extends MultiMeshInstance3D ## A whole stand of cheering spectators rendered as flat billboards in a single draw ## call — the performant replacement for dozens of skinned crowd skeletons. The sprite ## sheet is baked from the existing crowd figure by tools/bake_crowd_sheet.gd. ## ## Placement comes from CrowdMarker nodes the designer drops into the level (collected ## via the &"crowd_marker" group): each marker gives one spectator its world position and ## a chosen facing (one of six 60°-spaced headings). If no markers are present the scene ## falls back to a generated tribune so it still populates. const SHEET_PATH := "res://Assets/crowd_clap_sheet.png" const SHADER_PATH := "res://crowd_billboard.gdshader" ## World height of a spectator billboard, in metres. Sheet aspect sets the width. @export var figure_height: float = 2.0 @export var frames: int = 8 @export var clap_fps: float = 10.0 ## Subtle per-spectator brightness spread so the crowd doesn't read as clones. @export_range(0.0, 0.5) var tint_variation: float = 0.18 # Fallback tribune (used only when source_path resolves to nothing) — concentric arcs # of seats ringing the arena. @export_group("Fallback stand") @export var fallback_count: int = 120 @export var fallback_inner_radius: float = 26.0 @export var fallback_rows: int = 6 @export var fallback_row_rise: float = 1.6 @export var fallback_row_step: float = 2.2 @export var fallback_seat_step: float = 2.4 var _rng := RandomNumberGenerator.new() func _ready() -> void: _rng.seed = hash("bullosseum-crowd") # deterministic layout/phases across runs # Deferred so every CrowdMarker has run _ready and joined the group before we harvest. _build.call_deferred() func _build() -> void: var sheet := load(SHEET_PATH) as Texture2D if sheet == null: push_warning("crowd_billboards: missing sheet %s — run tools/bake_crowd_sheet.gd" % SHEET_PATH) return # Sheet holds `frames` columns and 2 rows (front / back), so a cell is half-height. var aspect := (float(sheet.get_width()) / float(frames)) / (float(sheet.get_height()) / 2.0) var quad := QuadMesh.new() quad.size = Vector2(figure_height * aspect, figure_height) quad.center_offset = Vector3(0.0, figure_height * 0.5, 0.0) # pivot at the feet var mat := ShaderMaterial.new() mat.shader = load(SHADER_PATH) as Shader mat.set_shader_parameter("sheet", sheet) mat.set_shader_parameter("hframes", frames) mat.set_shader_parameter("fps", clap_fps) material_override = mat # Each seat is a (global feet-position, unit forward) pair. var positions := PackedVector3Array() var facings: Array[Vector3] = [] _collect_seats(positions, facings) var mm := MultiMesh.new() mm.transform_format = MultiMesh.TRANSFORM_3D mm.use_custom_data = true mm.mesh = quad mm.instance_count = positions.size() for i in positions.size(): var s := 1.0 + _rng.randf_range(-0.06, 0.06) # slight height variety mm.set_instance_transform(i, Transform3D(_upright_basis(facings[i], s), positions[i])) var b := 1.0 + _rng.randf_range(-tint_variation, tint_variation) mm.set_instance_custom_data(i, Color(_rng.randf(), b, b * 0.99, b * 0.98)) multimesh = mm # Upright basis whose forward (+Z, the quad's face) points along `look`, uniformly # scaled by `s`. World +Y stays up so spectators never tilt. func _upright_basis(look: Vector3, s: float) -> Basis: look.y = 0.0 look = look.normalized() if look.length() > 0.001 else Vector3(0.0, 0.0, 1.0) var up := Vector3.UP var basis := Basis() basis.x = up.cross(look).normalized() basis.y = up basis.z = look return basis.scaled(Vector3.ONE * s) # Seats from designer-placed CrowdMarker nodes: each contributes its world position and # its chosen 60°-spaced facing. With no markers present, fall back to a generated ring # that faces inward so the scene still shows a crowd. func _collect_seats(positions: PackedVector3Array, facings: Array[Vector3]) -> void: for node in get_tree().get_nodes_in_group(&"crowd_marker"): var marker := node as Node3D if marker == null or not marker.has_method(&"facing_dir"): continue positions.append(marker.global_position) facings.append(marker.facing_dir()) if positions.is_empty(): _fallback_stand(positions, facings) func _fallback_stand(positions: PackedVector3Array, facings: Array[Vector3]) -> void: var placed := 0 for row in fallback_rows: var radius := fallback_inner_radius + float(row) * fallback_row_step var y := float(row) * fallback_row_rise var circumference := TAU * radius var seats_in_row := int(circumference / fallback_seat_step) for s in seats_in_row: if placed >= fallback_count: return var ang := TAU * float(s) / float(seats_in_row) var pos := Vector3(cos(ang) * radius, y, sin(ang) * radius) positions.append(pos) facings.append(-pos) # face the ring centre (origin) placed += 1