mirror of
https://github.com/Relintai/broken_seals.git
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173 lines
5.5 KiB
GDScript
173 lines
5.5 KiB
GDScript
extends VoxelWorld
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, might be merged into the Voxelman engine module
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# Copyright (c) 2019 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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enum GenType {
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TEST, NORMAL
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}
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export(int) var gen_type : int = GenType.NORMAL
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export(Array, MeshDataResource) var meshes : Array
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var chunks : Dictionary = Dictionary()
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var spawned : bool = false
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var generation_queue : Array
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func _ready() -> void:
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if level_generator != null:
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level_generator.setup(self, 80, false, library)
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spawn()
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set_process(true)
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#func _process(delta : float) -> void:
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# if not generation_queue.empty():
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# var chunk : VoxelChunk = generation_queue.front()
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#
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# if gen_type == GenType.NORMAL:
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## generate(chunk)
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# pass
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# else:
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# generate_terrarin(chunk)
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#
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# generation_queue.remove(0)
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#
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# if generation_queue.empty():
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# emit_signal("generation_finished")
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func generate_terrarin(chunk : VoxelChunk) -> void:
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var buffer : VoxelChunk = chunk.get_buffer()
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buffer.create(int(chunk_size_x) + 3, int(chunk_size_y) + 3, int(chunk_size_z) + 3)
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var noise : OpenSimplexNoise = OpenSimplexNoise.new()
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noise.seed = 10
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noise.octaves = 4
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noise.period = 200.0
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noise.persistence = 0.8
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var terr_noise : OpenSimplexNoise = OpenSimplexNoise.new()
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terr_noise.seed = 10 * 321 + 112
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terr_noise.octaves = 4
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terr_noise.period = 20.0
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terr_noise.persistence = 0.9
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for x in range(-1, chunk_size_x + 2):
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for z in range(-1, chunk_size_z + 2):
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var val : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
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val *= val
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val *= 100
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val += 2
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var tv : float = terr_noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
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val += tv * 2
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var v : int = (int(val))
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for y in range(-1, v):
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seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y)
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buffer.set_voxel(1, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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buffer.set_voxel(randi() % 200 + 55, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y + 1)
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buffer.set_voxel(1, x + 1, y + 2, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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buffer.set_voxel(randi() % 200 + 55, x + 1, y + 2, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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for i in range(5):
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var light : VoxelLight = VoxelLight.new()
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randomize()
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light.color = Color(randf(), randf(), randf())
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light.size = randi() % 5 + 5
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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))
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chunk.add_voxel_light(light)
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# var light : VoxelLight = VoxelLight.new()
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# light.color = Color(1.0, 0, 0)
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# light.size = 10
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# 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))
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# chunk.add_voxel_light(light)
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# for x in range(16):
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# for z in range(16):
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# chunk.add_prop(Transform(Basis().scaled(Vector3(0.2, 0.2, 0.2)), Vector3(2, 5, 0) * voxel_scale), meshes[0])
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# chunk.add_prop(Transform(Basis(), Vector3(4, 3, 5) * voxel_scale), meshes[0])
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chunk.bake_lights()
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chunk.build()
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# chunk.draw_debug_voxels(2000)
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chunk.draw_debug_voxel_lights()
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#func spawn_chunk(x : int, y : int, z : int, lod_size : int = 1) -> void:
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# var name : String = "Chunk," + str(x) + "," + str(y) + "," + str(z)
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# var chunk : VoxelChunk = VoxelChunk.new()
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## var chunk : VoxelChunk = MarchingCubesVoxelChunk.new()
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#
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# chunk.voxel_world = self
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# chunk.set_chunk_position(x, y, z)
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# chunk.library = library
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# chunk.voxel_scale = voxel_scale
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# chunk.lod_size = lod_size
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# chunk.set_chunk_size(int(chunk_size_x), int(chunk_size_y), int(chunk_size_z))
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#
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# chunk.create_mesher()
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# chunk.mesher.base_light_value = 0.6
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#
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# chunks[name] = chunk
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#
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# generation_queue.append(chunk)
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func _create_chunk(x : int, y : int, z : int, pchunk : Node) -> VoxelChunk:
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var chunk : VoxelChunk = CubicVoxelChunk.new()
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#chunk.lod_size = 1
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return ._create_chunk(x, y, z, chunk)
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func spawn() -> void:
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var hsize : int = 5
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# if gen_type == GenType.NORMAL:
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for x in range(-hsize, hsize):
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for z in range(-hsize, hsize):
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for y in range(-4, 2):
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# spawn_chunk(x, y, z, abs(int(ceil(x / 2))) + 1)
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# spawn_chunk(x, y, z, 1)
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create_chunk(x, y, z)
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#func set_player(p_player : Spatial) -> void:
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# player = p_player
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# if _spawned:
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# clear()
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#
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# spawn()
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# pass
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