You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
societer/world/Chunk.gd

113 lines
4.1 KiB

extends Spatial
class_name Chunk
var noise
var should_remove = true
var x
var z
var empty = true
func _init(x, z):
self.x = x
self.z = z
func _ready():
# generate_chunk()
generate_grass()
pass
func generate_grass():
var poisson_disc_sampling: PoissonDiscSampling = PoissonDiscSampling.new()
var rng := RandomNumberGenerator.new()
rng.randomize()
var coords = []
for center in Global.terrain.get_chunk(Vector2(x, z)):
if (
not center.get_data("mountain")
and not center.get_data("water")
and not center.get_data("coast")
):
var points = poisson_disc_sampling.generate_points(0.1, center.polygon(), 2)
var points3d = []
for point in points:
points3d.append(Vector3(point.x, center.get_elevation() * 120, point.y))
coords += points3d
# var multimesh = MultiMesh.new()
var multimesh = MultiMesh.new()
multimesh.mesh = load("res://world/grass.obj")
multimesh.mesh.surface_set_material(0, load("res://world/materials/wind_grass.tres"))
multimesh.transform_format = MultiMesh.TRANSFORM_3D
multimesh.instance_count = coords.size()
for instance_index in multimesh.instance_count:
var transform := Transform().rotated(Vector3.UP, rng.randf_range(-PI / 2, PI / 2))
transform.origin = Vector3(coords[instance_index].x, coords[instance_index].y, coords[instance_index].z)
# transform.scaled(Vector3())
multimesh.set_instance_transform(instance_index, transform)
var multimesh_instance = MultiMeshInstance.new()
multimesh_instance.multimesh = multimesh
add_child(multimesh_instance)
pass
func generate_chunk():
var file = File.new()
file.open("res://world/materials/materials.json", File.READ)
var materials = JSON.parse(file.get_as_text()).result
var st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
var factor = Vector3(1, 120, 1)
# print(x)
# print(z)
for center in Global.terrain.get_chunk(Vector2(x, z)):
# print(center.get_data("water"))
if not center.get_data("water"):
empty = false
# print(center.get_data("material"))
var material_id = materials[center.get_data("material")]
var top_uv = Vector2(0, float(material_id) / (materials.size()-1))
var border_uv = Vector2(1, float(material_id) / (materials.size()-1))
for edge in center.borders():
if edge.end_center().get_elevation() < edge.start_center().get_elevation():
var top = edge.start_center().get_elevation()
# if edge.start_center().get_data("ocean"):
# top = -1.0
var bottom = edge.end_center().get_elevation()
if edge.end_center().get_data("ocean"):
bottom = 0.0
st.add_uv(border_uv)
st.add_vertex(Vector3(edge.start_corner().point3d().x, bottom, edge.start_corner().point3d().z) * factor)
st.add_vertex(Vector3(edge.end_corner().point3d().x, top, edge.end_corner().point3d().z) * factor)
st.add_vertex(Vector3(edge.start_corner().point3d().x, top, edge.start_corner().point3d().z) * factor)
st.add_vertex(Vector3(edge.start_corner().point3d().x, bottom, edge.start_corner().point3d().z) * factor)
st.add_vertex(Vector3(edge.end_corner().point3d().x, bottom, edge.end_corner().point3d().z) * factor)
st.add_vertex(Vector3(edge.end_corner().point3d().x, top, edge.end_corner().point3d().z) * factor)
for corner_count in center.corners().size():
var current_corner = center.corners()[corner_count]
var next_corner
if corner_count < center.corners().size() - 1:
next_corner = center.corners()[corner_count+1]
else:
next_corner = center.corners()[0]
st.add_uv(Vector2(top_uv))
st.add_vertex(Vector3(current_corner.point2d().x, center.get_elevation(), current_corner.point2d().y) * factor)
st.add_vertex(Vector3(next_corner.point2d().x, center.get_elevation(), next_corner.point2d().y) * factor)
st.add_vertex(Vector3(center.point2d().x, center.get_elevation(), center.point2d().y) * factor)
if not empty:
st.generate_normals()
st.index()
var mi = MeshInstance.new()
mi.mesh = st.commit()
var material = load("res://world/materials/world.material")
mi.set_surface_material(0, material)
mi.create_trimesh_collision()
mi.cast_shadow = GeometryInstance.SHADOW_CASTING_SETTING_ON
add_child(mi)