feat: 3D blobber dungeon generator (PR 1)
Replaces the 2D-only demo pipeline with a 3D cell-based blobber generator. Per-cell face walls, per-material mesh emission, and a GDExtension binding that returns a Dictionary with ArrayMesh surfaces the demo consumes directly. - src/blobber/: cell3d_t data model, dungeon container, pipeline that wraps the 2D generator per level and materializes into cell3d - src/mesh/: face-quad emitter with per-material groups + .obj dump - src/genesis3d_main.c: new CLI driving the blobber + mesh - godot/: BrogueGen.generate_dungeon(seed, num_levels, depth) binding with dungeon_to_dict packing cells + mesh surfaces - demo/: demo_blobber.tscn + dungeon_builder.gd, func_godot addon for the .map export path, point/entity templates, TrenchBroom docs - Retired: old arcade/FPS demo scenes and their scripts, unused meshlib Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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demo/scripts/dungeon_builder.gd
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demo/scripts/dungeon_builder.gd
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extends Node3D
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# Blobber dungeon builder. Calls BrogueGen.generate_dungeon() and assembles
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# per-material MeshInstance3D children from the returned mesh surface arrays.
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# Material ids mirror src/mesh/material_ids.h.
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const MAT_STONE_FLOOR := 0
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const MAT_STONE_CEILING := 1
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const MAT_STONE_WALL := 2
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const MAT_DOOR_FLOOR := 3
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const MAT_STAIR_UP := 4
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const MAT_STAIR_DOWN := 5
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const MAT_WATER := 6
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const MAT_LAVA := 7
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const MAT_BRIDGE := 8
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const MAT_CAVE_FLOOR := 9
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const MAT_CAVE_CEILING := 10
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const MAT_CAVE_WALL := 11
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@export var seed_value: int = 42
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@export var num_levels: int = 1
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@export var depth: int = 1
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@export var regenerate_on_ready: bool = true
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var _materials: Dictionary = {}
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func _ready() -> void:
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_materials = _build_materials()
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if regenerate_on_ready:
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regenerate()
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func regenerate() -> void:
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for child in get_children():
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child.queue_free()
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var gen := BrogueGen.new()
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var dungeon: Dictionary = gen.generate_dungeon(seed_value, num_levels, depth)
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gen.free()
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if dungeon.is_empty():
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push_error("generate_dungeon returned empty dictionary")
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return
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var meshes: Array = dungeon.get("meshes", [])
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for entry_v in meshes:
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var entry: Dictionary = entry_v
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var material_id: int = entry.get("material", -1)
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var arrays: Array = entry.get("arrays", [])
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if material_id < 0 or arrays.is_empty():
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continue
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var mesh := ArrayMesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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mesh.surface_set_material(0, _materials.get(material_id, _fallback_material()))
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var mi := MeshInstance3D.new()
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mi.mesh = mesh
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mi.name = "Surface_%d" % material_id
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add_child(mi)
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var dims: Vector3i = dungeon.get("dimensions", Vector3i(79, 1, 29))
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var levels: Array = dungeon.get("levels", [])
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print("Dungeon built: seed=%d dims=%s surfaces=%d levels=%d" %
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[seed_value, dims, meshes.size(), levels.size()])
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# Distinct albedo colors per material for instant visual debugging.
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# Later PRs replace these with proper StandardMaterial3D + textures.
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func _build_materials() -> Dictionary:
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var m := {}
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m[MAT_STONE_FLOOR] = _flat(Color(0.45, 0.42, 0.38))
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m[MAT_STONE_CEILING] = _flat(Color(0.30, 0.28, 0.26))
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m[MAT_STONE_WALL] = _flat(Color(0.55, 0.50, 0.45))
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m[MAT_DOOR_FLOOR] = _flat(Color(0.62, 0.38, 0.18))
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m[MAT_STAIR_UP] = _flat(Color(0.20, 0.75, 0.40))
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m[MAT_STAIR_DOWN] = _flat(Color(0.85, 0.25, 0.20))
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m[MAT_WATER] = _flat(Color(0.15, 0.40, 0.75))
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m[MAT_LAVA] = _flat(Color(0.95, 0.40, 0.10))
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m[MAT_BRIDGE] = _flat(Color(0.50, 0.35, 0.20))
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m[MAT_CAVE_FLOOR] = _flat(Color(0.35, 0.32, 0.28))
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m[MAT_CAVE_CEILING] = _flat(Color(0.22, 0.20, 0.18))
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m[MAT_CAVE_WALL] = _flat(Color(0.42, 0.38, 0.34))
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return m
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func _flat(c: Color) -> StandardMaterial3D:
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var sm := StandardMaterial3D.new()
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sm.albedo_color = c
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sm.roughness = 0.85
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sm.metallic = 0.0
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return sm
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func _fallback_material() -> StandardMaterial3D:
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return _flat(Color.MAGENTA)
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