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societer/utils/world_generation/WorldGeneration.gd

274 lines
8.5 KiB

extends Reference
class_name WorldGeneration
export(int) var width = 2048
export(int) var height = 2048
export(int) var spacing = 20
export(int, 1, 9) var octaves = 5
export(int, 1, 30) var wavelength = 8
export(int) var border_width = 200
export(int) var terraces = 10
export(int) var terrace_height = 5
export(float) var mountain_height = 6.0 / 24.0
export(int) var river_proba = 200
var rng = RandomNumberGenerator.new()
var noise = OpenSimplexNoise.new()
func _init():
Global.loading.reset()
rng.randomize()
noise.seed = rng.randi()
noise.octaves = octaves
if Global.terrain.exists(Global.terrain_name):
Global.terrain.load(Global.terrain_name)
else:
Global.terrain.create(width,height,spacing,Global.terrain_name)
var max_step = (
Global.terrain.get_triangles().size()
# + height
)
if Global.terrain.is_created():
max_step += Global.terrain.get_points().size()
max_step += Global.terrain.get_triangles().size()
Global.loading.set_step(Global.terrain.get_points().size())
Global.loading.set_max_step(max_step)
if Global.terrain.is_created():
init_data()
Global.terrain.save()
if Global.terrain.is_created() or Global.terrain.is_loaded():
Global.terrain.set_data("mesh", create_mesh())
# create_map()
# add_trees()
# get_tree().change_scene("res://world/game.tscn")
else:
Global.print_debug("Pas de Global.terrain, pas de construction ...")
Global.print_debug("Pas de construction ..., pas de palais ...")
Global.print_debug("Pas de palais ..., pas de palais.")
Global.loading.set_end_time()
func init_data():
# for point in Global.terrain.get_points():
# point.set_elevation(point_find_elevation(point.point2d()))
# point.set_data("water", point_is_water(point))
# point.set_data("mountain", point_is_mountain(point))
# point.set_data("river", point_is_river(point))
# fill_oceans()
# for point in Global.terrain.get_points():
# if point.get_data("water") and not point.get_data("ocean"):
# point.set_elevation(0.1)
# point.set_data("water", false)
# point.set_data("coast", point_is_coast(point))
# if point.get_data("river"):
# set_river_path(point)
for triangle in Global.terrain.get_triangles():
triangle.set_elevation(find_elevation(triangle.center2d()))
# triangle.set_data("elevation", triangle_find_elevation(triangle))
triangle.set_data("water", triangle_is_water(triangle))
if not triangle.get_data("water"):
if triangle.get_elevation() < 0:
print(triangle.get_elevation())
if triangle.is_water():
triangle.set_elevation(0)
Global.loading.increment_step()
# triangle.set_data("ocean", false)
# for point in triangle.points():
# if point.get_data("ocean"):
# triangle.set_data("ocean", true)
# for edge in Global.terrain.get_edges():
# edge.set_data("coast", edge_is_coast(edge))
# edge.set_data("river", edge_is_river(edge))
func fill_oceans():
var stack = []
for point in Global.terrain.get_points():
if point.point2d().x < 10 and point.get_data("water") and not point.get_data("ocean"):
stack.append(point.get_index())
while stack.size():
var current_point_id = stack.pop_back()
Global.terrain.get_point(current_point_id).set_data("ocean", true)
for neighbour in Global.terrain.get_point(current_point_id).points_around():
if neighbour.get_data("water") and not neighbour.get_data("ocean"):
stack.append(neighbour.get_index())
break
func set_river_path(point):
#TODO #2 fix rivers
var start_elevation = point.get_elevation()
var waypoints = []
var stack = []
stack.append(point.get_index())
var came_from = {}
while stack.size():
var current_point_id = stack.pop_front()
if Global.terrain.get_point(current_point_id).get_elevation() < start_elevation:
waypoints.append(current_point_id)
start_elevation = Global.terrain.get_point(current_point_id).get_elevation()
stack = []
if Global.terrain.get_point(current_point_id).get_data("ocean"):
break
for neighbour in Global.terrain.get_point(current_point_id).points_around():
if not came_from.has(neighbour.get_index()):
stack.append(neighbour.get_index())
came_from[neighbour.get_index()] = current_point_id
var path = []
for waypoint in waypoints:
var current = waypoint
while current != point.get_index():
if not path.has(current):
path.append(current)
current = came_from[current]
path.append(point.get_index())
for index in path:
Global.terrain.get_point(index).set_data("river", true)
# Global.terrain.get_point(index).set_data("water", true)
# Point
func find_elevation(point):
# var border = border_width + rng.randf_range(-20.0, 20.0)
var elevation = noise.get_noise_2d(point.x / wavelength, point.y / wavelength)
var nx = 2 * point.x / width - 1
var ny = 2 * point.y / height - 1
var radius = range_lerp(elevation, -1, 1, 0.8, 1.0)
var distance = 1 - (1-pow(nx, 2)) * (1-pow(ny,2))
distance = sqrt(pow(nx, 2) + pow(ny, 2))
if distance > radius:
elevation = (elevation - range_lerp(distance, radius, 1.0, 0.0, 1.0))
elevation = max(elevation, -1)
if elevation > 0.1:
elevation = max(pow((elevation) * 1.2, 1.5), 0.1)
elevation = min(elevation, 1)
elevation = round(elevation * terraces) / terraces
return elevation
func point_is_water(point):
if (point.get_elevation() < 0):
return true
return false
func point_is_mountain(point):
if (point.get_elevation() >= mountain_height):
return true
return false
func point_is_coast(point):
if not point.get_data("water"):
for neighbour in point.points_around():
if neighbour.get_data("ocean"):
return true
return false
func point_is_river(point):
if point.get_data("mountain") and not point.get_data("river"):
var random = rng.randi_range(1, river_proba)
if random == 1:
return true
return false
# Triangle
func triangle_find_elevation(triangle):
var elevation = 0
for point in triangle.points():
elevation += point.get_elevation()
elevation /= 3.0
return elevation
func triangle_is_water(triangle):
if triangle.get_elevation() <= 0.0:
return true
return false
# Edge
func edge_is_coast(edge):
if edge.start().get_data("coast") and edge.end().get_data("coast") and edge.triangle().get_data("ocean"):
return true
return false
func edge_is_river(edge):
if edge.start().get_data("river") and edge.end().get_data("river"):
return true
return false
# func add_trees():
# rng.randomize()
# var treescene = load("res://entities/environment/birchtree/birchtree.tscn")
# for triangle in Global.terrain.get_triangles():
# if not triangle.get_data("water"):
# var num = rng.randi_range(0, 5)
# if num == 1:
# var tree = treescene.instance()
# tree.translation = Vector3(triangle.center3d() * Vector3(1, 12*10, 1))
# add_child(tree)
func create_mesh():
var st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
for triangle in Global.terrain.get_triangles():
if not triangle.is_water():
if triangle.get_elevation() < 0:
print(triangle.get_elevation())
var factor = Vector3(1, 120, 1)
for edge in triangle.edges():
if triangle.get_elevation() > edge.opposite_triangle().get_elevation():
st.add_vertex(Vector3(edge.start().point3d().x, triangle.get_elevation(), edge.start().point3d().z) * factor)
st.add_vertex(Vector3(edge.end().point3d().x, triangle.get_elevation(), edge.end().point3d().z) * factor)
st.add_vertex(Vector3(edge.start().point3d().x, edge.opposite_triangle().get_elevation(), edge.start().point3d().z) * factor)
st.add_vertex(Vector3(edge.end().point3d().x, triangle.get_elevation(), edge.end().point3d().z) * factor)
st.add_vertex(Vector3(edge.end().point3d().x, edge.opposite_triangle().get_elevation(), edge.end().point3d().z) * factor)
st.add_vertex(Vector3(edge.start().point3d().x, edge.opposite_triangle().get_elevation(), edge.start().point3d().z) * factor)
for point in triangle.points():
st.add_vertex(Vector3(point.point3d().x, triangle.get_elevation(), point.point3d().z) * factor)
Global.loading.increment_step()
st.generate_normals()
st.generate_tangents()
st.index()
var mi = MeshInstance.new()
mi.mesh = st.commit()
var material = load("res://world/world.material")
mi.set_surface_material(0, material)
mi.create_convex_collision()
mi.cast_shadow = GeometryInstance.SHADOW_CASTING_SETTING_ON
return mi
# Enregistrement de la map + intégration dans la génération du monde #32
func create_map():
var img = Image.new()
img.create(width, height, false, Image.FORMAT_RGBA8)
img.lock()
for y in height:
Global.loading.increment_step()
for x in width:
img.set_pixel(x,y,Color(randf(), randf(), randf()))
img.unlock()