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 editor_chunk_spawn_range : 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 if not chunk_has(x, z): #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 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) 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_local(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: chunk_spawn_range = editor_chunk_spawn_range 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()) 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