broken_seals/game/voxelman/world/TVVoxelWorld.gd

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tool
extends VoxelWorld
# Copyright Péter Magyar relintai@gmail.com
# MIT License, might be merged into the Voxelman engine module
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# Copyright (c) 2019-2020 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.
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export(Array, MeshDataResource) var meshes : Array
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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
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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
var vis_update : float = 0
var _max_frame_chunk_build_temp : int
func _enter_tree():
for ch in get_children():
if ch is VoxelChunk:
var c : VoxelChunk = ch as VoxelChunk
c.set_voxel_world(self)
c.set_library(library)
c.set_size(c.size_x, c.size_y, c.size_z, c.margin_start, c.margin_end)
# c.is_build_threaded = false
add_chunk(c, c.position_x, c.position_y, c.position_z)
c.build_deferred()
if generate_on_ready and not Engine.is_editor_hint():
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if level_generator != null:
level_generator.setup(self, 80, false, library)
spawn()
func _process(delta):
if initial_generation:
return
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().transform.origin
var cpos : Vector3 = ppos
cpos.x = int(cpos.x / (chunk_size_x * voxel_scale))
cpos.y = int(cpos.y / (chunk_size_y * voxel_scale))
cpos.z = int(cpos.z / (chunk_size_z * voxel_scale))
var count : int = get_chunk_count()
var i : int = 0
while i < count:
var c : VoxelChunk = get_chunk_index(i)
var l : float = (Vector2(cpos.x, cpos.z) - Vector2(c.position_x, c.position_z)).length()
if l > chunk_spawn_range + 2:
# print("despawn " + str(Vector3(c.position_x, c.position_y, c.position_z)))
remove_chunk_index(i)
c.queue_free()
i -= 1
count -= 1
i += 1
for x in range(-chunk_spawn_range + int(cpos.x), chunk_spawn_range + int(cpos.x)):
for z in range(-chunk_spawn_range + int(cpos.z), chunk_spawn_range + int(cpos.z)):
for y in range(-1, 2):
if not has_chunk(x, y, z):
# print("spawn " + str(Vector3(x, y, z)))
create_chunk(x, y, z)
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#func _process(delta : float) -> void:
# if not generation_queue.empty():
# var chunk : VoxelChunk = generation_queue.front()
# refresh_chunk_lod_level_data(chunk)
# level_generator.generate_chunk(chunk)
# generation_queue.remove(0)
#
# if generation_queue.empty():
# emit_signal("generation_finished")
# initial_generation = false
#
# if show_loading_screen and not Engine.editor_hint:
# get_node("..").hide_loading_screen()
func _generation_finished():
if not Engine.editor_hint:
max_frame_chunk_build_steps = _max_frame_chunk_build_temp
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initial_generation = false
# for i in range(get_chunk_count()):
# get_chunk_index(i).draw_debug_voxels(555555)
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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 _prepare_chunk_for_generation(chunk):
refresh_chunk_lod_level_data(chunk)
func refresh_chunk_lod_level_data(chunk : VoxelChunk) -> void:
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var cpx : int = chunk.position_x
var cpy : int = chunk.position_y
var cpz : int = chunk.position_z
var chunk_lod : int = chunk.lod_size
var carr : Array = [
get_chunk_lod_level(cpx, cpy + 1, cpz, chunk_lod), #CHUNK_INDEX_UP
get_chunk_lod_level(cpx, cpy - 1, cpz, chunk_lod), #CHUNK_INDEX_DOWN
get_chunk_lod_level(cpx + 1, cpy, cpz, chunk_lod), #CHUNK_INDEX_LEFT
get_chunk_lod_level(cpx - 1, cpy, cpz, chunk_lod), #CHUNK_INDEX_RIGHT
get_chunk_lod_level(cpx, cpy, cpz - 1, chunk_lod), #CHUNK_INDEX_FRONT
get_chunk_lod_level(cpx, cpy, cpz + 1, chunk_lod) #CHUNK_INDEX_BACK
]
chunk.lod_data = carr
func get_chunk_lod_level(x : int, y : int, z : int, default : int) -> int:
# var key : String = str(x) + "," + str(y) + "," + str(z)
var ch : VoxelChunk = get_chunk(x, y, z)
if ch == null:
return default
return ch.lod_size
func _create_chunk(x : int, y : int, z : int, pchunk : Node) -> VoxelChunk:
var chunk : VoxelChunk = TVVoxelChunk.new()
#chunk.meshing_create_collider = false
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chunk.lod_size = 1
# print("added " + str(Vector3(x, y, z)))
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return ._create_chunk(x, y, z, chunk)
func spawn() -> void:
if not Engine.editor_hint:
_max_frame_chunk_build_temp = max_frame_chunk_build_steps
max_frame_chunk_build_steps = 0
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for x in range(-chunk_spawn_range, chunk_spawn_range):
for z in range(-chunk_spawn_range, chunk_spawn_range):
for y in range(-1, 2):
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create_chunk(x, y, z)
set_process(true)
func get_editor_generate() -> bool:
return _editor_generate
func set_editor_generate(value : bool) -> void:
if value:
library.refresh_rects()
level_generator.setup(self, current_seed, false, library)
spawn()
# else:
# spawned = false
# clear()
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_editor_generate = value
func add_light(x : int, y : int, z : int, size : int, color : Color) -> void:
var chunkx : int = int(x / chunk_size_x)
var chunky : int = int(y / chunk_size_y)
var chunkz : int = int(z / chunk_size_z)
var light : VoxelLight = VoxelLight.new()
light.color = color
light.size = size
light.set_world_position(x, y, z)
for xx in range(chunkx - 1, chunkx + 1):
for yy in range(chunky - 1, chunky + 1):
for zz in range(chunkz - 1, chunkz + 1):
var chunk : VoxelChunk = get_chunk(xx, yy, zz)
if chunk == null:
continue
chunk.add_voxel_light(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()
func load_character(file_name : String) -> void:
_player_file_name = file_name
_player = Entities.load_player(file_name, Vector3(5, 30, 5), 1) as Entity
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#TODO hack, do this properly
_player.set_physics_process(false)
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Server.sset_seed(_player.sseed)
if level_generator != null:
level_generator.setup(self, _player.sseed, true, library)
spawn()
set_process(true)
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func needs_loading_screen() -> bool:
return show_loading_screen
func save() -> void:
if _player == null or _player_file_name == "":
return
Entities.save_player(_player, _player_file_name)