Managed to figure out a way to make the new continent code work. Also made it the default.

This commit is contained in:
Relintai 2022-03-09 18:08:23 +01:00
parent 953be13a66
commit d7e133e446

View File

@ -1,7 +1,9 @@
tool
extends Continent
export(float) var interpolation_size : float = 0.1
export(float) var continent_radius : float = 0.5
export(float) var continent_bevel : float = 0.3
export(float) var continent_base : float = 0
export(PackedScene) var dungeon_teleporter : PackedScene
export(PropData) var prop_tree : PropData
@ -31,6 +33,28 @@ func set_prop_tree2(ed : PropData) -> void:
prop_tree2 = ed
emit_changed()
func get_continent_radius() -> float:
return continent_radius
func set_continent_radius(ed : float) -> void:
continent_radius = ed
emit_changed()
func get_continent_bevel() -> float:
return continent_bevel
func set_continent_bevel(ed : float) -> void:
continent_bevel = ed
emit_changed()
func get_continent_base() -> float:
return continent_base
func set_continent_base(ed : float) -> void:
continent_base = ed
emit_changed()
func get_editor_rect_border_color() -> Color:
return Color(0.8, 0.8, 0.8, 1)
@ -52,7 +76,20 @@ func get_editor_additional_text() -> String:
func _setup_terra_library(library : TerrainLibrary, pseed : int) -> void:
pass
func _generate_terra_chunk_t(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
static func circle(uv : Vector2, c : Vector2, r : float) -> float:
c.x += 0.5
c.y += 0.5
return (uv - c).length() - r;
func get_value_for(uv : Vector2) -> float:
var f : float = circle(uv, Vector2(), continent_radius)
var cf : float = clamp(continent_base - f / max(continent_bevel, 0.00001), 0.0, 1.0)
return cf
func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0)
@ -64,29 +101,25 @@ func _generate_terra_chunk_t(chunk: TerrainChunk, pseed : int, spawn_mobs: bool,
sdet.set_noise_type(FastNoise.TYPE_SIMPLEX)
sdet.set_seed(current_seed)
var lpos : Vector2 = raycast.get_local_uv()
var scale_x : bool = true
var scale_z : bool = true
var luv : Vector2 = raycast.get_local_uv()
#var interp_size_x : float = 1 / get_rect().size.x * interpolation_size
#var interp_size_z : float = 1 / get_rect().size.y * interpolation_size
var lhit_world_pos : Vector2 = raycast.get_local_position()
lhit_world_pos.x *= chunk.size_x
lhit_world_pos.y *= chunk.size_z
if lpos.x > interpolation_size:
scale_x = false
#else:
# lpos.x = lpos.x / interpolation_size
if lpos.y > interpolation_size:
scale_z = false
#else:
# lpos.y = lpos.y / interpolation_size
var world_rect_size : Vector2 = get_rect().size
world_rect_size.x *= chunk.size_x
world_rect_size.y *= chunk.size_z
for x in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
for z in range(-chunk.margin_start, chunk.size_z + chunk.margin_end):
var vx : int = x + (chunk.position_x * chunk.size_x)
var vz : int = z + (chunk.position_z * chunk.size_z)
var lwp : Vector2 = lhit_world_pos + Vector2(x, z)
var local_uv : Vector2 = lwp / world_rect_size
var interp : float = get_value_for(local_uv)
var val : float = (s.get_noise_2d(vx * 0.2, vz * 0.2))
val *= val
val += abs(sdet.get_noise_2d(vx * 0.3, vz * 0.3)) * 10
@ -94,25 +127,12 @@ func _generate_terra_chunk_t(chunk: TerrainChunk, pseed : int, spawn_mobs: bool,
var oil : int = chunk.get_voxel(x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
var sc : float = 1
if scale_x:
sc = lpos.x + (x / float(chunk.size_x))
if scale_z:
var scz : float = lpos.y + (z / float(chunk.size_z))
if scale_x:
sc = max(sc, scz)
else:
sc = scz
oil += float(val) * sc
oil += float(val) * interp
chunk.set_voxel(oil, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
chunk.set_voxel(1, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_TYPE)
func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
func _generate_terra_chunka(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
voxel_scale = chunk.voxel_scale
current_seed = pseed
@ -230,3 +250,10 @@ func setup_property_inspector(inspector) -> void:
inspector.add_slot_resource("get_dungeon_teleporter", "set_dungeon_teleporter", "Dungeon Teleporter", "PackedScene")
inspector.add_slot_resource("get_prop_tree", "set_prop_tree", "Prop Tree", "PropData")
inspector.add_slot_resource("get_prop_tree2", "set_prop_tree2", "Prop Tree2", "PropData")
inspector.add_slot_float("get_continent_radius", "set_continent_radius", "Continent Radius", 0.01)
inspector.add_slot_float("get_continent_bevel", "get_continent_bevel", "Continent Bevel", 0.01)
inspector.add_slot_float("get_continent_base", "set_continent_base", "Continent Base", 0.01)