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https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
Added a new WorldGenRaycast class, and now world generator will use this instead of a stack and stack index to make the data available to the generation methods. Also added local uv to it.
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game/addons/world_generator/raycast/world_gen_raycast.gd
Normal file
32
game/addons/world_generator/raycast/world_gen_raycast.gd
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@ -0,0 +1,32 @@
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tool
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extends Reference
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class_name WorldGenRaycast
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var current_index : int = -1
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var base_resources : Array = Array()
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var local_positions : PoolVector2Array = PoolVector2Array()
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var local_uvs : PoolVector2Array = PoolVector2Array()
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func get_local_position() -> Vector2:
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return local_positions[current_index]
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func get_local_uv() -> Vector2:
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return local_uvs[current_index]
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# WorldGenBaseResource (can't explicitly add -> cyclic dependency)
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func get_resource():
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return base_resources[current_index]
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func next() -> bool:
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current_index += 1
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return base_resources.size() > current_index
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func size() -> int:
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return base_resources.size()
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# base_resource -> WorldGenBaseResource
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func add_data(base_resource, local_pos : Vector2, local_uv : Vector2) -> void:
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base_resources.append(base_resource)
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local_positions.append(local_pos)
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local_uvs.append(local_uv)
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@ -104,16 +104,16 @@ func _setup_terra_library(library : TerrainLibrary, pseed : int) -> void:
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func generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool) -> void:
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var p : Vector2 = Vector2(chunk.get_position_x(), chunk.get_position_z())
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var stack : Array = get_hit_stack(p)
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var raycast : WorldGenRaycast = get_hit_stack(p)
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if stack.size() == 0:
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if raycast.size() == 0:
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_generate_terra_chunk_fallback(chunk, pseed, spawn_mobs)
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return
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for i in range(stack.size()):
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stack[i]._generate_terra_chunk(chunk, pseed, spawn_mobs, stack, i)
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while raycast.next():
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raycast.get_resource()._generate_terra_chunk(chunk, pseed, spawn_mobs, raycast)
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func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, stack : Array, stack_index : int) -> void:
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func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
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pass
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func _generate_terra_chunk_fallback(chunk: TerrainChunk, pseed : int, spawn_mobs: bool) -> void:
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@ -130,31 +130,33 @@ func generate_map(pseed : int) -> Image:
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return img
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func add_to_map(var img : Image, pseed : int) -> void:
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func add_to_map(img : Image, pseed : int) -> void:
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_add_to_map(img, pseed)
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for c in get_content():
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if c:
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c.add_to_map(img, pseed)
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func _add_to_map(var img : Image, pseed : int) -> void:
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func _add_to_map(img : Image, pseed : int) -> void:
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pass
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func get_hit_stack(var pos : Vector2) -> Array:
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func get_hit_stack(pos : Vector2, raycast : WorldGenRaycast = null) -> WorldGenRaycast:
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var r : Rect2 = get_rect()
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var local_pos : Vector2 = pos - rect.position
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r.position = Vector2()
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var result : Array = Array()
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if !raycast:
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raycast = WorldGenRaycast.new()
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if r.has_point(local_pos):
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result.append(self)
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var local_uv : Vector2 = local_pos / rect.size
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raycast.add_data(self, local_pos, local_uv)
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for c in get_content():
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if c:
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result.append_array(c.get_hit_stack(local_pos))
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c.get_hit_stack(local_pos, raycast)
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return result
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return raycast
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func get_editor_rect_border_color() -> Color:
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return Color(1, 1, 1, 1)
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@ -245,6 +245,11 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://addons/world_generator/resources/world_gen_base_resource.gd"
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}, {
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"base": "Reference",
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"class": "WorldGenRaycast",
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"language": "GDScript",
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"path": "res://addons/world_generator/raycast/world_gen_raycast.gd"
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}, {
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"base": "Resource",
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"class": "WorldGenWorld",
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"language": "GDScript",
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@ -308,6 +313,7 @@ _global_script_class_icons={
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"UIGuiChildModule": "",
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"UIWindowModule": "",
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"WorldGenBaseResource": "",
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"WorldGenRaycast": "",
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"WorldGenWorld": "",
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"WorldGeneratorSettings": "",
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"Zone": ""
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@ -50,7 +50,7 @@ func get_editor_additional_text() -> String:
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func _setup_terra_library(library : TerrainLibrary, pseed : int) -> void:
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pass
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func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, stack : Array, stack_index : int) -> void:
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func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
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voxel_scale = chunk.voxel_scale
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current_seed = pseed
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@ -14,7 +14,7 @@ func _setup() -> void:
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func get_spawn_chunk_position() -> Vector2:
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return Vector2(main_chunk_pos_x, main_chunk_pos_z)
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func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, stack : Array, stack_index : int) -> void:
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func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
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if !spawn_mobs:
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return
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