Files
Ransom-s-wake/game/domain/sites/terrain_height_field.gd
T
OlivierandClaude Opus 5.5 ce3b75989e perf(sites): build terrain tiles from bulk field blocks
Building the 64 tiles of the Banc du Vigilant cost about 1.9 s through
per-vertex cell_world_position/normal_at_cell calls, leaving the 3 s
load budget with too little headroom (2.1-2.9 s measured, one 4.8 s
outlier). TerrainHeightField now returns positions and normals of a
cell block in one call, with normal_at_cell sharing the same formula;
the tile build drops to about 0.5 s.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 20:55:35 +02:00

192 lines
5.8 KiB
GDScript

class_name TerrainHeightField
extends RefCounted
const SonarMaterial = preload("res://game/domain/sonar/sonar_material.gd")
const SiteTerrainData = preload("res://game/domain/sites/site_terrain_data.gd")
var _data: SiteTerrainData
var _minimum_elevation_m := 0.0
var _maximum_elevation_m := 0.0
static func from_data(data: SiteTerrainData) -> TerrainHeightField:
if data == null or not data.validation_error().is_empty():
return null
var field := TerrainHeightField.new()
field._data = data
field._minimum_elevation_m = data.elevations_m[0]
field._maximum_elevation_m = data.elevations_m[0]
for elevation: float in data.elevations_m:
field._minimum_elevation_m = minf(field._minimum_elevation_m, elevation)
field._maximum_elevation_m = maxf(field._maximum_elevation_m, elevation)
return field
func columns() -> int:
return _data.columns
func rows() -> int:
return _data.rows
func cell_size_m() -> float:
return _data.cell_size_m
func origin_m() -> Vector2:
return Vector2(_data.origin_x_m, _data.origin_z_m)
func bounds_m() -> Rect2:
return Rect2(
_data.origin_x_m,
_data.origin_z_m,
float(_data.columns - 1) * _data.cell_size_m,
float(_data.rows - 1) * _data.cell_size_m
)
func contains(x_m: float, z_m: float) -> bool:
return bounds_m().has_point(Vector2(x_m, z_m))
func minimum_elevation_m() -> float:
return _minimum_elevation_m
func maximum_elevation_m() -> float:
return _maximum_elevation_m
## Row-major elevations (index = row * columns + column), the HeightMapShape3D layout.
func elevations_m() -> PackedFloat32Array:
return _data.elevations_m
func elevation_at_cell(column: int, row: int) -> float:
return _data.elevations_m[_data.index_of(_clamp_column(column), _clamp_row(row))]
func material_at_cell(column: int, row: int) -> int:
return _data.materials[_data.index_of(_clamp_column(column), _clamp_row(row))]
func cell_world_position(column: int, row: int) -> Vector3:
return Vector3(
_data.origin_x_m + float(column) * _data.cell_size_m,
elevation_at_cell(column, row),
_data.origin_z_m + float(row) * _data.cell_size_m
)
func normal_at_cell(column: int, row: int) -> Vector3:
return _normal_at(_data.elevations_m, _clamp_column(column), _clamp_row(row))
## World positions of the cells [start_column..end_column] x [start_row..end_row]
## (bounds included, clamped to the grid), row-major. Same values as cell_world_position.
func cell_block_positions(start_column: int, end_column: int, start_row: int, end_row: int) -> PackedVector3Array:
var first_column := _clamp_column(start_column)
var last_column := _clamp_column(end_column)
var first_row := _clamp_row(start_row)
var last_row := _clamp_row(end_row)
var elevations := _data.elevations_m
var columns := _data.columns
var cell_size := _data.cell_size_m
var positions := PackedVector3Array()
positions.resize((last_column - first_column + 1) * (last_row - first_row + 1))
var index := 0
for row in range(first_row, last_row + 1):
var z := _data.origin_z_m + float(row) * cell_size
var row_start := row * columns
for column in range(first_column, last_column + 1):
positions[index] = Vector3(
_data.origin_x_m + float(column) * cell_size,
elevations[row_start + column],
z
)
index += 1
return positions
## Normals of the same cell block, row-major. Same values as normal_at_cell.
func cell_block_normals(start_column: int, end_column: int, start_row: int, end_row: int) -> PackedVector3Array:
var first_column := _clamp_column(start_column)
var last_column := _clamp_column(end_column)
var first_row := _clamp_row(start_row)
var last_row := _clamp_row(end_row)
var elevations := _data.elevations_m
var normals := PackedVector3Array()
normals.resize((last_column - first_column + 1) * (last_row - first_row + 1))
var index := 0
for row in range(first_row, last_row + 1):
for column in range(first_column, last_column + 1):
normals[index] = _normal_at(elevations, column, row)
index += 1
return normals
func elevation_at(x_m: float, z_m: float) -> float:
var column_f := clampf(
(x_m - _data.origin_x_m) / _data.cell_size_m,
0.0,
float(_data.columns - 1)
)
var row_f := clampf(
(z_m - _data.origin_z_m) / _data.cell_size_m,
0.0,
float(_data.rows - 1)
)
var column := mini(int(floorf(column_f)), _data.columns - 2)
var row := mini(int(floorf(row_f)), _data.rows - 2)
var tx := column_f - float(column)
var tz := row_f - float(row)
var top := lerpf(elevation_at_cell(column, row), elevation_at_cell(column + 1, row), tx)
var bottom := lerpf(
elevation_at_cell(column, row + 1),
elevation_at_cell(column + 1, row + 1),
tx
)
return lerpf(top, bottom, tz)
func material_at(x_m: float, z_m: float) -> int:
var column := int(roundf((x_m - _data.origin_x_m) / _data.cell_size_m))
var row := int(roundf((z_m - _data.origin_z_m) / _data.cell_size_m))
return material_at_cell(column, row)
func reflectivity_for(material: int) -> float:
match material:
SonarMaterial.Value.SAND:
return _data.sand_reflectivity
_:
return _data.rock_reflectivity
## Central differences, one-sided on the grid edges. column and row must be in range.
func _normal_at(elevations: PackedFloat32Array, column: int, row: int) -> Vector3:
var columns := _data.columns
var left := maxi(column - 1, 0)
var right := mini(column + 1, columns - 1)
var north := maxi(row - 1, 0)
var south := mini(row + 1, _data.rows - 1)
var slope_x := (
(elevations[row * columns + right] - elevations[row * columns + left])
/ (float(right - left) * _data.cell_size_m)
)
var slope_z := (
(elevations[south * columns + column] - elevations[north * columns + column])
/ (float(south - north) * _data.cell_size_m)
)
return Vector3(-slope_x, 1.0, -slope_z).normalized()
func _clamp_column(column: int) -> int:
return clampi(column, 0, _data.columns - 1)
func _clamp_row(row: int) -> int:
return clampi(row, 0, _data.rows - 1)