extends Node # This file manages the creation and deletion of Chunks. const CHUNK_MIDPOINT = Vector3(0.5, 0.5, 0.5) * Chunk.CHUNK_SIZE const CHUNK_END_SIZE = Chunk.CHUNK_SIZE - 1 var render_distance setget _set_render_distance var _delete_distance = 0 var effective_render_distance = 0 var _old_player_chunk = Vector3() # TODO: Vector3i var _generating = true var _deleting = false var _chunks = {} onready var player = $"../Player" func _process(_delta): _set_render_distance(Settings.render_distance) var player_chunk = (player.transform.origin / Chunk.CHUNK_SIZE).round() if _deleting or player_chunk != _old_player_chunk: _delete_far_away_chunks(player_chunk) _generating = true if not _generating: return # Try to generate chunks ahead of time based on where the player is moving. player_chunk.y += round(clamp(player.velocity.y, -render_distance / 4, render_distance / 4)) # Check existing chunks within range. If it doesn't exist, create it. for x in range(player_chunk.x - effective_render_distance, player_chunk.x + effective_render_distance): for y in range(player_chunk.y - effective_render_distance, player_chunk.y + effective_render_distance): for z in range(player_chunk.z - effective_render_distance, player_chunk.z + effective_render_distance): var chunk_position = Vector3(x, y, z) if player_chunk.distance_to(chunk_position) > render_distance: continue if _chunks.has(chunk_position): continue var chunk = Chunk.new() chunk.chunk_position = chunk_position _chunks[chunk_position] = chunk add_child(chunk) return # If we didn't generate any chunks (and therefore didn't return), what next? if effective_render_distance < render_distance: # We can move on to the next stage by increasing the effective distance. effective_render_distance += 1 else: # Effective render distance is maxed out, done generating. _generating = false func get_block_global_position(block_global_position): var chunk_position = (block_global_position / Chunk.CHUNK_SIZE).floor() if _chunks.has(chunk_position): var chunk = _chunks[chunk_position] var sub_position = block_global_position.posmod(Chunk.CHUNK_SIZE) if chunk.data.has(sub_position): return chunk.data[sub_position] return 0 func set_block_global_position(block_global_position, block_id): var chunk_position = (block_global_position / Chunk.CHUNK_SIZE).floor() var chunk = _chunks[chunk_position] var sub_position = block_global_position.posmod(Chunk.CHUNK_SIZE) if block_id == 0: chunk.data.erase(sub_position) else: chunk.data[sub_position] = block_id chunk.regenerate() # We also might need to regenerate some neighboring chunks. if Chunk.is_block_transparent(block_id): if sub_position.x == 0: _chunks[chunk_position + Vector3.LEFT].regenerate() elif sub_position.x == CHUNK_END_SIZE: _chunks[chunk_position + Vector3.RIGHT].regenerate() if sub_position.z == 0: _chunks[chunk_position + Vector3.FORWARD].regenerate() elif sub_position.z == CHUNK_END_SIZE: _chunks[chunk_position + Vector3.BACK].regenerate() if sub_position.y == 0: _chunks[chunk_position + Vector3.DOWN].regenerate() elif sub_position.y == CHUNK_END_SIZE: _chunks[chunk_position + Vector3.UP].regenerate() func clean_up(): for chunk_position_key in _chunks.keys(): var thread = _chunks[chunk_position_key]._thread if thread: thread.wait_to_finish() _chunks = {} set_process(false) for c in get_children(): c.free() func _delete_far_away_chunks(player_chunk): _old_player_chunk = player_chunk # If we need to delete chunks, give the new chunk system a chance to catch up. effective_render_distance = max(1, effective_render_distance - 1) var deleted_this_frame = 0 # We should delete old chunks more aggressively if moving fast. # An easy way to calculate this is by using the effective render distance. # The specific values in this formula are arbitrary and from experimentation. var max_deletions = clamp(2 * (render_distance - effective_render_distance), 2, 8) # Also take the opportunity to delete far away chunks. for chunk_position_key in _chunks.keys(): if player_chunk.distance_to(chunk_position_key) > _delete_distance: var thread = _chunks[chunk_position_key]._thread if thread: thread.wait_to_finish() _chunks[chunk_position_key].queue_free() _chunks.erase(chunk_position_key) deleted_this_frame += 1 # Limit the amount of deletions per frame to avoid lag spikes. if deleted_this_frame > max_deletions: # Continue deleting next frame. _deleting = true return # We're done deleting. _deleting = false func _set_render_distance(value): render_distance = value _delete_distance = value + 2