tool extends VoxelWorldDefault # Copyright Péter Magyar relintai@gmail.com # MIT License, might be merged into the Voxelman engine module # Copyright (c) 2019-2020 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 spawn_height : 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 var vis_update : float = 0 var _max_frame_chunk_build_temp : int var rc : int = 0 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 if key == "chunk_lod_falloff": chunk_lod_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") vis_update += VIS_UPDATE_INTERVAL func generate(): if level_generator != null: level_generator.setup(self, 80, false, library) spawn(0, 0, 0) func _process(delta): if initial_generation: return 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 ppy : int = int(cpos.y / (chunk_size_y * voxel_scale)) var ppz : int = int(cpos.z / (chunk_size_z * voxel_scale)) cpos.x = ppx cpos.y = ppy cpos.z = ppz var count : int = get_chunk_count() var i : int = 0 while i < count: var c : VoxelChunk = get_chunk_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))) remove_chunk_index(i) i -= 1 count -= 1 # else: # var dx : int = abs(ppx - c.position_x) # var dy : int = abs(ppy - c.position_y) # var dz : int = abs(ppz - c.position_z) # # var mr : int = max(max(dx, dy), dz) # # if mr <= 1: # c.current_lod_level = 0 # elif mr == 2: # c.current_lod_level = 1 # elif mr == 3:# or mr == 4: # c.current_lod_level = 2 # else: # c.current_lod_level = 3 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 for y in range(-1 + cpos.y, spawn_height + cpos.y): if not has_chunk(x, y, z): # print("spawn " + str(Vector3(x, y, z))) create_chunk(x, y, z) update_lods() #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(): if not Engine.editor_hint: max_frame_chunk_build_steps = _max_frame_chunk_build_temp 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, 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 : VoxelChunk) -> VoxelChunk: if !pchunk: pchunk = TVVoxelChunk.new() if pchunk.get_job_count() == 0: var tj : VoxelTerrarinJob = VoxelTerrarinJob.new() var lj : VoxelLightJob = VoxelLightJob.new() var pj : VoxelPropJob = VoxelPropJob.new() var prop_mesher = TVVoxelMesher.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 pj.set_prop_mesher(prop_mesher); var mesher : TVVoxelMesher = TVVoxelMesher.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 = VoxelChunkDefault.DEFAULT_CHANNEL_TYPE mesher.channel_index_isolevel = VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL tj.add_mesher(mesher) var cmesher : VoxelMesherBlocky = VoxelMesherBlocky.new() cmesher.texture_scale = 3 cmesher.base_light_value = 0.45 cmesher.ao_strength = 0.2 cmesher.voxel_scale = voxel_scale cmesher.build_flags = build_flags if cmesher.build_flags & VoxelChunkDefault.BUILD_FLAG_USE_LIGHTING != 0: cmesher.build_flags = cmesher.build_flags ^ VoxelChunkDefault.BUILD_FLAG_USE_LIGHTING cmesher.always_add_colors = true # cmesher.channel_index_type = VoxelChunkDefault.DEFAULT_CHANNEL_TYPE cmesher.channel_index_type = VoxelChunkDefault.DEFAULT_CHANNEL_ALT_TYPE tj.add_mesher(cmesher) pchunk.add_job(lj) pchunk.add_job(tj) pchunk.add_job(pj) return ._create_chunk(x, y, z, pchunk) func spawn(start_x : int, start_y : int, start_z : int) -> void: if not Engine.editor_hint: _max_frame_chunk_build_temp = max_frame_chunk_build_steps max_frame_chunk_build_steps = 0 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 for y in range(-1 + start_y, spawn_height + start_y): create_chunk(x, y, z) # add_prop(Transform().translated(Vector3(0, 2, 0)), test_prop) 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(0, 0, 0) # else: # spawned = false # clear() _editor_generate = value func create_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) add_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(0, 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 set_player(_player.get_body()) Server.sset_seed(_player.sseed) if level_generator != null: level_generator.setup(self, _player.sseed, true, library) spawn(0, 0, 0) 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