data.origin_z_m = recipe.origin_z_m
|
|
data.rock_reflectivity = recipe.rock_reflectivity
|
|
data.sand_reflectivity = recipe.sand_reflectivity
|
|
var cell_count := recipe.columns * recipe.rows
|
|
# Packed arrays are passed by value in GDScript: fill locals, assign once.
|
|
var elevations := PackedFloat32Array()
|
|
var materials := PackedByteArray()
|
|
elevations.resize(cell_count)
|
|
materials.resize(cell_count)
|
|
for row in recipe.rows:
|
|
var z_m := recipe.origin_z_m + float(row) * recipe.cell_size_m
|
|
for column in recipe.columns:
|
|
var x_m := recipe.origin_x_m + float(column) * recipe.cell_size_m
|
|
var elevation := 0.0
|
|
for primitive: Primitive in recipe.primitives:
|
|
elevation += primitive.elevation_delta(x_m, z_m)
|
|
elevations[data.index_of(column, row)] = elevation
|
|
for modifier: Modifier in recipe.modifiers:
|
|
elevations = _apply_modifier(recipe, modifier, elevations)
|
|
for index in cell_count:
|
|
elevations[index] = maxf(elevations[index], recipe.floor_elevation_m)
|
|
materials[index] = SonarMaterial.Value.SAND
|
|
data.elevations_m = elevations
|
|
data.materials = materials
|
|
var field := TerrainHeightField.from_data(data)
|
|
if field == null:
|
|
return null
|
|
var rock_cosine := cos(deg_to_rad(recipe.rock_slope_degrees))
|
|
for row in recipe.rows:
|
|
for column in recipe.columns:
|
|
if field.normal_at_cell(column, row).y < rock_cosine:
|
|
materials[data.index_of(column, row)] = SonarMaterial.Value.ROCK
|
|
for primitive: Primitive in recipe.primitives:
|
|
for row in recipe.rows:
|
|
var z_m := recipe.origin_z_m + float(row) * recipe.cell_size_m
|
|
for column in recipe.columns:
|
|
var x_m := recipe.origin_x_m + float(column) * recipe.cell_size_m
|
|
var material := primitive.material_at(x_m, z_m)
|
|
if material != NO_MATERIAL:
|
|
materials[data.index_of(column, row)] = material
|
|
for patch: MaterialPatch in recipe.material_patches:
|
|
for row in recipe.rows:
|
|
var z_m := recipe.origin_z_m + float(row) * recipe.cell_size_m
|
|
for column in recipe.columns:
|
|
var x_m := recipe.origin_x_m + float(column) * recipe.cell_size_m
|
|
if Vector2(x_m, z_m).distance_to(patch.centre) <= patch.radius_m:
|
|
materials[data.index_of(column, row)] = patch.material
|
|
data.materials = materials
|
|
return data
|
|
|
|
|
|
## Returns the modified copy of elevations; the gradient of each cell is read from the
|
|
## unmodified input so the modifier sees one consistent field.
|
|
static func _apply_modifier(recipe: Recipe, modifier: Modifier, source: PackedFloat32Array) -> PackedFloat32Array:
|
|
var columns := recipe.columns
|
|
var rows := recipe.rows
|
|
var cell_size := recipe.cell_size_m
|
|
var result := PackedFloat32Array()
|
|
result.resize(source.size())
|
|
for row in rows:
|
|
var z_m := recipe.origin_z_m + float(row) * cell_size
|
|
var north := maxi(row - 1, 0)
|
|
var south := mini(row + 1, rows - 1)
|
|
for column in columns:
|
|
var x_m := recipe.origin_x_m + float(column) * cell_size
|
|
var west := maxi(column - 1, 0)
|
|
var east := mini(column + 1, columns - 1)
|
|
var gradient := Vector2(
|
|
(source[row * columns + east] - source[row * columns + west]) / (float(east - west) * cell_size),
|
|
(source[south * columns + column] - source[north * columns + column]) / (float(south - north) * cell_size)
|
|
)
|
|
var index := row * columns + column
|
|
result[index] = modifier.modify(x_m, z_m, source[index], gradient)
|
|
return result
|
|
|
|
|
|
static func write_preview_png(data: SiteTerrainData, path: String) -> Error:
|
|
var field := TerrainHeightField.from_data(data)
|
|
if field == null:
|
|
return ERR_INVALID_DATA
|
|
var image := Image.create(data.columns, data.rows, false, Image.FORMAT_RGB8)
|
|
var span := maxf(field.maximum_elevation_m() - field.minimum_elevation_m(), 0.001)
|
|
for row in data.rows:
|
|
for column in data.columns:
|
|
var ratio := (field.elevation_at_cell(column, row) - field.minimum_elevation_m()) / span
|
|
var color := Color(ratio, ratio, ratio)
|
|
if field.material_at_cell(column, row) == SonarMaterial.Value.ROCK:
|
|
color.r = minf(color.r + 0.16, 1.0)
|
|
image.set_pixel(column, row, color)
|
|
return image.save_png(path)
|