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societer/world/World3d.gd

139 lines
3.7 KiB

extends Spatial
var rng = RandomNumberGenerator.new()
var chunk_size = 32
var chunk_amount = 16
var chunks = {}
var unready_chunks = {}
var thread
func _ready():
# add_world()
thread = Thread.new()
# add_trees()
func add_world():
var terrain_mesh = TerrainMesh.new()
terrain_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, Global.terrain.get_temp_data("mesh"))
terrain_mesh.surface_set_material(0, load("res://world/materials/world.material"))
var mi := MeshInstance.new()
mi.mesh = terrain_mesh
mi.create_trimesh_collision()
add_child(mi)
Global.terrain.reset_temp_data()
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"):
var num = rng.randi_range(0,100)
if center.get_data("forest") or num == 1:
var points2d = poisson_disc_sampling.generate_points(3, center.polygon(), 2)
for point in points2d:
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]
# print(x)
# print(z)
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
var c_x = int(camera_translation.x) / chunk_size
var c_z = int(camera_translation.y) / chunk_size * -1
var stack = []
var used = []
stack.append(Vector2(c_x, c_z))
while stack.size():
var current_vector = stack.pop_back()
used.append(current_vector)
add_chunk(current_vector.x, current_vector.y)
var chunk = get_chunk(current_vector.x, current_vector.y)
if chunk != null:
chunk.should_remove = false
var neighbours = [
Vector2(current_vector.x, current_vector.y - 1), # n
Vector2(current_vector.x + 1, current_vector.y - 1), # n_e
Vector2(current_vector.x + 1, current_vector.y), # e
Vector2(current_vector.x + 1, current_vector.y + 1), # s_e
Vector2(current_vector.x, current_vector.y + 1), # s
Vector2(current_vector.x - 1, current_vector.y + 1), # s_w
Vector2(current_vector.x - 1, current_vector.y), # w
Vector2(current_vector.x - 1, current_vector.y - 1) # n_w
]
for neighbour in neighbours:
if(
neighbour.x >= c_x - chunk_amount * 0.5
and neighbour.x <= c_x + chunk_amount * 0.53
and neighbour.y >= c_z - chunk_amount * 0.5
and neighbour.y <= c_z + chunk_amount * 0.53
and not neighbour in used
):
stack.append(neighbour)
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