broken_seals/game/voxelman/cubic_mesher/CubicVoxelChunk.gd

64 lines
2.1 KiB
GDScript

extends VoxelChunk
class_name CubicVoxelChunk
# 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.
var lod_data : Array = [
1, #CHUNK_INDEX_UP
1, #CHUNK_INDEX_DOWN
1, #CHUNK_INDEX_LEFT
1, #CHUNK_INDEX_RIGHT
1, #CHUNK_INDEX_FRONT
1 #CHUNK_INDEX_BACK
]
func _create_meshers():
# mesher = VoxelMesherCubic.new()
add_mesher(GDCubicVoxelMesher.new())
# mesher.base_light_value = 0.45
# mesher.ao_strength = 0.05
# mesher.ao_strength = 0.2
func a_build_phase(phase):
if phase == VoxelChunk.BUILD_PHASE_LIGHTS:
# clear_baked_lights()
# generate_random_ao()
#
## var vl : VoxelLight = VoxelLight.new()
#
# bake_lights()
#
# set_physics_process_internal(true)
# ._build_phase(phase)
pass
elif phase == VoxelChunk.BUILD_PHASE_PROP_MESH:
# set_physics_process_internal(true)
._build_phase(phase)
elif phase == VoxelChunk.BUILD_PHASE_FINALIZE:
._build_phase(phase)
notification(NOTIFICATION_TRANSFORM_CHANGED)
else:
._build_phase(phase)