mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-25 01:17:10 +01:00
457 lines
12 KiB
GDScript
457 lines
12 KiB
GDScript
tool
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extends TerrainWorldBlocky
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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) 2019-2021 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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export(Array, MeshDataResource) var meshes : Array
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export(bool) var editor_generate : bool = false setget set_editor_generate, get_editor_generate
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export(bool) var show_loading_screen : bool = true
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export(bool) var generate_on_ready : bool = false
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export(int) var editor_chunk_spawn_range : int = 5
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export(bool) var use_global_chunk_settings : bool = true
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export(PropData) var test_prop : PropData
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var mob_level : int = 1
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var initial_generation : bool = true
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var spawned : bool = false
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var _editor_generate : bool
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var _player_file_name : String
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var _player : Entity
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const VIS_UPDATE_INTERVAL = 5
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const EDITOR_VIS_UPDATE_INTERVAL = 0.5
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var vis_update : float = 0
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var _max_frame_chunk_build_temp : int
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var rc : int = 0
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export(int) var test_lod : int = 0 setget set_test_lod
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func _enter_tree():
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if !Engine.is_editor_hint() && use_global_chunk_settings:
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Settings.connect("setting_changed", self, "on_setting_changed")
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Settings.connect("settings_loaded", self, "on_settings_loaded")
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if Settings.loaded:
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on_settings_loaded()
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if generate_on_ready and not Engine.is_editor_hint():
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# call_deferred("generate")
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generate()
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func on_setting_changed(section, key, value):
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if section == "game":
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if key == "chunk_spawn_range":
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chunk_spawn_range = value
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elif key == "chunk_lod_falloff":
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chunk_lod_falloff = value
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elif key == "chunk_lod_first_falloff":
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chunk_lod_first_falloff = value
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func on_settings_loaded():
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chunk_spawn_range = Settings.get_value("game", "chunk_spawn_range")
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chunk_lod_falloff = Settings.get_value("game", "chunk_lod_falloff")
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chunk_lod_first_falloff = Settings.get_value("game", "chunk_lod_first_falloff")
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vis_update += VIS_UPDATE_INTERVAL
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func generate():
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if level_generator != null:
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level_generator.setup(self, 80, false, library)
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spawn(0, 0)
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func _process(delta):
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if !active:
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return
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if initial_generation:
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return
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if !Engine.editor_hint:
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_process_game(delta)
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else:
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_process_editor(delta)
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func _process_game(delta) -> void:
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if _player == null:
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set_process(false)
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return
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vis_update += delta
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if vis_update >= VIS_UPDATE_INTERVAL:
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vis_update = 0
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var ppos : Vector3 = _player.get_body_3d().transform.origin
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var cpos : Vector3 = ppos
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var ppx : int = int(cpos.x / (chunk_size_x * voxel_scale))
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var ppz : int = int(cpos.z / (chunk_size_z * voxel_scale))
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cpos.x = ppx
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cpos.y = 0
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cpos.z = ppz
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var count : int = chunk_get_count()
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var i : int = 0
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while i < count:
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var c : TerrainChunk = chunk_get_index(i)
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var l : float = (Vector2(cpos.x, cpos.z) - Vector2(c.position_x, c.position_z)).length()
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if l > chunk_spawn_range + 3:
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# print("despawn " + str(Vector3(c.position_x, c.position_y, c.position_z)))
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chunk_remove_index(i)
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i -= 1
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count -= 1
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i += 1
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for x in range(int(cpos.x) - chunk_spawn_range, chunk_spawn_range + int(cpos.x)):
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for z in range(int(cpos.z) - chunk_spawn_range, chunk_spawn_range + int(cpos.z)):
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var l : float = (Vector2(cpos.x, cpos.z) - Vector2(x, z)).length()
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if l > chunk_spawn_range:
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continue
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if not chunk_has(x, z):
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#print("spawn " + str(Vector2(x, z)))
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chunk_create(x, z)
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update_lods()
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func _process_editor(delta) -> void:
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if !_editor_generate:
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set_process(false)
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return
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if !is_inside_tree():
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return
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var cam : Camera = get_editor_camera()
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if cam == null:
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set_process(false)
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return
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vis_update += delta
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if vis_update >= EDITOR_VIS_UPDATE_INTERVAL:
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vis_update = 0
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var ppos : Vector3 = cam.transform.origin
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var cpos : Vector3 = ppos
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var ppx : int = int(cpos.x / (chunk_size_x * voxel_scale))
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var ppz : int = int(cpos.z / (chunk_size_z * voxel_scale))
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cpos.x = ppx
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cpos.y = 0
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cpos.z = ppz
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var count : int = chunk_get_count()
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var i : int = 0
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while i < count:
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var c : TerrainChunk = chunk_get_index(i)
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var l : float = (Vector2(cpos.x, cpos.z) - Vector2(c.position_x, c.position_z)).length()
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if l > chunk_spawn_range + 3:
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# print("despawn " + str(Vector3(c.position_x, c.position_y, c.position_z)))
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chunk_remove_index(i)
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i -= 1
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count -= 1
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i += 1
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for x in range(int(cpos.x) - chunk_spawn_range, chunk_spawn_range + int(cpos.x)):
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for z in range(int(cpos.z) - chunk_spawn_range, chunk_spawn_range + int(cpos.z)):
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var l : float = (Vector2(cpos.x, cpos.z) - Vector2(x, z)).length()
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if l > chunk_spawn_range:
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continue
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if not chunk_has(x, z):
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#print("spawn " + str(Vector2(x, z)))
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chunk_create(x, z)
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update_lods()
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func _generation_finished():
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initial_generation = false
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# for i in range(get_chunk_count()):
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# get_chunk_index(i).draw_debug_voxels(555555)
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if show_loading_screen and not Engine.editor_hint:
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get_node("..").hide_loading_screen()
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#TODO hack, do this properly
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if _player:
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_player.set_physics_process(true)
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func get_chunk_lod_level(x : int, z : int, default : int) -> int:
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# var key : String = str(x) + "," + str(y) + "," + str(z)
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var ch : TerrainChunk = chunk_get(x, z)
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if ch == null:
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return default
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return ch.lod_size
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func _create_chunk(x : int, z : int, pchunk : TerrainChunk) -> TerrainChunk:
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if !pchunk:
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pchunk = TerrainChunkBlocky.new()
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if pchunk.job_get_count() == 0:
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var tj : TerrainTerrainJob = TerrainTerrainJob.new()
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var lj : TerrainLightJob = TerrainLightJob.new()
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var mesher : TerrainMesherBlocky = TerrainMesherBlocky.new()
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mesher.base_light_value = 0.45
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mesher.ao_strength = 0.2
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mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
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mesher.voxel_scale = voxel_scale
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mesher.build_flags = build_flags
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mesher.texture_scale = 3
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mesher.channel_index_type = TerrainChunkDefault.DEFAULT_CHANNEL_TYPE
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mesher.channel_index_isolevel = TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL
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# mesher.lod_index = 3
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tj.set_mesher(mesher)
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var liquid_mesher : TerrainMesherBlocky = TerrainMesherBlocky.new()
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liquid_mesher.base_light_value = 0.45
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liquid_mesher.ao_strength = 0.2
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liquid_mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
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liquid_mesher.voxel_scale = voxel_scale
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liquid_mesher.build_flags = build_flags
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liquid_mesher.texture_scale = 3
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liquid_mesher.channel_index_type = TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_TYPE
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liquid_mesher.channel_index_isolevel = TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_ISOLEVEL
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tj.set_liquid_mesher(liquid_mesher)
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var s : TerrainMesherJobStep = TerrainMesherJobStep.new()
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s.job_type = TerrainMesherJobStep.TYPE_NORMAL
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tj.add_jobs_step(s)
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s = TerrainMesherJobStep.new()
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s.job_type = TerrainMesherJobStep.TYPE_NORMAL_LOD
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s.lod_index = 1
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tj.add_jobs_step(s)
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s = TerrainMesherJobStep.new()
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s.job_type = TerrainMesherJobStep.TYPE_NORMAL_LOD
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s.lod_index = 2
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tj.add_jobs_step(s)
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s = TerrainMesherJobStep.new()
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s.job_type = TerrainMesherJobStep.TYPE_MERGE_VERTS
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tj.add_jobs_step(s)
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s = TerrainMesherJobStep.new()
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s.job_type = TerrainMesherJobStep.TYPE_BAKE_TEXTURE
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tj.add_jobs_step(s)
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var pj : TerrainPropJob = TerrainPropJob.new()
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var prop_mesher = TerrainMesherBlocky.new()
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prop_mesher.base_light_value = 0.45
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prop_mesher.ao_strength = 0.2
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prop_mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
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prop_mesher.voxel_scale = voxel_scale
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prop_mesher.build_flags = build_flags
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prop_mesher.texture_scale = 3
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s.job_type = TerrainMesherJobStep.TYPE_NORMAL
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pj.add_jobs_step(s)
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s = TerrainMesherJobStep.new()
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s.job_type = TerrainMesherJobStep.TYPE_MERGE_VERTS
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pj.add_jobs_step(s)
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s = TerrainMesherJobStep.new()
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s.job_type = TerrainMesherJobStep.TYPE_BAKE_TEXTURE
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pj.add_jobs_step(s)
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s = TerrainMesherJobStep.new()
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s.job_type = TerrainMesherJobStep.TYPE_SIMPLIFY_MESH
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var fqms : FastQuadraticMeshSimplifier = FastQuadraticMeshSimplifier.new()
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s.fqms = fqms
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s.simplification_steps = 2
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pj.add_jobs_step(s)
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pj.set_prop_mesher(prop_mesher);
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pchunk.job_add(lj)
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pchunk.job_add(tj)
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pchunk.job_add(pj)
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return ._create_chunk(x, z, pchunk)
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func spawn(start_x : int, start_z : int) -> void:
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var spv : Vector2 = Vector2(start_x, start_z)
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for x in range(start_x - chunk_spawn_range, chunk_spawn_range + start_x):
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for z in range(start_z - chunk_spawn_range, chunk_spawn_range + start_z):
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var l : float = (spv - Vector2(x, z)).length()
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if l > chunk_spawn_range:
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continue
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if !chunk_get(x, z):
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chunk_create(x, z)
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# add_prop(Transform().translated_local(Vector3(0, 2, 0)), test_prop)
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set_process(true)
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func get_editor_generate() -> bool:
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return _editor_generate
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func set_editor_generate(value : bool) -> void:
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_editor_generate = value
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if is_inside_tree() && Engine.editor_hint:
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if value:
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chunk_spawn_range = editor_chunk_spawn_range
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library.refresh_rects()
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level_generator.setup(self, current_seed, false, library)
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var editor_camera : Camera = get_editor_camera()
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if editor_camera:
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var cpos : Vector3 = editor_camera.transform.origin
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cpos.x /= chunk_size_x * voxel_scale
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cpos.z /= chunk_size_z * voxel_scale
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spawn(cpos.x, cpos.z)
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set_player(get_editor_camera())
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set_process(true)
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else:
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spawn(0, 0)
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set_process(true)
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initial_generation = false
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else:
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if get_player() == get_editor_camera():
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set_player(null)
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chunks_clear()
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initial_generation = false
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spawned = false
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func create_light(x : int, y : int, z : int, size : int, color : Color) -> void:
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var chunkx : int = int(x / chunk_size_x)
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var chunkz : int = int(z / chunk_size_z)
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var light : TerrainLight = TerrainLight.new()
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light.color = color
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light.size = size
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light.set_world_position(x, 20, z)
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light_add(light)
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func setup_client_seed(pseed : int) -> void:
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# _player_file_name = ""
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# _player = null
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Server.sset_seed(pseed)
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if level_generator != null:
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level_generator.setup(self, pseed, false, library)
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spawn(0, 0)
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func load_character(file_name : String) -> void:
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_player_file_name = file_name
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_player = ESS.entity_spawner.load_player(file_name, Vector3(5, 30, 5), 1) as Entity
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#TODO hack, do this properly
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_player.set_physics_process(false)
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mob_level = _player.clevel
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#_player.sseed = 2
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Server.sset_seed(_player.sseed)
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if level_generator != null:
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level_generator.setup(self, _player.sseed, true, library)
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var spawn_chunk_pos : Vector2 = level_generator.get_spawn_chunk_position()
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var ppos : Vector3 = Vector3(spawn_chunk_pos.x * chunk_size_x * voxel_scale, 100, spawn_chunk_pos.y * chunk_size_z * voxel_scale)
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_player.set_transform_3d(Transform(Basis(), ppos))
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set_player(_player.get_body())
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spawn(spawn_chunk_pos.x, spawn_chunk_pos.y)
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set_process(true)
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func needs_loading_screen() -> bool:
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return show_loading_screen
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func save() -> void:
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if _player == null or _player_file_name == "":
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return
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ESS.entity_spawner.save_player(_player, _player_file_name)
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func get_mob_level() -> int:
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return mob_level
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func set_mob_level(level : int) -> void:
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mob_level = level
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func set_test_lod(val : int) -> void:
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test_lod = val
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for i in range(chunk_get_count()):
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var c : TerrainChunkDefault = chunk_get_index(i)
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c.current_lod_level = test_lod
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