broken_seals/game/voxelman/cubic_mesher/CubicVoxelWorld.gd

173 lines
5.5 KiB
GDScript

extends VoxelWorld
# Copyright Péter Magyar relintai@gmail.com
# MIT License, might be merged into the Voxelman engine module
# Copyright (c) 2019 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.
enum GenType {
TEST, NORMAL
}
export(int) var gen_type : int = GenType.NORMAL
export(Array, MeshDataResource) var meshes : Array
var chunks : Dictionary = Dictionary()
var spawned : bool = false
var generation_queue : Array
func _ready() -> void:
if level_generator != null:
level_generator.setup(self, 80, false, library)
spawn()
set_process(true)
#func _process(delta : float) -> void:
# if not generation_queue.empty():
# var chunk : VoxelChunk = generation_queue.front()
#
# if gen_type == GenType.NORMAL:
## generate(chunk)
# pass
# else:
# generate_terrarin(chunk)
#
# generation_queue.remove(0)
#
# if generation_queue.empty():
# emit_signal("generation_finished")
func generate_terrarin(chunk : VoxelChunk) -> void:
var buffer : VoxelChunk = chunk.get_buffer()
buffer.create(int(chunk_size_x) + 3, int(chunk_size_y) + 3, int(chunk_size_z) + 3)
var noise : OpenSimplexNoise = OpenSimplexNoise.new()
noise.seed = 10
noise.octaves = 4
noise.period = 200.0
noise.persistence = 0.8
var terr_noise : OpenSimplexNoise = OpenSimplexNoise.new()
terr_noise.seed = 10 * 321 + 112
terr_noise.octaves = 4
terr_noise.period = 20.0
terr_noise.persistence = 0.9
for x in range(-1, chunk_size_x + 2):
for z in range(-1, chunk_size_z + 2):
var val : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
val *= val
val *= 100
val += 2
var tv : float = terr_noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
val += tv * 2
var v : int = (int(val))
for y in range(-1, v):
seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y)
buffer.set_voxel(1, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
buffer.set_voxel(randi() % 200 + 55, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y + 1)
buffer.set_voxel(1, x + 1, y + 2, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
buffer.set_voxel(randi() % 200 + 55, x + 1, y + 2, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
for i in range(5):
var light : VoxelLight = VoxelLight.new()
randomize()
light.color = Color(randf(), randf(), randf())
light.size = randi() % 5 + 5
light.set_world_position((chunk.position_x * chunk.size_x) + (randi() % chunk.size_x), (chunk.position_y * chunk.size_y) + (randi() % 6), (chunk.position_z * chunk.size_z) + (randi() % chunk.size_z))
chunk.add_voxel_light(light)
# var light : VoxelLight = VoxelLight.new()
# light.color = Color(1.0, 0, 0)
# light.size = 10
# light.set_world_position((chunk.position_x * chunk.size_x) + (2), (chunk.position_y * chunk.size_y) + (7), (chunk.position_z * chunk.size_z) + (1))
# chunk.add_voxel_light(light)
# for x in range(16):
# for z in range(16):
# chunk.add_prop(Transform(Basis().scaled(Vector3(0.2, 0.2, 0.2)), Vector3(2, 5, 0) * voxel_scale), meshes[0])
# chunk.add_prop(Transform(Basis(), Vector3(4, 3, 5) * voxel_scale), meshes[0])
chunk.bake_lights()
chunk.build()
# chunk.draw_debug_voxels(2000)
chunk.draw_debug_voxel_lights()
#func spawn_chunk(x : int, y : int, z : int, lod_size : int = 1) -> void:
# var name : String = "Chunk," + str(x) + "," + str(y) + "," + str(z)
# var chunk : VoxelChunk = VoxelChunk.new()
## var chunk : VoxelChunk = MarchingCubesVoxelChunk.new()
#
# chunk.voxel_world = self
# chunk.set_chunk_position(x, y, z)
# chunk.library = library
# chunk.voxel_scale = voxel_scale
# chunk.lod_size = lod_size
# chunk.set_chunk_size(int(chunk_size_x), int(chunk_size_y), int(chunk_size_z))
#
# chunk.create_mesher()
# chunk.mesher.base_light_value = 0.6
#
# chunks[name] = chunk
#
# generation_queue.append(chunk)
func _create_chunk(x : int, y : int, z : int, pchunk : Node) -> VoxelChunk:
var chunk : VoxelChunk = CubicVoxelChunk.new()
#chunk.lod_size = 1
return ._create_chunk(x, y, z, chunk)
func spawn() -> void:
var hsize : int = 5
# if gen_type == GenType.NORMAL:
for x in range(-hsize, hsize):
for z in range(-hsize, hsize):
for y in range(-4, 2):
# spawn_chunk(x, y, z, abs(int(ceil(x / 2))) + 1)
# spawn_chunk(x, y, z, 1)
create_chunk(x, y, z)
#func set_player(p_player : Spatial) -> void:
# player = p_player
# if _spawned:
# clear()
#
# spawn()
# pass