Update to the latest Voxelman, to get the VoxelChunk->VoxelChunk,VoxelChunkDefault refactor.

This commit is contained in:
Relintai 2020-03-12 23:26:19 +01:00
parent ae0d64a069
commit 16d4c9ae2e
6 changed files with 41 additions and 40 deletions

2
HEADS
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@ -1 +1 @@
{"engine": {"3.2": "34dc32aeb8b06947897f75399c15f3eb9c211d7b", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "a08917370cdef0884042bdb49fb80ece0b2e76ec"}, "entity_spell_system": {"master": "bff7b220c40216f625a028af144b174620106c59"}, "ui_extensions": {"master": "38acc650db260a831dc26ca96fe9d9a087230bdc"}, "voxelman": {"master": "91540092500d8b8bd0c12322e46f4e10a00c66ae"}, "texture_packer": {"master": "b17c174906f84de93d84aa60d010ffe603efaa28"}, "fastnoise": {"master": "41b7ea05a1f7aa2b8ecddaa1fd739e64d6970f7e"}, "mesh_data_resource": {"master": "4bda19b12be2c2a79a6121de6d22e48f3934e726"}, "procedural_animations": {"master": "9b1868668de4242ccc0565cf3c6b5e1c375f1576"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}, "fast_quadratic_mesh_simplifier": {"master": "0007d4793ef76b1998586018b66382b0fc8a9c99"}}
{"engine": {"3.2": "34dc32aeb8b06947897f75399c15f3eb9c211d7b", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "a08917370cdef0884042bdb49fb80ece0b2e76ec"}, "entity_spell_system": {"master": "bff7b220c40216f625a028af144b174620106c59"}, "ui_extensions": {"master": "38acc650db260a831dc26ca96fe9d9a087230bdc"}, "voxelman": {"master": "080e8f2437f8cdfdd49ca9dacb705de2b4bbe538"}, "texture_packer": {"master": "b17c174906f84de93d84aa60d010ffe603efaa28"}, "fastnoise": {"master": "41b7ea05a1f7aa2b8ecddaa1fd739e64d6970f7e"}, "mesh_data_resource": {"master": "4bda19b12be2c2a79a6121de6d22e48f3934e726"}, "procedural_animations": {"master": "9b1868668de4242ccc0565cf3c6b5e1c375f1576"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}, "fast_quadratic_mesh_simplifier": {"master": "0007d4793ef76b1998586018b66382b0fc8a9c99"}}

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@ -244,7 +244,7 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://scripts/spells/gd_spell_script.gd"
}, {
"base": "VoxelChunk",
"base": "VoxelChunkDefault",
"class": "TVVoxelChunk",
"language": "GDScript",
"path": "res://voxelman/world/TVVoxelChunk.gd"

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@ -58,9 +58,8 @@ adjustment_enabled = true
]]
data_margin_start = 1
data_margin_end = 2
use_threads = false
max_concurrent_generations = 4
max_frame_chunk_build_steps = 1
max_frame_chunk_build_steps = 4
library = ExtResource( 2 )
level_generator = SubResource( 1 )
voxel_scale = 1.6

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@ -71,11 +71,11 @@ func generate_terrarin(chunk : VoxelChunk, spawn_mobs: bool) -> void:
if v < 2:
chunk.set_voxel(1, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(1, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
elif v == 2:
chunk.set_voxel(3, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(3, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
else:
chunk.set_voxel(2, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(2, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
# if y == v - 1:
# chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
@ -87,7 +87,7 @@ func generate_terrarin(chunk : VoxelChunk, spawn_mobs: bool) -> void:
val2 = int(val2)
val2 /= 4.0
chunk.set_voxel(int(255.0 * val2), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
chunk.set_voxel(int(255.0 * val2), x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
# chunk.set_voxel(int(255.0 * (val - int(val)) / 180.0) * 180, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
# chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)

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@ -36,23 +36,23 @@ func _generate_chunk(chunk : VoxelChunk, spawn_mobs: bool) -> void:
for y in range(0, 4):
for x in range(-4, 5):
for z in range(-4, 5):
if chunk.get_voxel(hs + x, y, hs + z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0:
chunk.set_voxel(4, hs + x, y, hs + z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
if chunk.get_voxel(hs + x, y, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE) != 0:
chunk.set_voxel(4, hs + x, y, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
for x in range(-5, 5):
for z in [-5, 4]:
for y in range(0, randi() % 5):
if chunk.get_voxel(hs + x, y, hs + z, VoxelChunk.DEFAULT_CHANNEL_TYPE) == 0:
chunk.set_voxel(4, hs + x, y, hs + z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(10, hs + x, y, hs + z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
if chunk.get_voxel(hs + x, y, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE) == 0:
chunk.set_voxel(4, hs + x, y, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(10, hs + x, y, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
for x in [-5, 5]:
for z in range(-5, 4):
for y in range(0, randi() % 5):
if chunk.get_voxel(hs + x, y, hs + z, VoxelChunk.DEFAULT_CHANNEL_TYPE) == 0:
chunk.set_voxel(4, hs + x, y, hs + z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(10, hs + x, y, hs + z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
if chunk.get_voxel(hs + x, y, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE) == 0:
chunk.set_voxel(4, hs + x, y, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(10, hs + x, y, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
# var num : int = randi() % 10 + 7
# for i in range(num):
@ -60,41 +60,41 @@ func _generate_chunk(chunk : VoxelChunk, spawn_mobs: bool) -> void:
# var z : int = randi() % 12 - 6
#
# for y in range(4, 1, -1):
# if chunk.get_voxel(hs + x, y, hs + z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0:
# chunk.set_voxel(1, hs + x, y + 1, hs + z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
# chunk.set_voxel(100, hs + x, y + 1, hs + z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
# if chunk.get_voxel(hs + x, y, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE) != 0:
# chunk.set_voxel(1, hs + x, y + 1, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
# chunk.set_voxel(100, hs + x, y + 1, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
# break
for y in range(-chunk.get_margin_start(), chunk.size_y + chunk.get_margin_end()):
for x in range(0, 2):
for z in range(0, 2):
chunk.set_voxel(0, hs + x, y, hs + z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(0, hs + x, y, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
for y in range(3, chunk.get_size_y() / 2):
chunk.set_voxel(4, hs, y, hs, VoxelChunk.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel((16 - y) * 8, hs, y, hs, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
chunk.set_voxel(4, hs, y, hs, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel((16 - y) * 8, hs, y, hs, VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
if chunk.position_y == -1:
for y in range(chunk.get_size_y() - sizey - 1, chunk.get_size_y()):
for x in range(hs - 1, hs + sizex + 1):
for z in range(hs - 1, hs + sizez + 1):
chunk.set_voxel(4, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(255, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
chunk.set_voxel(4, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(255, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
for y in range(chunk.get_size_y() - sizey + 1, chunk.size_y + chunk.get_margin_end()):
for x in range(0, 2):
for z in range(0, 2):
chunk.set_voxel(0, hs + x, y, hs + z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(0, hs + x, y, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
for y in range(chunk.get_size_y() - sizey, chunk.get_size_y() - 1):
for x in range(hs, hs + sizex):
for z in range(hs, hs + sizez):
chunk.set_voxel(0, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(0, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
for x in range(0, 2):
for z in range(0, 2):
chunk.set_voxel(3, hs + x, chunk.get_size_y() - sizey, hs + z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(30, x, chunk.get_size_y() - sizey, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
chunk.set_voxel(3, hs + x, chunk.get_size_y() - sizey, hs + z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
chunk.set_voxel(30, x, chunk.get_size_y() - sizey, z, VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)

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@ -1,5 +1,5 @@
tool
extends VoxelChunk
extends VoxelChunkDefault
class_name TVVoxelChunk
# Copyright Péter Magyar relintai@gmail.com
@ -54,6 +54,8 @@ func _create_meshers():
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.lod_size = lod_size
mesher.voxel_scale = voxel_scale
add_mesher(mesher)
#add_mesher(VoxelMesherCubic.new())
@ -209,14 +211,14 @@ func get_prop_mesh_transform(base_transform : Transform, snap_to_mesh: bool, sna
func _build_phase(phase):
# print(name + " " + str(phase))
if phase == VoxelChunk.BUILD_PHASE_LIGHTS:
if phase == VoxelChunkDefault.BUILD_PHASE_LIGHTS:
clear_baked_lights()
generate_random_ao()
bake_lights()
#set_physics_process_internal(true)
active_build_phase_type = VoxelChunk.BUILD_PHASE_TYPE_PHYSICS_PROCESS
active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_PHYSICS_PROCESS
return
# elif phase == VoxelChunk.BUILD_PHASE_TERRARIN_MESH:
# elif phase == VoxelChunkDefault.BUILD_PHASE_TERRARIN_MESH:
# for i in range(get_mesher_count()):
# var mesher : VoxelMesher = get_mesher(i)
# mesher.bake_colors(self)
@ -279,11 +281,11 @@ func _build_phase(phase):
# next_phase();
#
# return
elif phase == VoxelChunk.BUILD_PHASE_PROP_MESH:
elif phase == VoxelChunkDefault.BUILD_PHASE_PROP_MESH:
# set_physics_process_internal(true)
active_build_phase_type = VoxelChunk.BUILD_PHASE_TYPE_PHYSICS_PROCESS
active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_PHYSICS_PROCESS
return
elif phase == VoxelChunk.BUILD_PHASE_FINALIZE:
elif phase == VoxelChunkDefault.BUILD_PHASE_FINALIZE:
_notification(NOTIFICATION_TRANSFORM_CHANGED)
._build_phase(phase)
@ -313,19 +315,19 @@ func generate_random_ao() -> void:
if val < 0:
val = -val
set_voxel(int(val * 255.0), x, y, z, VoxelChunk.DEFAULT_CHANNEL_RANDOM_AO)
set_voxel(int(val * 255.0), x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_RANDOM_AO)
func _build_phase_physics_process(phase):
if current_build_phase == VoxelChunk.BUILD_PHASE_LIGHTS:
if current_build_phase == VoxelChunkDefault.BUILD_PHASE_LIGHTS:
build_phase_lights()
# set_physics_process_internal(false)
active_build_phase_type = VoxelChunk.BUILD_PHASE_TYPE_NORMAL
active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_NORMAL
next_phase()
elif current_build_phase == VoxelChunk.BUILD_PHASE_PROP_MESH:
elif current_build_phase == VoxelChunkDefault.BUILD_PHASE_PROP_MESH:
build_phase_prop_mesh()
# set_physics_process_internal(false)
active_build_phase_type = VoxelChunk.BUILD_PHASE_TYPE_NORMAL
active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_NORMAL
next_phase()
else:
._build_phase_physics_process(phase)