broken_seals/game/scenes/world/TerrainWorldBlocky.gd

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GDScript3
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tool
extends TerrainWorldBlocky
# Copyright Péter Magyar relintai@gmail.com
# MIT License, might be merged into the Voxelman engine module
# Copyright (c) 2019-2021 Péter Magyar
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
export(Array, MeshDataResource) var meshes : Array
export(bool) var editor_generate : bool = false setget set_editor_generate, get_editor_generate
export(bool) var show_loading_screen : bool = true
export(bool) var generate_on_ready : bool = false
export(int) var spawn_height : int = 5
export(bool) var use_global_chunk_settings : bool = true
export(PropData) var test_prop : PropData
var mob_level : int = 1
var initial_generation : bool = true
var spawned : bool = false
var _editor_generate : bool
var _player_file_name : String
var _player : Entity
const VIS_UPDATE_INTERVAL = 5
const EDITOR_VIS_UPDATE_INTERVAL = 0.5
var vis_update : float = 0
var _max_frame_chunk_build_temp : int
var rc : int = 0
export(int) var test_lod : int = 0 setget set_test_lod
func _enter_tree():
if !Engine.is_editor_hint() && use_global_chunk_settings:
Settings.connect("setting_changed", self, "on_setting_changed")
Settings.connect("settings_loaded", self, "on_settings_loaded")
if Settings.loaded:
on_settings_loaded()
if generate_on_ready and not Engine.is_editor_hint():
# call_deferred("generate")
generate()
func on_setting_changed(section, key, value):
if section == "game":
if key == "chunk_spawn_range":
chunk_spawn_range = value
elif key == "chunk_lod_falloff":
chunk_lod_falloff = value
elif key == "chunk_lod_first_falloff":
chunk_lod_first_falloff = value
func on_settings_loaded():
chunk_spawn_range = Settings.get_value("game", "chunk_spawn_range")
chunk_lod_falloff = Settings.get_value("game", "chunk_lod_falloff")
chunk_lod_first_falloff = Settings.get_value("game", "chunk_lod_first_falloff")
vis_update += VIS_UPDATE_INTERVAL
func generate():
if level_generator != null:
level_generator.setup(self, 80, false, library)
spawn(0, 0)
func _process(delta):
if !active:
return
if initial_generation:
return
if !Engine.editor_hint:
_process_game(delta)
else:
_process_editor(delta)
func _process_game(delta) -> void:
if _player == null:
set_process(false)
return
vis_update += delta
if vis_update >= VIS_UPDATE_INTERVAL:
vis_update = 0
var ppos : Vector3 = _player.get_body_3d().transform.origin
var cpos : Vector3 = ppos
var ppx : int = int(cpos.x / (chunk_size_x * voxel_scale))
var ppz : int = int(cpos.z / (chunk_size_z * voxel_scale))
cpos.x = ppx
cpos.y = 0
cpos.z = ppz
var count : int = chunk_get_count()
var i : int = 0
while i < count:
var c : TerrainChunk = chunk_get_index(i)
var l : float = (Vector2(cpos.x, cpos.z) - Vector2(c.position_x, c.position_z)).length()
if l > chunk_spawn_range + 3:
# print("despawn " + str(Vector3(c.position_x, c.position_y, c.position_z)))
chunk_remove_index(i)
i -= 1
count -= 1
i += 1
for x in range(int(cpos.x) - chunk_spawn_range, chunk_spawn_range + int(cpos.x)):
for z in range(int(cpos.z) - chunk_spawn_range, chunk_spawn_range + int(cpos.z)):
var l : float = (Vector2(cpos.x, cpos.z) - Vector2(x, z)).length()
if l > chunk_spawn_range:
continue
for y in range(-1 + cpos.y, spawn_height + cpos.y):
if not chunk_has(x, z):
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#print("spawn " + str(Vector2(x, z)))
chunk_create(x, z)
update_lods()
func _process_editor(delta) -> void:
if !_editor_generate:
set_process(false)
return
if !is_inside_tree():
return
var cam : Camera = get_editor_camera()
if cam == null:
set_process(false)
return
vis_update += delta
if vis_update >= EDITOR_VIS_UPDATE_INTERVAL:
vis_update = 0
var ppos : Vector3 = cam.transform.origin
var cpos : Vector3 = ppos
var ppx : int = int(cpos.x / (chunk_size_x * voxel_scale))
var ppz : int = int(cpos.z / (chunk_size_z * voxel_scale))
cpos.x = ppx
cpos.y = 0
cpos.z = ppz
var count : int = chunk_get_count()
var i : int = 0
while i < count:
var c : TerrainChunk = chunk_get_index(i)
var l : float = (Vector2(cpos.x, cpos.z) - Vector2(c.position_x, c.position_z)).length()
if l > chunk_spawn_range + 3:
# print("despawn " + str(Vector3(c.position_x, c.position_y, c.position_z)))
chunk_remove_index(i)
i -= 1
count -= 1
i += 1
for x in range(int(cpos.x) - chunk_spawn_range, chunk_spawn_range + int(cpos.x)):
for z in range(int(cpos.z) - chunk_spawn_range, chunk_spawn_range + int(cpos.z)):
var l : float = (Vector2(cpos.x, cpos.z) - Vector2(x, z)).length()
if l > chunk_spawn_range:
continue
for y in range(-1 + cpos.y, spawn_height + cpos.y):
if not chunk_has(x, z):
#print("spawn " + str(Vector2(x, z)))
chunk_create(x, z)
update_lods()
func _generation_finished():
initial_generation = false
# for i in range(get_chunk_count()):
# get_chunk_index(i).draw_debug_voxels(555555)
if show_loading_screen and not Engine.editor_hint:
get_node("..").hide_loading_screen()
#TODO hack, do this properly
if _player:
_player.set_physics_process(true)
func get_chunk_lod_level(x : int, z : int, default : int) -> int:
# var key : String = str(x) + "," + str(y) + "," + str(z)
var ch : TerrainChunk = chunk_get(x, z)
if ch == null:
return default
return ch.lod_size
func _create_chunk(x : int, z : int, pchunk : TerrainChunk) -> TerrainChunk:
if !pchunk:
pchunk = TerrainChunkBlocky.new()
if pchunk.job_get_count() == 0:
var tj : TerrainTerrainJob = TerrainTerrainJob.new()
var lj : TerrainLightJob = TerrainLightJob.new()
var mesher : TerrainMesherBlocky = TerrainMesherBlocky.new()
mesher.base_light_value = 0.45
mesher.ao_strength = 0.2
mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
mesher.voxel_scale = voxel_scale
mesher.build_flags = build_flags
mesher.texture_scale = 3
mesher.channel_index_type = TerrainChunkDefault.DEFAULT_CHANNEL_TYPE
mesher.channel_index_isolevel = TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL
# mesher.lod_index = 3
tj.set_mesher(mesher)
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var liquid_mesher : TerrainMesherBlocky = TerrainMesherBlocky.new()
liquid_mesher.base_light_value = 0.45
liquid_mesher.ao_strength = 0.2
liquid_mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
liquid_mesher.voxel_scale = voxel_scale
liquid_mesher.build_flags = build_flags
liquid_mesher.texture_scale = 3
liquid_mesher.channel_index_type = TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_TYPE
liquid_mesher.channel_index_isolevel = TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_ISOLEVEL
tj.set_liquid_mesher(liquid_mesher)
var s : TerrainMesherJobStep = TerrainMesherJobStep.new()
s.job_type = TerrainMesherJobStep.TYPE_NORMAL
tj.add_jobs_step(s)
s = TerrainMesherJobStep.new()
s.job_type = TerrainMesherJobStep.TYPE_NORMAL_LOD
s.lod_index = 1
tj.add_jobs_step(s)
s = TerrainMesherJobStep.new()
s.job_type = TerrainMesherJobStep.TYPE_NORMAL_LOD
s.lod_index = 2
tj.add_jobs_step(s)
s = TerrainMesherJobStep.new()
s.job_type = TerrainMesherJobStep.TYPE_MERGE_VERTS
tj.add_jobs_step(s)
s = TerrainMesherJobStep.new()
s.job_type = TerrainMesherJobStep.TYPE_BAKE_TEXTURE
tj.add_jobs_step(s)
var pj : TerrainPropJob = TerrainPropJob.new()
var prop_mesher = TerrainMesherBlocky.new()
prop_mesher.base_light_value = 0.45
prop_mesher.ao_strength = 0.2
prop_mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
prop_mesher.voxel_scale = voxel_scale
prop_mesher.build_flags = build_flags
prop_mesher.texture_scale = 3
s.job_type = TerrainMesherJobStep.TYPE_NORMAL
pj.add_jobs_step(s)
s = TerrainMesherJobStep.new()
s.job_type = TerrainMesherJobStep.TYPE_MERGE_VERTS
pj.add_jobs_step(s)
s = TerrainMesherJobStep.new()
s.job_type = TerrainMesherJobStep.TYPE_BAKE_TEXTURE
pj.add_jobs_step(s)
s = TerrainMesherJobStep.new()
s.job_type = TerrainMesherJobStep.TYPE_SIMPLIFY_MESH
var fqms : FastQuadraticMeshSimplifier = FastQuadraticMeshSimplifier.new()
s.fqms = fqms
s.simplification_steps = 2
pj.add_jobs_step(s)
pj.set_prop_mesher(prop_mesher);
pchunk.job_add(lj)
pchunk.job_add(tj)
pchunk.job_add(pj)
return ._create_chunk(x, z, pchunk)
func spawn(start_x : int, start_z : int) -> void:
var spv : Vector2 = Vector2(start_x, start_z)
for x in range(start_x - chunk_spawn_range, chunk_spawn_range + start_x):
for z in range(start_z - chunk_spawn_range, chunk_spawn_range + start_z):
var l : float = (spv - Vector2(x, z)).length()
if l > chunk_spawn_range:
continue
if !chunk_get(x, z):
chunk_create(x, z)
# add_prop(Transform().translated(Vector3(0, 2, 0)), test_prop)
set_process(true)
func get_editor_generate() -> bool:
return _editor_generate
func set_editor_generate(value : bool) -> void:
_editor_generate = value
if is_inside_tree() && Engine.editor_hint:
if value:
library.refresh_rects()
level_generator.setup(self, current_seed, false, library)
var editor_camera : Camera = get_editor_camera()
if editor_camera:
var cpos : Vector3 = editor_camera.transform.origin
cpos.x /= chunk_size_x * voxel_scale
cpos.z /= chunk_size_z * voxel_scale
spawn(cpos.x, cpos.z)
set_player(get_editor_camera())
set_process(true)
else:
spawn(0, 0)
set_process(true)
initial_generation = false
else:
if get_player() == get_editor_camera():
set_player(null)
chunks_clear()
initial_generation = false
spawned = false
func create_light(x : int, y : int, z : int, size : int, color : Color) -> void:
var chunkx : int = int(x / chunk_size_x)
var chunkz : int = int(z / chunk_size_z)
var light : TerrainLight = TerrainLight.new()
light.color = color
light.size = size
light.set_world_position(x, 20, z)
light_add(light)
func setup_client_seed(pseed : int) -> void:
# _player_file_name = ""
# _player = null
Server.sset_seed(pseed)
if level_generator != null:
level_generator.setup(self, pseed, false, library)
spawn(0, 0)
func load_character(file_name : String) -> void:
_player_file_name = file_name
_player = ESS.entity_spawner.load_player(file_name, Vector3(5, 30, 5), 1) as Entity
#TODO hack, do this properly
_player.set_physics_process(false)
mob_level = _player.clevel
#_player.sseed = 2
Server.sset_seed(_player.sseed)
if level_generator != null:
level_generator.setup(self, _player.sseed, true, library)
var spawn_chunk_pos : Vector2 = level_generator.get_spawn_chunk_position()
var ppos : Vector3 = Vector3(spawn_chunk_pos.x * chunk_size_x * voxel_scale, 100, spawn_chunk_pos.y * chunk_size_z * voxel_scale)
_player.set_transform_3d(Transform(Basis(), ppos))
set_player(_player.get_body())
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spawn(spawn_chunk_pos.x, spawn_chunk_pos.y)
set_process(true)
func needs_loading_screen() -> bool:
return show_loading_screen
func save() -> void:
if _player == null or _player_file_name == "":
return
ESS.entity_spawner.save_player(_player, _player_file_name)
func get_mob_level() -> int:
return mob_level
func set_mob_level(level : int) -> void:
mob_level = level
func set_test_lod(val : int) -> void:
test_lod = val
for i in range(chunk_get_count()):
var c : TerrainChunkDefault = chunk_get_index(i)
c.current_lod_level = test_lod