mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-28 13:27:10 +01:00
457 lines
12 KiB
GDScript
457 lines
12 KiB
GDScript
tool
|
|
extends TerrainWorldBlocky
|
|
|
|
# Copyright Péter Magyar relintai@gmail.com
|
|
# MIT License, might be merged into the Voxelman engine module
|
|
|
|
# Copyright (c) 2019-2021 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 editor_chunk_spawn_range : 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
|
|
const EDITOR_VIS_UPDATE_INTERVAL = 0.5
|
|
var vis_update : float = 0
|
|
var _max_frame_chunk_build_temp : int
|
|
|
|
var rc : int = 0
|
|
|
|
export(int) var test_lod : int = 0 setget set_test_lod
|
|
|
|
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
|
|
elif key == "chunk_lod_falloff":
|
|
chunk_lod_falloff = value
|
|
elif key == "chunk_lod_first_falloff":
|
|
chunk_lod_first_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")
|
|
chunk_lod_first_falloff = Settings.get_value("game", "chunk_lod_first_falloff")
|
|
|
|
vis_update += VIS_UPDATE_INTERVAL
|
|
|
|
func generate():
|
|
if level_generator != null:
|
|
level_generator.setup(self, 80, false, library)
|
|
|
|
spawn(0, 0)
|
|
|
|
func _process(delta):
|
|
if !active:
|
|
return
|
|
|
|
if initial_generation:
|
|
return
|
|
|
|
if !Engine.editor_hint:
|
|
_process_game(delta)
|
|
else:
|
|
_process_editor(delta)
|
|
|
|
func _process_game(delta) -> void:
|
|
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 ppz : int = int(cpos.z / (chunk_size_z * voxel_scale))
|
|
|
|
cpos.x = ppx
|
|
cpos.y = 0
|
|
cpos.z = ppz
|
|
|
|
var count : int = chunk_get_count()
|
|
var i : int = 0
|
|
while i < count:
|
|
var c : TerrainChunk = chunk_get_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)))
|
|
chunk_remove_index(i)
|
|
i -= 1
|
|
count -= 1
|
|
|
|
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
|
|
|
|
if not chunk_has(x, z):
|
|
#print("spawn " + str(Vector2(x, z)))
|
|
chunk_create(x, z)
|
|
|
|
update_lods()
|
|
|
|
func _process_editor(delta) -> void:
|
|
if !_editor_generate:
|
|
set_process(false)
|
|
return
|
|
|
|
if !is_inside_tree():
|
|
return
|
|
|
|
var cam : Camera = get_editor_camera()
|
|
|
|
if cam == null:
|
|
set_process(false)
|
|
return
|
|
|
|
vis_update += delta
|
|
|
|
if vis_update >= EDITOR_VIS_UPDATE_INTERVAL:
|
|
vis_update = 0
|
|
|
|
var ppos : Vector3 = cam.transform.origin
|
|
|
|
var cpos : Vector3 = ppos
|
|
var ppx : int = int(cpos.x / (chunk_size_x * voxel_scale))
|
|
var ppz : int = int(cpos.z / (chunk_size_z * voxel_scale))
|
|
|
|
cpos.x = ppx
|
|
cpos.y = 0
|
|
cpos.z = ppz
|
|
|
|
var count : int = chunk_get_count()
|
|
var i : int = 0
|
|
while i < count:
|
|
var c : TerrainChunk = chunk_get_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)))
|
|
chunk_remove_index(i)
|
|
i -= 1
|
|
count -= 1
|
|
|
|
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
|
|
|
|
if not chunk_has(x, z):
|
|
#print("spawn " + str(Vector2(x, z)))
|
|
chunk_create(x, z)
|
|
|
|
update_lods()
|
|
|
|
func _generation_finished():
|
|
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, z : int, default : int) -> int:
|
|
# var key : String = str(x) + "," + str(y) + "," + str(z)
|
|
|
|
var ch : TerrainChunk = chunk_get(x, z)
|
|
|
|
if ch == null:
|
|
return default
|
|
|
|
return ch.lod_size
|
|
|
|
func _create_chunk(x : int, z : int, pchunk : TerrainChunk) -> TerrainChunk:
|
|
if !pchunk:
|
|
pchunk = TerrainChunkBlocky.new()
|
|
|
|
if pchunk.job_get_count() == 0:
|
|
var tj : TerrainTerrainJob = TerrainTerrainJob.new()
|
|
var lj : TerrainLightJob = TerrainLightJob.new()
|
|
|
|
var mesher : TerrainMesherBlocky = TerrainMesherBlocky.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 = TerrainChunkDefault.DEFAULT_CHANNEL_TYPE
|
|
mesher.channel_index_isolevel = TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL
|
|
# mesher.lod_index = 3
|
|
tj.set_mesher(mesher)
|
|
|
|
var liquid_mesher : TerrainMesherBlocky = TerrainMesherBlocky.new()
|
|
liquid_mesher.base_light_value = 0.45
|
|
liquid_mesher.ao_strength = 0.2
|
|
liquid_mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
|
|
liquid_mesher.voxel_scale = voxel_scale
|
|
liquid_mesher.build_flags = build_flags
|
|
liquid_mesher.texture_scale = 3
|
|
liquid_mesher.channel_index_type = TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_TYPE
|
|
liquid_mesher.channel_index_isolevel = TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_ISOLEVEL
|
|
tj.set_liquid_mesher(liquid_mesher)
|
|
|
|
var s : TerrainMesherJobStep = TerrainMesherJobStep.new()
|
|
s.job_type = TerrainMesherJobStep.TYPE_NORMAL
|
|
tj.add_jobs_step(s)
|
|
|
|
s = TerrainMesherJobStep.new()
|
|
s.job_type = TerrainMesherJobStep.TYPE_NORMAL_LOD
|
|
s.lod_index = 1
|
|
tj.add_jobs_step(s)
|
|
|
|
s = TerrainMesherJobStep.new()
|
|
s.job_type = TerrainMesherJobStep.TYPE_NORMAL_LOD
|
|
s.lod_index = 2
|
|
tj.add_jobs_step(s)
|
|
|
|
s = TerrainMesherJobStep.new()
|
|
s.job_type = TerrainMesherJobStep.TYPE_MERGE_VERTS
|
|
tj.add_jobs_step(s)
|
|
|
|
s = TerrainMesherJobStep.new()
|
|
s.job_type = TerrainMesherJobStep.TYPE_BAKE_TEXTURE
|
|
tj.add_jobs_step(s)
|
|
|
|
|
|
var pj : TerrainPropJob = TerrainPropJob.new()
|
|
|
|
var prop_mesher = TerrainMesherBlocky.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
|
|
|
|
s.job_type = TerrainMesherJobStep.TYPE_NORMAL
|
|
pj.add_jobs_step(s)
|
|
|
|
s = TerrainMesherJobStep.new()
|
|
s.job_type = TerrainMesherJobStep.TYPE_MERGE_VERTS
|
|
pj.add_jobs_step(s)
|
|
|
|
s = TerrainMesherJobStep.new()
|
|
s.job_type = TerrainMesherJobStep.TYPE_BAKE_TEXTURE
|
|
pj.add_jobs_step(s)
|
|
|
|
s = TerrainMesherJobStep.new()
|
|
s.job_type = TerrainMesherJobStep.TYPE_SIMPLIFY_MESH
|
|
var fqms : FastQuadraticMeshSimplifier = FastQuadraticMeshSimplifier.new()
|
|
s.fqms = fqms
|
|
s.simplification_steps = 2
|
|
pj.add_jobs_step(s)
|
|
|
|
pj.set_prop_mesher(prop_mesher);
|
|
|
|
pchunk.job_add(lj)
|
|
pchunk.job_add(tj)
|
|
pchunk.job_add(pj)
|
|
|
|
return ._create_chunk(x, z, pchunk)
|
|
|
|
func spawn(start_x : int, start_z : int) -> void:
|
|
|
|
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
|
|
|
|
if !chunk_get(x, z):
|
|
chunk_create(x, 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:
|
|
_editor_generate = value
|
|
|
|
if is_inside_tree() && Engine.editor_hint:
|
|
if value:
|
|
chunk_spawn_range = editor_chunk_spawn_range
|
|
|
|
library.refresh_rects()
|
|
|
|
level_generator.setup(self, current_seed, false, library)
|
|
|
|
var editor_camera : Camera = get_editor_camera()
|
|
|
|
if editor_camera:
|
|
var cpos : Vector3 = editor_camera.transform.origin
|
|
cpos.x /= chunk_size_x * voxel_scale
|
|
cpos.z /= chunk_size_z * voxel_scale
|
|
|
|
spawn(cpos.x, cpos.z)
|
|
|
|
set_player(get_editor_camera())
|
|
|
|
set_process(true)
|
|
|
|
else:
|
|
spawn(0, 0)
|
|
set_process(true)
|
|
|
|
initial_generation = false
|
|
else:
|
|
if get_player() == get_editor_camera():
|
|
set_player(null)
|
|
|
|
chunks_clear()
|
|
initial_generation = false
|
|
|
|
spawned = false
|
|
|
|
func create_light(x : int, y : int, z : int, size : int, color : Color) -> void:
|
|
var chunkx : int = int(x / chunk_size_x)
|
|
var chunkz : int = int(z / chunk_size_z)
|
|
|
|
var light : TerrainLight = TerrainLight.new()
|
|
light.color = color
|
|
light.size = size
|
|
light.set_world_position(x, 20, z)
|
|
|
|
light_add(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)
|
|
|
|
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
|
|
|
|
#_player.sseed = 2
|
|
|
|
Server.sset_seed(_player.sseed)
|
|
if level_generator != null:
|
|
level_generator.setup(self, _player.sseed, true, library)
|
|
|
|
var spawn_chunk_pos : Vector2 = level_generator.get_spawn_chunk_position()
|
|
var ppos : Vector3 = Vector3(spawn_chunk_pos.x * chunk_size_x * voxel_scale, 100, spawn_chunk_pos.y * chunk_size_z * voxel_scale)
|
|
|
|
_player.set_transform_3d(Transform(Basis(), ppos))
|
|
set_player(_player.get_body())
|
|
|
|
spawn(spawn_chunk_pos.x, spawn_chunk_pos.y)
|
|
|
|
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
|
|
|
|
func set_test_lod(val : int) -> void:
|
|
test_lod = val
|
|
|
|
for i in range(chunk_get_count()):
|
|
var c : TerrainChunkDefault = chunk_get_index(i)
|
|
|
|
c.current_lod_level = test_lod
|