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146 lines
5.7 KiB
146 lines
5.7 KiB
extends GridMap
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@export var ChunkWidth: int = 128
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@export var ChunkHeight: int = 128
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@export var WorldWidth: int = 1024
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@export var WorldHeight: int = 1024
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@onready var camera = $Camera3D
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@onready var entities = []
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func _ready():
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setGridChunk(0, ChunkWidth, 0, ChunkHeight)
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func generateGridChunk(cameraPos: Vector3) -> void:
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clear()
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for entity in entities:
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remove_child(entity)
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entities = []
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var chunkCenter = local_to_map(cameraPos)
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var rowStart: float = chunkCenter.z - (ChunkHeight / 2)
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var rowEnd: float = chunkCenter.z + (ChunkHeight / 2)
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var columnStart: float = chunkCenter.x - (ChunkWidth / 2)
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var columnEnd: float = chunkCenter.x + (ChunkWidth / 2)
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setGridChunk(columnStart, columnEnd, rowStart, rowEnd)
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# setEntities(columnStart, columnEnd, rowStart, rowEnd)
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func setGridChunk(columnStart: float, columnEnd: float, rowStart: float, rowEnd: float) -> void:
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if columnStart < 0 :
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columnStart = 0
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if rowStart < 0 :
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rowStart = 0
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if columnEnd > Global.world.width - 1 :
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columnEnd =Global.world.width - 2
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if rowEnd > Global.world.height - 1 :
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rowEnd = Global.world.height - 2
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for mz in range(rowStart, rowEnd):
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for mx in range(columnStart, columnEnd):
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var bloc = Global.world.get_bloc(Vector2(mx, mz))
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var my: float = bloc.y
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var meshID
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var mesh_rotation
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if bloc.type != 0:
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var neighbours = Global.world.get_neighbours_4_at_same_height(Vector2(mx, mz))
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if neighbours == Global.directions_4.RIGHT:
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meshID = Global.bloc_sides_id.SIDE_3
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mesh_rotation = Global.GRID_ROTATION[3]
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elif neighbours == Global.directions_4.LEFT:
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meshID = Global.bloc_sides_id.SIDE_3
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mesh_rotation = Global.GRID_ROTATION[1]
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elif neighbours == Global.directions_4.LEFT + Global.directions_4.RIGHT:
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meshID = Global.bloc_sides_id.SIDE_2_OPPOSITE
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mesh_rotation = Global.GRID_ROTATION[0]
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elif neighbours == Global.directions_4.BOTTOM:
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meshID = Global.bloc_sides_id.SIDE_3
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mesh_rotation = Global.GRID_ROTATION[0]
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elif neighbours == Global.directions_4.BOTTOM + Global.directions_4.RIGHT:
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meshID = Global.bloc_sides_id.SIDE_2_ANGLE
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mesh_rotation = Global.GRID_ROTATION[3]
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elif neighbours == Global.directions_4.BOTTOM + Global.directions_4.LEFT:
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meshID = Global.bloc_sides_id.SIDE_2_ANGLE
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mesh_rotation = Global.GRID_ROTATION[0]
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elif neighbours == Global.directions_4.BOTTOM + Global.directions_4.LEFT + Global.directions_4.RIGHT:
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meshID = Global.bloc_sides_id.SIDE_1
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mesh_rotation = Global.GRID_ROTATION[0]
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elif neighbours == Global.directions_4.TOP:
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meshID = Global.bloc_sides_id.SIDE_3
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mesh_rotation = Global.GRID_ROTATION[2]
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elif neighbours == Global.directions_4.TOP + Global.directions_4.RIGHT:
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meshID = Global.bloc_sides_id.SIDE_2_ANGLE
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mesh_rotation = Global.GRID_ROTATION[2]
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elif neighbours == Global.directions_4.TOP + Global.directions_4.LEFT:
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meshID = Global.bloc_sides_id.SIDE_2_ANGLE
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mesh_rotation = Global.GRID_ROTATION[1]
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elif neighbours == Global.directions_4.TOP + Global.directions_4.LEFT + Global.directions_4.RIGHT:
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meshID = Global.bloc_sides_id.SIDE_1
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mesh_rotation = Global.GRID_ROTATION[2]
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elif neighbours == Global.directions_4.TOP + Global.directions_4.BOTTOM:
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meshID = Global.bloc_sides_id.SIDE_2_OPPOSITE
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mesh_rotation = Global.GRID_ROTATION[1]
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elif neighbours == Global.directions_4.TOP + Global.directions_4.BOTTOM + Global.directions_4.RIGHT:
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meshID = Global.bloc_sides_id.SIDE_1
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mesh_rotation = Global.GRID_ROTATION[3]
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elif neighbours == Global.directions_4.TOP + Global.directions_4.BOTTOM + Global.directions_4.LEFT:
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meshID = Global.bloc_sides_id.SIDE_1
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mesh_rotation = Global.GRID_ROTATION[1]
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elif neighbours == Global.directions_4.TOP + Global.directions_4.BOTTOM + Global.directions_4.LEFT + Global.directions_4.RIGHT:
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meshID = Global.bloc_sides_id.SIDE_0
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mesh_rotation = Global.GRID_ROTATION[0]
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elif neighbours == 0:
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meshID = Global.bloc_sides_id.SIDE_4
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mesh_rotation = Global.GRID_ROTATION[0]
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set_cell_item( Vector3(mx, my, mz) , meshID, mesh_rotation)
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if bloc.entity != -1:
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var entity = Global.world.entities[bloc.entity]
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var mesh_instance = MeshInstance3D.new()
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mesh_instance.mesh = CapsuleMesh.new()
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mesh_instance.translate(map_to_local(Vector3(bloc.x, bloc.y, bloc.z)))
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# entity.moving.connect(_on_entity_moving)
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entities.append(mesh_instance)
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add_child(entities[entities.size()-1])
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Global.world.entities[bloc.entity].move(0)
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#func setEntities(columnStart: float, columnEnd: float, rowStart: float, rowEnd: float) -> void:
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# if columnStart < 0 :
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# columnStart = 0
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# if rowStart < 0 :
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# rowStart = 0
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# if columnEnd > Global.world.width - 1 :
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# columnEnd =Global.world.width - 2
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# if rowEnd > Global.world.height - 1 :
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# rowEnd = Global.world.height - 2
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#
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## var multimesh = MultiMesh.new()
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#
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## multimesh.transform_format = MultiMesh.TRANSFORM_3D
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# var instances = []
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# for mz in range(rowStart, rowEnd):
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# for mx in range(columnStart, columnEnd):
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# var bloc = Global.world.get_bloc(Vector2(mx, mz))
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# if bloc.entity != -1:
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# instances.append(map_to_local(Vector3(bloc.x, bloc.y, bloc.z)))
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#
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#
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# multimesh.instance_count = instances.size()
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# for instance_index in multimesh.instance_count:
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# var transform := Transform3D()
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# transform.origin = instances[instance_index]
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#
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# multimesh.set_instance_transform(instance_index, transform)
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#
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# if instances.size():
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# var multimesh_instance = MultiMeshInstance3D.new()
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# multimesh_instance.multimesh = multimesh
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# multimeshInstances.append(multimesh_instance)
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# add_child(multimeshInstances[multimeshInstances.size()-1])
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func _on_map_update_timer_timeout():
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generateGridChunk(camera.global_transform.origin)
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func _on_entity_moving():
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print("bonsoir")
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