Give street props colliders, zoned placements and variants
Full build / Full desktop build + optional release (push) Successful in 4m2s
Full build / Import + headless tests (push) Successful in 31s

Props were decoration: the guard and guests walked straight through benches,
bins, bollards and planters. They now block movement and steer guests around.

Collision
- _add_prop_model() fits a StaticBody3D from the model's mesh bounds in
  holder-local space: a cylinder for bollard/bin/hydrant, a box otherwise, so
  placement rotation and variant scale carry over.
- Fallback primitives go through the same fit, so a missing .glb cannot silently
  remove collision.
- Each prop also publishes a NavigationObstacle3D; NpcAvatar enables agent
  avoidance and moves with the safe velocity from velocity_computed. The navmesh
  stays a flat walkable plane and avoidance does the steering.

Placement
- PROP_PLACEMENTS groups furniture by entrance, mid-block and curb zones, with a
  static placement_problems() validator for bounds, overlap/min-spacing,
  duplicates, and the door/steps/guest-lane exclusions.
- variant_for(index) gives deterministic yaw jitter, subtle scale, and optional
  clutter (bag by the bin, crate by the newspaper boxes, cone by the hydrant).

Verification
- New windowed smoke_props.gd: guard walks into a bench and stops; a guest
  headed beyond the bench routes around it and never enters the collider.
- Headless 182 -> 187: placement validation and its failure modes, variant
  determinism/range, collider + obstacle on every placed prop, fallback collider.
- Other smokes (PLAN verbs, crowd, emergency, timeline) still pass; Python
  tooling 53/53; screenshots recaptured; compare 9 good / 0 bad.
- Version 0.4.0. TODO: collision/placement section moved to DONE; prop pipeline
  checks remain.
This commit is contained in:
zwitschi committed 2026-11-01 10:16:53 +01:00
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@@ -335,35 +335,112 @@ func _build_street_furniture() -> void:
tree.add_child(crown)
root.add_child(tree)
## Street-furniture placement table. Positions are in world space on the
## sidewalk top (y = 0.18) and grouped by zone, so a cluster reads as street
## furniture instead of a scattered list. `accessory` names a small procedural
## addition (bag, crate, cone) for one-off variation.
const PROP_PLACEMENTS := [
# Entrance: bollards flank the foot of the steps, bins catch people who
# stop at the door.
{"zone": "entrance", "prop": "bollard", "x": -5.6, "z": 4.7},
{"zone": "entrance", "prop": "bollard", "x": -4.2, "z": 4.7},
{"zone": "entrance", "prop": "bollard", "x": 4.2, "z": 4.7},
{"zone": "entrance", "prop": "bollard", "x": 5.6, "z": 4.7},
{"zone": "entrance", "prop": "trash_bin", "x": -6.6, "z": 4.9, "accessory": "bag"},
{"zone": "entrance", "prop": "trash_bin", "x": 6.6, "z": 4.9},
# Mid-block: benches face the boulevard, planters break up the long run.
{"zone": "mid_block", "prop": "bench", "x": -8.8, "z": 6.4, "rot": 180.0},
{"zone": "mid_block", "prop": "bench", "x": 8.8, "z": 6.4, "rot": 180.0},
{"zone": "mid_block", "prop": "planter_box", "x": -11.8, "z": 8.8},
{"zone": "mid_block", "prop": "planter_box", "x": 11.8, "z": 8.8},
# Curb: newspaper boxes and a hydrant along the roadway edge.
{"zone": "curb", "prop": "newspaper_box", "x": -9.6, "z": 11.0, "rot": -12.0},
{"zone": "curb", "prop": "newspaper_box", "x": -8.9, "z": 11.0, "rot": -12.0,
"accessory": "crate"},
{"zone": "curb", "prop": "fire_hydrant", "x": 8.4, "z": 11.2,
"accessory": "cone"},
]
## The door, steps, and the lane guests walk in through stay clear of props.
const PROP_EXCLUSIONS := [
{"name": "steps and door", "x0": -4.6, "x1": 4.6, "z0": -4.6, "z1": 4.55},
{"name": "guest approach lane", "x0": -1.4, "x1": 1.4, "z0": 4.55, "z1": 14.0},
]
const PROP_BOUNDS := {"x0": -14.0, "x1": 14.0, "z0": 4.55, "z1": 11.8}
## Two prop centres closer than this read as one blob (newspaper boxes are
## deliberately lined up, so this stays below their 0.7 m spacing).
const PROP_MIN_SPACING := 0.6
static func _variant_seed(index: int) -> int:
return index * 7919 + 13
## Deterministic per-placement variation. The same index always gives the same
## rotation and scale, so the street is reproducible while repeats differ.
static func variant_for(index: int, base_rotation: float = 0.0) -> Dictionary:
var rng := RandomNumberGenerator.new()
rng.seed = _variant_seed(index)
return {
"rotation": base_rotation + rng.randf_range(-2.0, 2.0),
"scale": rng.randf_range(0.96, 1.04),
"roll": rng.randf(),
}
## Static validation used by tests: reject duplicate, out-of-bounds, or
## overlapping placements, and any prop inside the door/steps/approach lane.
static func placement_problems(placements: Array = PROP_PLACEMENTS) -> Array[String]:
var problems: Array[String] = []
var seen := {}
for i in placements.size():
var entry: Dictionary = placements[i]
var prop := str(entry.get("prop", ""))
var x := float(entry.get("x", 0.0))
var z := float(entry.get("z", 0.0))
var key := "%s@%.2f,%.2f" % [prop, x, z]
if seen.has(key):
problems.append("duplicate placement %s" % key)
seen[key] = true
if x < float(PROP_BOUNDS["x0"]) or x > float(PROP_BOUNDS["x1"]) \
or z < float(PROP_BOUNDS["z0"]) or z > float(PROP_BOUNDS["z1"]):
problems.append("%s at (%.1f, %.1f) is outside the sidewalk" % [prop, x, z])
for zone in PROP_EXCLUSIONS:
if x > float(zone["x0"]) and x < float(zone["x1"]) \
and z > float(zone["z0"]) and z < float(zone["z1"]):
problems.append("%s at (%.1f, %.1f) blocks %s" % [prop, x, z, zone["name"]])
for j in range(i):
var other: Dictionary = placements[j]
var dx := x - float(other.get("x", 0.0))
var dz := z - float(other.get("z", 0.0))
if Vector2(dx, dz).length() < PROP_MIN_SPACING:
problems.append("%s and %s at (%.1f, %.1f) overlap" % [
prop, str(other.get("prop", "")), x, z])
return problems
## Street furniture built from the generated GLB props (tools/model_pipeline.py).
## The meshes are real 3D models (bollards, benches, bins, planters, newspaper
## boxes, a hydrant) rather than scaled boxes, and every placement is fixed so
## the street looks the same on every run.
## boxes, a hydrant) rather than scaled boxes. Placements and their deterministic
## variants are fixed, so the street looks the same on every run.
func _build_street_detail() -> void:
var detail := Node3D.new()
detail.name = "StreetDetail"
root.add_child(detail)
# Bollards flank the foot of the steps.
for x in [-5.6, -4.2, 4.2, 5.6]:
_add_prop_model(detail, "bollard", Vector3(x, 0.18, 4.7))
# Benches face the boulevard.
_add_prop_model(detail, "bench", Vector3(-8.8, 0.18, 6.4), 180.0)
_add_prop_model(detail, "bench", Vector3(8.8, 0.18, 6.4), 180.0)
# Bins where people leave the steps.
_add_prop_model(detail, "trash_bin", Vector3(-6.6, 0.18, 4.9))
_add_prop_model(detail, "trash_bin", Vector3(6.6, 0.18, 4.9))
# Planters break up the long sidewalk run.
_add_prop_model(detail, "planter_box", Vector3(-11.8, 0.18, 8.8))
_add_prop_model(detail, "planter_box", Vector3(11.8, 0.18, 8.8))
# Newspaper boxes and a hydrant along the curb.
_add_prop_model(detail, "newspaper_box", Vector3(-9.6, 0.18, 11.0), -12.0)
_add_prop_model(detail, "newspaper_box", Vector3(-8.9, 0.18, 11.0), -12.0)
_add_prop_model(detail, "fire_hydrant", Vector3(8.4, 0.18, 11.2))
for index in PROP_PLACEMENTS.size():
var entry: Dictionary = PROP_PLACEMENTS[index]
var base_rot := float(entry.get("rot", 0.0))
var variant := variant_for(index, base_rot)
var holder := _add_prop_model(detail, str(entry["prop"]),
Vector3(float(entry["x"]), 0.18, float(entry["z"])),
float(variant["rotation"]), index)
holder.scale = Vector3.ONE * float(variant["scale"])
var accessory := str(entry.get("accessory", ""))
if accessory != "":
_add_prop_accessory(holder, accessory)
## Place one generated prop. Falls back to simple primitives when the `.glb` is
## missing (fresh checkout before `godot --import`) so the world still builds.
## A static collider is fitted from the model bounds (cylinder for round props,
## box for everything else), so props block the guard and NPCs.
func _add_prop_model(parent: Node3D, prop: String, pos: Vector3,
rot_y_deg: float = 0.0) -> Node3D:
rot_y_deg: float = 0.0, variant_index: int = -1) -> Node3D:
var holder := Node3D.new()
holder.name = "Prop_%s_%d" % [prop, parent.get_child_count()]
holder.position = pos
@@ -373,11 +450,97 @@ func _add_prop_model(parent: Node3D, prop: String, pos: Vector3,
holder.add_child(model)
loaded_models.append(prop)
else:
holder.add_child(_fallback_prop(prop))
var fallback := _fallback_prop(prop)
holder.add_child(fallback)
fallback_props.append(prop)
model = fallback
parent.add_child(holder)
_add_prop_collision(holder, prop, model)
return holder
## Fit a simple collider to the prop's meshes (in holder-local space, so the
## placement scale and rotation carry over).
func _add_prop_collision(holder: Node3D, prop: String, model: Node3D) -> void:
var bounds := _model_bounds(model, holder)
if bounds.size == Vector3.ZERO:
return
var body := StaticBody3D.new()
body.name = "Collision"
var collider := CollisionShape3D.new()
collider.name = "Shape"
var round_props := ["bollard", "trash_bin", "fire_hydrant"]
if prop in round_props:
var cylinder := CylinderShape3D.new()
cylinder.radius = maxf(bounds.size.x, bounds.size.z) * 0.5
cylinder.height = bounds.size.y
collider.shape = cylinder
else:
var box := BoxShape3D.new()
box.size = bounds.size
collider.shape = box
collider.position = bounds.get_center()
body.add_child(collider)
holder.add_child(body)
# Publish the footprint to NavigationServer so guest avoidance steers around
# the prop even though the navmesh itself is a flat walkable plane.
var obstacle := NavigationObstacle3D.new()
obstacle.name = "Avoidance"
obstacle.radius = maxf(bounds.size.x, bounds.size.z) * 0.5 + 0.25
obstacle.height = maxf(bounds.size.y, 0.5)
obstacle.position = Vector3(bounds.get_center().x, 0.0, bounds.get_center().z)
holder.add_child(obstacle)
## AABB of every mesh under `model`, expressed relative to `ancestor`.
func _model_bounds(model: Node3D, ancestor: Node3D) -> AABB:
var bounds := AABB()
var found := false
for node in model.find_children("*", "MeshInstance3D", true, false):
var mi := node as MeshInstance3D
if mi.mesh == null:
continue
var xform := _transform_to_ancestor(mi, ancestor)
var box: AABB = xform * mi.mesh.get_aabb()
bounds = box if not found else bounds.merge(box)
found = true
return bounds
func _transform_to_ancestor(node: Node, ancestor: Node) -> Transform3D:
var xform := Transform3D.IDENTITY
var current := node
while current != null and current != ancestor:
if current is Node3D:
xform = (current as Node3D).transform * xform
current = current.get_parent()
return xform
## Small deterministic clutter next to a prop: a bag by the bin, a crate by the
## newspaper boxes, a cone by the hydrant.
func _add_prop_accessory(holder: Node3D, kind: String) -> void:
match kind:
"bag":
var bag := MeshInstance3D.new()
var sphere := SphereMesh.new()
sphere.radius = 0.22
sphere.height = 0.5
bag.mesh = sphere
bag.material_override = Materials.flat(Color(0.10, 0.11, 0.13), "rubber")
bag.position = Vector3(0.38, 0.22, 0.06)
holder.add_child(bag)
_add_box(holder, Vector3(0.12, 0.10, 0.12), Vector3(0.38, 0.48, 0.06),
Color(0.16, 0.17, 0.20), false, null, Vector2.ONE, "rubber")
"crate":
_add_box(holder, Vector3(0.46, 0.40, 0.40), Vector3(0.48, 0.20, 0.08),
Color(0.45, 0.31, 0.18), true, null, Vector2.ONE, "wood")
_add_box(holder, Vector3(0.48, 0.03, 0.42), Vector3(0.48, 0.41, 0.08),
Color(0.35, 0.23, 0.13), false, null, Vector2.ONE, "wood")
"cone":
_add_cylinder_mesh(holder, 0.16, 0.55, Vector3(-0.42, 0.28, 0.10),
Color(0.95, 0.36, 0.10), "painted_metal")
_add_box(holder, Vector3(0.38, 0.05, 0.38), Vector3(-0.42, 0.03, 0.10),
Color(0.12, 0.12, 0.14), false, null, Vector2.ONE, "rubber")
_add_cylinder_mesh(holder, 0.11, 0.08, Vector3(-0.42, 0.34, 0.10),
Color(0.92, 0.92, 0.9), "painted_metal")
func _load_prop_scene(prop: String) -> Node3D:
var path := MODEL_DIR + prop + ".glb"
if not ResourceLoader.exists(path):