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societer/world/chunk.gd

78 lines
2.8 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()
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)
Global.loading.increment_step()
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)