tool extends VoxelWorld # Copyright Péter Magyar relintai@gmail.com # MIT License, might be merged into the Voxelman engine module 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 var initial_generation : bool = true var spawned : bool = false var _editor_generate : bool var _player_file_name : String var _player : Entity #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(): initial_generation = false 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: 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.lod_size = 1 return ._create_chunk(x, y, z, chunk) func spawn() -> void: 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, 1): 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() _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, 10, 5), 1) as Entity #TODO hack, do this properly _player.set_physics_process(false) Server.sset_seed(_player.sseed) if level_generator != null: level_generator.setup(self, _player.sseed, true, library) spawn() 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)