extends Spatial var rng = RandomNumberGenerator.new() var chunk_size = 16 var chunk_amount = 16 var chunks = {} var unready_chunks = {} var thread func _ready(): # var mi = Global.terrain.get_data("mesh") # add_child(mi) # add_trees() thread = Thread.new() func add_trees(): rng.randomize() var treescene = load("res://entities/environment/birchtree/birchtree.tscn") var poisson_disc_sampling: PoissonDiscSampling = PoissonDiscSampling.new() for center in Global.terrain.get_centers(): if not center.get_data("water") and not center.get_data("coast") and not center.get_data("mountain"): var num = rng.randi_range(0,10) if num == 1: var points2d = poisson_disc_sampling.generate_points(3, center.polygon(), 2) for point in points2d: # print(point) var tree = treescene.instance() var scaling = rng.randi_range(0.8, 1.2) tree.scale = Vector3(scaling, scaling, scaling) tree.rotate_y(rng.randi_range(0, 2*PI)) tree.translation = Vector3(point.x, center.get_elevation() * 120, point.y) add_child(tree) func add_chunk(x, z): var key = str(x) + "," + str(z) if chunks.has(key) or unready_chunks.has(key): return if not thread.is_active(): thread.start(self, "load_chunk", [thread, x, z]) unready_chunks[key] = 1 func load_chunk(array): var thread = array[0] var x = array[1] var z = array[2] var chunk = Chunk.new(x * chunk_size, z * chunk_size) chunk.translation = Vector3(x * chunk_size, 0, z * chunk_size) call_deferred("load_done", chunk, thread) func load_done(chunk, thread): add_child(chunk) var key = str(chunk.x / chunk_size) + "," + str(chunk.z / chunk_size) chunks[key] = chunk unready_chunks.erase(key) thread.wait_to_finish() func get_chunk(x, z): var key = str(x) + "," + str(z) if chunks.has(key): return chunks.get(key) return null func _process(delta): update_chunks() clean_up_chunks() reset_chunks() func update_chunks(): var camera_translation = $CamBase/Camera.translation # print(camera_translation) var c_x = int(camera_translation.x) / chunk_size var c_z = int(camera_translation.z) / chunk_size for x in range(c_x - chunk_amount * 0.5, c_x + chunk_amount * 0.53): for z in range(c_z - chunk_amount * 0.5, c_z + chunk_amount * 0.53): add_chunk(x, z) var chunk = get_chunk(x, z) if chunk != null: chunk.should_remove = false func clean_up_chunks(): for key in chunks: var chunk = chunks[key] if chunk.should_remove: chunk.queue_free() chunks.erase(key) func reset_chunks(): for key in chunks: chunks[key].should_remove = true