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77 lines
2.8 KiB
77 lines
2.8 KiB
extends Spatial
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class_name Chunk
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var noise
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var should_remove = true
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var x
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var z
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var empty = true
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func _init(x, z):
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self.x = x
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self.z = z
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func _ready():
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generate_chunk()
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pass
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func generate_chunk():
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var file = File.new()
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file.open("res://world/materials/materials.json", File.READ)
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var materials = JSON.parse(file.get_as_text()).result
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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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# print(x)
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# print(z)
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for center in Global.terrain.get_chunk(Vector2(x, z)):
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# print(center.get_data("water"))
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if not center.get_data("water"):
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empty = false
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# print(center.get_data("material"))
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var material_id = materials[center.get_data("material")]
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var top_uv = Vector2(0, float(material_id) / (materials.size()-1))
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var border_uv = Vector2(1, float(material_id) / (materials.size()-1))
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for edge in center.borders():
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if edge.end_center().get_elevation() < edge.start_center().get_elevation():
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var top = edge.start_center().get_elevation()
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# if edge.start_center().get_data("ocean"):
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# top = -1.0
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var bottom = edge.end_center().get_elevation()
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if edge.end_center().get_data("ocean"):
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bottom = 0.0
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st.add_uv(border_uv)
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st.add_vertex(Vector3(edge.start_corner().point3d().x, bottom, edge.start_corner().point3d().z) * factor)
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st.add_vertex(Vector3(edge.end_corner().point3d().x, top, edge.end_corner().point3d().z) * factor)
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st.add_vertex(Vector3(edge.start_corner().point3d().x, top, edge.start_corner().point3d().z) * factor)
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st.add_vertex(Vector3(edge.start_corner().point3d().x, bottom, edge.start_corner().point3d().z) * factor)
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st.add_vertex(Vector3(edge.end_corner().point3d().x, bottom, edge.end_corner().point3d().z) * factor)
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st.add_vertex(Vector3(edge.end_corner().point3d().x, top, edge.end_corner().point3d().z) * factor)
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for corner_count in center.corners().size():
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var current_corner = center.corners()[corner_count]
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var next_corner
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if corner_count < center.corners().size() - 1:
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next_corner = center.corners()[corner_count+1]
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else:
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next_corner = center.corners()[0]
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st.add_uv(Vector2(top_uv))
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st.add_vertex(Vector3(current_corner.point2d().x, center.get_elevation(), current_corner.point2d().y) * factor)
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st.add_vertex(Vector3(next_corner.point2d().x, center.get_elevation(), next_corner.point2d().y) * factor)
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st.add_vertex(Vector3(center.point2d().x, center.get_elevation(), center.point2d().y) * factor)
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if not empty:
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st.generate_normals()
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st.index()
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var mi = MeshInstance.new()
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mi.mesh = st.commit()
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var material = load("res://world/materials/world.material")
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mi.set_surface_material(0, material)
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mi.create_trimesh_collision()
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mi.cast_shadow = GeometryInstance.SHADOW_CASTING_SETTING_ON
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add_child(mi)
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