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@ -56,6 +56,20 @@ func _init(): |
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Global.loading.set_end_time() |
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Global.loading.set_end_time() |
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func init_data(): |
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func init_data(): |
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for center in Global.terrain.get_centers(): |
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center.set_elevation(find_elevation(center.point2d())) |
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if center.get_elevation() <= 0.0: |
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center.set_data("water", true) |
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Global.loading.increment_step() |
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fill_oceans() |
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remove_holes() |
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for center in Global.terrain.get_centers(): |
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center.set_data("coast", is_coast(center.to_point())) |
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# for point in Global.terrain.get_points(): |
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# for point in Global.terrain.get_points(): |
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# point.set_elevation(point_find_elevation(point.point2d())) |
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# point.set_elevation(point_find_elevation(point.point2d())) |
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# point.set_data("water", point_is_water(point)) |
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# point.set_data("water", point_is_water(point)) |
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@ -72,15 +86,7 @@ func init_data(): |
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# if point.get_data("river"): |
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# if point.get_data("river"): |
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# set_river_path(point) |
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# set_river_path(point) |
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# print("a") |
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# print("a") |
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for center in Global.terrain.get_centers(): |
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center.set_elevation(find_elevation(center.point2d())) |
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if center.get_elevation() <= 0: |
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center.set_data("water", true) |
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# print(center.get_elevation()) |
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Global.loading.increment_step() |
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# print(Global.terrain.get_centers().size()) |
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print("first center : %f" % Global.terrain.get_centers()[0]) |
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# for center in Global.terrain.get_centers(): |
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# for center in Global.terrain.get_centers(): |
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# print("z") |
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# print("z") |
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# center.set_elevation(find_elevation(center.point2d)) |
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# center.set_elevation(find_elevation(center.point2d)) |
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@ -104,18 +110,7 @@ func init_data(): |
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# edge.set_data("coast", edge_is_coast(edge)) |
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# edge.set_data("coast", edge_is_coast(edge)) |
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# edge.set_data("river", edge_is_river(edge)) |
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# edge.set_data("river", edge_is_river(edge)) |
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func fill_oceans(): |
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var stack = [] |
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for point in Global.terrain.get_points(): |
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if point.point2d().x < 10 and point.get_data("water") and not point.get_data("ocean"): |
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stack.append(point.get_index()) |
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while stack.size(): |
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var current_point_id = stack.pop_back() |
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Global.terrain.get_point(current_point_id).set_data("ocean", true) |
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for neighbour in Global.terrain.get_point(current_point_id).points_around(): |
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if neighbour.get_data("water") and not neighbour.get_data("ocean"): |
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stack.append(neighbour.get_index()) |
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break |
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func set_river_path(point): |
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func set_river_path(point): |
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#TODO #2 fix rivers |
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#TODO #2 fix rivers |
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@ -153,30 +148,7 @@ func set_river_path(point): |
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# Point |
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# Point |
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func find_elevation(point): |
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# var border = border_width + rng.randf_range(-20.0, 20.0) |
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var elevation = noise.get_noise_2d(point.x / wavelength, point.y / wavelength) |
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var nx = 2 * point.x / width - 1 |
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var ny = 2 * point.y / height - 1 |
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var radius = range_lerp(elevation, -1, 1, 0.8, 1.0) |
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var distance = 1 - (1-pow(nx, 2)) * (1-pow(ny,2)) |
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distance = sqrt(pow(nx, 2) + pow(ny, 2)) |
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if distance > radius: |
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elevation = (elevation - range_lerp(distance, radius, 1.0, 0.0, 1.0)) |
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elevation = max(elevation, -1) |
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if elevation > 0.1: |
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elevation = max(pow((elevation) * 1.2, 1.5), 0.1) |
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elevation = min(elevation, 1) |
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elevation = round(elevation * terraces) / terraces |
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return elevation |
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func point_is_water(point): |
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func point_is_water(point): |
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if (point.get_elevation() < 0): |
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if (point.get_elevation() < 0): |
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@ -239,30 +211,79 @@ func edge_is_river(edge): |
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# tree.translation = Vector3(triangle.center3d() * Vector3(1, 12*10, 1)) |
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# tree.translation = Vector3(triangle.center3d() * Vector3(1, 12*10, 1)) |
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# add_child(tree) |
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# add_child(tree) |
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func create_mesh(): |
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var st = SurfaceTool.new() |
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st.begin(Mesh.PRIMITIVE_TRIANGLES) |
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# for triangle in Global.terrain.get_triangles(): |
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# if not triangle.is_water(): |
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# if triangle.get_elevation() < 0: |
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# print(triangle.get_elevation()) |
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# var factor = Vector3(1, 120, 1) |
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# for edge in triangle.edges(): |
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# if triangle.get_elevation() > edge.opposite_triangle().get_elevation(): |
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# st.add_vertex(Vector3(edge.start().point3d().x, triangle.get_elevation(), edge.start().point3d().z) * factor) |
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# st.add_vertex(Vector3(edge.end().point3d().x, triangle.get_elevation(), edge.end().point3d().z) * factor) |
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# st.add_vertex(Vector3(edge.start().point3d().x, edge.opposite_triangle().get_elevation(), edge.start().point3d().z) * factor) |
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# st.add_vertex(Vector3(edge.end().point3d().x, triangle.get_elevation(), edge.end().point3d().z) * factor) |
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# st.add_vertex(Vector3(edge.end().point3d().x, edge.opposite_triangle().get_elevation(), edge.end().point3d().z) * factor) |
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# st.add_vertex(Vector3(edge.start().point3d().x, edge.opposite_triangle().get_elevation(), edge.start().point3d().z) * factor) |
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# for point in triangle.points(): |
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# st.add_vertex(Vector3(point.point3d().x, triangle.get_elevation(), point.point3d().z) * factor) |
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# Global.loading.increment_step() |
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func find_elevation(point): |
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# var border = border_width + rng.randf_range(-20.0, 20.0) |
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var elevation = noise.get_noise_2d(point.x / wavelength, point.y / wavelength) |
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var nx = 2 * point.x / width - 1 |
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var ny = 2 * point.y / height - 1 |
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var radius = range_lerp(elevation, -1, 1, 0.8, 1.0) |
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var distance = 1 - (1-pow(nx, 2)) * (1-pow(ny,2)) |
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distance = sqrt(pow(nx, 2) + pow(ny, 2)) |
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if distance > radius: |
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elevation = (elevation - range_lerp(distance, radius, 1.0, 0.0, 1.0)) |
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elevation = max(elevation, -1) |
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if elevation > 0.1: |
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elevation = max(pow((elevation) * 1.2, 1.5), 0.1) |
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elevation = min(elevation, 1) |
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elevation = round(elevation * terraces) / terraces |
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return elevation |
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func fill_oceans(): |
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var stack = [] |
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var first_center = null |
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var i = 0.0 |
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while not first_center: |
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first_center = Global.terrain.find_point(Vector2(i, i)) |
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i += 1.0 |
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stack.append(first_center.get_index()) |
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while stack.size(): |
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var current_point_id = stack.pop_back() |
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Global.terrain.get_point(current_point_id).set_data("ocean", true) |
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for neighbour in Global.terrain.get_point(current_point_id).points_around(): |
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if neighbour.get_data("water") and not neighbour.get_data("ocean"): |
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stack.append(neighbour.get_index()) |
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func remove_holes(): |
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for center in Global.terrain.get_centers(): |
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if center.get_data("water") and not center.get_data("ocean"): |
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center.set_elevation(0.2) |
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center.set_data("water", false) |
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func is_coast(point): |
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if not point.get_data("water"): |
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for neighbour in point.points_around(): |
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if neighbour.get_data("ocean"): |
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return true |
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return false |
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func create_mesh(): |
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var st = SurfaceTool.new() |
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st.begin(Mesh.PRIMITIVE_TRIANGLES) |
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var factor = Vector3(1, 120, 1) |
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var factor = Vector3(1, 120, 1) |
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for center in Global.terrain.get_centers(): |
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for center in Global.terrain.get_centers(): |
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if not center.get_data("water"): |
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if not center.get_data("water"): |
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