proper terrain generation

This commit is contained in:
Lucas 2025-06-27 15:38:35 +02:00
parent 4eef953ed6
commit 159b6274c9
No known key found for this signature in database
5 changed files with 1544 additions and 86 deletions

View file

@ -1,7 +1,6 @@
extends CharacterBody3D extends CharacterBody3D
@export var SPEED:float = 30.0
const SPEED = 5.0
const JUMP_VELOCITY = 4.5 const JUMP_VELOCITY = 4.5
@ -11,13 +10,14 @@ func _physics_process(delta: float) -> void:
velocity += get_gravity() * delta velocity += get_gravity() * delta
# Handle jump. # Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration. # Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions. # As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") var input_dir := Input.get_vector("left", "right", "forward", "downard")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction: if direction:
velocity.x = direction.x * SPEED velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED velocity.z = direction.z * SPEED
@ -25,4 +25,6 @@ func _physics_process(delta: float) -> void:
velocity.x = move_toward(velocity.x, 0, SPEED) velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED)
rotate_y(Input.get_axis("camera_right","camera_left")*0.1)
%Camera3D.rotate_x(Input.get_axis("camera_down","camera_up")*0.1)
move_and_slide() move_and_slide()

File diff suppressed because one or more lines are too long

22
world_gen/player.tscn Normal file
View file

@ -0,0 +1,22 @@
[gd_scene load_steps=4 format=3 uid="uid://m3y8d8rf4wg8"]
[ext_resource type="Script" uid="uid://b5io1eg4blrp5" path="res://player/player.gd" id="1_awywi"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_y7qka"]
resource_name = "PlayerCollision"
[sub_resource type="CapsuleMesh" id="CapsuleMesh_nwtrj"]
resource_name = "PlayerMesh"
[node name="Player" type="CharacterBody3D"]
script = ExtResource("1_awywi")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_y7qka")
[node name="MeshInstance3D" type="MeshInstance3D" parent="CollisionShape3D"]
mesh = SubResource("CapsuleMesh_nwtrj")
[node name="Camera3D" type="Camera3D" parent="."]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 0.9604348, 0.27850503, 0, -0.27850503, 0.9604348, 0, 1.8589027, 2.8465767)

View file

@ -0,0 +1,8 @@
[gd_resource type="FastNoiseLite" format=3 uid="uid://dknkwbejk05gt"]
[resource]
noise_type = 4
seed = -20
frequency = 0.0034
fractal_octaves = 3
fractal_lacunarity = 1.985

View file

@ -5,10 +5,10 @@ var generation_thread: Thread = Thread.new()
@export_category("CHUNK GENERATION") @export_category("CHUNK GENERATION")
const CHUNK_SIZE := 256 const CHUNK_SIZE := 256
const CHUNK_BOUNDS := 8 const CHUNK_BOUNDS := 4
## How detailed the chunk should be. This could be made a const when debug phase is finished ## How detailed the chunk should be. This could be made a const when debug phase is finished
@export_range(4,256,4) var chunk_resolution :=32: @export_range(4, 256, 4) var chunk_resolution := 32:
set(new_resolution): set(new_resolution):
chunk_resolution = new_resolution chunk_resolution = new_resolution
update_all_mesh() update_all_mesh()
@ -16,90 +16,124 @@ const CHUNK_BOUNDS := 8
#### WORLD GENERATION #### #### WORLD GENERATION ####
@export_category("WORLD GENERATION") @export_category("WORLD GENERATION")
@export_tool_button("Generate Chunks") var generate_chunk_callable = generate.bind(true) @export_tool_button("Generate Chunks") var generate_chunk_callable = generate.bind(true)
@export var noise: FastNoiseLite: @export_tool_button("Delete Chunks") var delete_chunk_callable = delete.bind(true)
set(new_noise): @export var noise: FastNoiseLite
noise = new_noise @export_range(4.0, 128.0, 4.0) var height := 64.0:
update_all_mesh()
if noise:
noise.changed.connect(update_all_mesh) #change all thes meshes after eahc changes
@export_range(4.0,128.0,4.0) var height := 64.0:
set(new_height): set(new_height):
height = new_height height = new_height
update_all_mesh() update_all_mesh()
var loaded_chunks := {} var loaded_chunks := {}# Key: Vector2i, Value: MeshInstance3D
# Called when the node enters the scene tree for the first time. ALSO IN EDITOR # Called when the node enters the scene tree for the first time. ALSO IN EDITOR
func _ready() -> void: func _ready() -> void:
generate(true) if !(Engine.is_editor_hint()):
generate(true)
func generate(_ForceRegen:bool=false): func generate(_ForceRegen: bool = false):
print('Generation starts') print('Generation starts')
generate_chunks_around(Vector3(0,0,0), _ForceRegen) generate_chunks_around(Vector3(0, 0, 0), _ForceRegen)
# Called every frame. 'delta' is the elapsed time since the previous frame. func delete(_Force:bool = true):
func _process(_delta: float) -> void: loaded_chunks.clear()
pass for c in get_children():
c.queue_free()
func generate_noise(_seed:float): func generate_noise(_seed: float):
noise = FastNoiseLite.new() noise = FastNoiseLite.new()
noise.noise_type = FastNoiseLite.TYPE_PERLIN
noise.seed = _seed
noise.frequency = 0.01
if Engine.is_editor_hint():
update_all_mesh()
# This function is better called in another thread, doing all the heavy process before adding it to the scene tree func generate_chunk(position: Vector3, _ForceRegen: bool = false):
func generate_chunk(position: Vector3, _ForceRegen:bool = false):
WorkerThreadPool.add_task(func(): WorkerThreadPool.add_task(func():
var mesh_instance = MeshInstance3D.new() var mesh_instance = MeshInstance3D.new()
update_mesh(mesh_instance) update_mesh(mesh_instance, position)
mesh_instance.position = position mesh_instance.position = position
call_deferred("add_child", mesh_instance)
var chunk_coord = get_chunk_coord(position) var chunk_coord = get_chunk_coord(position)
loaded_chunks[chunk_coord] = mesh_instance call_deferred("add_chunk_deferred", mesh_instance, chunk_coord)
print("chunk at : ",str(position),", coord ",str(chunk_coord), " loaded")
) )
func get_height(x:float,y:float) -> float: func add_chunk_deferred(mesh_instance: MeshInstance3D, chunk_coord: Vector2i):
return noise.get_noise_2d(x,y) * height add_child(mesh_instance)
if Engine.is_editor_hint():
mesh_instance.owner = get_tree().edited_scene_root
loaded_chunks[chunk_coord] = mesh_instance
print("Chunk at: ", str(mesh_instance.position), ", coord: ", str(chunk_coord), " loaded")
func get_normal(x:float,y:float) -> Vector3: func get_height(x: float, y: float) -> float:
if not noise:
return 0.0
return noise.get_noise_2d(x, y) * height
func get_normal(x: float, y: float) -> Vector3:
if not noise:
return Vector3.UP
var epsilon := CHUNK_SIZE / chunk_resolution var epsilon := CHUNK_SIZE / chunk_resolution
var normal := Vector3( var normal := Vector3(
(get_height(x + epsilon,y) - get_height(x - epsilon, y))/(2.0 *epsilon), (get_height(x + epsilon, y) - get_height(x - epsilon, y)) / (2.0 * epsilon),
1.0, 1.0,
(get_height(x, y + epsilon) - get_height(x, y - epsilon))/(2.0 *epsilon) (get_height(x, y + epsilon) - get_height(x, y - epsilon)) / (2.0 * epsilon)
) )
return normal.normalized() return normal.normalized()
func get_biome(x: float, z: float) -> String:
if not noise:
return "default"
var biome_noise = FastNoiseLite.new()
biome_noise.noise_type = FastNoiseLite.TYPE_CELLULAR
biome_noise.seed = noise.seed + 1
biome_noise.frequency = 0.005
var value = biome_noise.get_noise_2d(x, z)
if value < -0.3:
return "desert"
elif value < 0.1:
return "forest"
elif value < 0.4:
return "mountain"
else:
return "ocean"
func update_all_mesh(): func update_all_mesh():
for chunk in loaded_chunks: for chunk_coord in loaded_chunks:
update_mesh(loaded_chunks[chunk]) update_mesh(loaded_chunks[chunk_coord], loaded_chunks[chunk_coord].position)
func update_mesh(chunk_terrain_instance:MeshInstance3D): func update_mesh(chunk_terrain_instance: MeshInstance3D, chunk_pos: Vector3):
var plane: PlaneMesh = PlaneMesh.new() #load("res://world_gen/new_plane_mesh.tres").duplicate() var plane: PlaneMesh = load("res://world_gen/new_plane_mesh.tres").duplicate()
plane.subdivide_depth = chunk_resolution plane.subdivide_depth = chunk_resolution
plane.subdivide_width = chunk_resolution plane.subdivide_width = chunk_resolution
plane.size = Vector2(CHUNK_SIZE,CHUNK_SIZE) plane.size = Vector2(CHUNK_SIZE, CHUNK_SIZE)
var plane_arrays := plane.get_mesh_arrays() var plane_arrays := plane.get_mesh_arrays()
var vertex_array: PackedVector3Array = plane_arrays[ArrayMesh.ARRAY_VERTEX] var vertex_array: PackedVector3Array = plane_arrays[ArrayMesh.ARRAY_VERTEX]
var normal_array: PackedVector3Array = plane_arrays[ArrayMesh.ARRAY_NORMAL] var normal_array: PackedVector3Array = plane_arrays[ArrayMesh.ARRAY_NORMAL]
var tangent_array: PackedFloat32Array = plane_arrays[ArrayMesh.ARRAY_TANGENT] var tangent_array: PackedFloat32Array = plane_arrays[ArrayMesh.ARRAY_TANGENT]
for i:int in vertex_array.size(): for i: int in vertex_array.size():
var vertex := vertex_array[i] var vertex := vertex_array[i]
# Convert local vertex coordinates to world coordinates var world_x = chunk_pos.x + vertex.x
var world_x = chunk_terrain_instance.position.x + vertex.x var world_z = chunk_pos.z + vertex.z
var world_z = chunk_terrain_instance.position.z + vertex.z
var normal := Vector3.UP var normal := Vector3.UP
var tangent := Vector3.RIGHT var tangent := Vector3.RIGHT
@ -110,40 +144,76 @@ func update_mesh(chunk_terrain_instance:MeshInstance3D):
vertex_array[i] = vertex vertex_array[i] = vertex
normal_array[i] = normal normal_array[i] = normal
tangent_array[4*i] = tangent.x tangent_array[4 * i] = tangent.x
tangent_array[4*i+1] = tangent.y tangent_array[4 * i + 1] = tangent.y
tangent_array[4*i+2] = tangent.z tangent_array[4 * i + 2] = tangent.z
tangent_array[4*i+3] = 1.0 tangent_array[4 * i + 3] = 1.0
plane_arrays[ArrayMesh.ARRAY_VERTEX] = vertex_array
plane_arrays[ArrayMesh.ARRAY_NORMAL] = normal_array
plane_arrays[ArrayMesh.ARRAY_TANGENT] = tangent_array
var array_mesh := ArrayMesh.new() var array_mesh := ArrayMesh.new()
array_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES,plane_arrays) array_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, plane_arrays)
#array_mesh.surface_set_material(0, get_biome_mat(chunk_pos))
chunk_terrain_instance.mesh = array_mesh chunk_terrain_instance.mesh = array_mesh
chunk_terrain_instance.create_trimesh_collision()
func get_biome_mat(chunk_pos) -> Material:
# Apply biome-based material
var material = StandardMaterial3D.new()
var biome = get_biome(chunk_pos.x + CHUNK_SIZE / 2.0, chunk_pos.z + CHUNK_SIZE / 2.0)
match biome:
"desert":
material.albedo_color = Color(1.0, 0.8, 0.4)
"forest":
material.albedo_color = Color(0.2, 0.6, 0.2)
"mountain":
material.albedo_color = Color(0.5, 0.5, 0.5)
"ocean":
material.albedo_color = Color(0.0, 0.4, 0.8)
return material
## Convert position to chunk coordinates ## Convert position to chunk coordinates
func get_chunk_coord(position:Vector3) -> Vector2i: func get_chunk_coord(position: Vector3) -> Vector2i:
var coord_chunk_x = int(floor(position.x / CHUNK_SIZE)) var coord_chunk_x = int(floor(position.x / CHUNK_SIZE))
var coord_chunk_z = int(floor(position.z / CHUNK_SIZE)) var coord_chunk_z = int(floor(position.z / CHUNK_SIZE))
return Vector2i(coord_chunk_x,coord_chunk_z) return Vector2i(coord_chunk_x, coord_chunk_z)
func generate_chunks_around(position:Vector3,ForceRegen:bool = false): func generate_chunks_around(position: Vector3, ForceRegen: bool = false):
# Convert position to chunk coordinates # Convert position to chunk coordinates
var position_to_coord := get_chunk_coord(position) var position_to_coord := get_chunk_coord(position)
print("Closest chunk: ", str(position_to_coord))
var new_chunks := {}
print("closest chunk : "+str(Vector2i(position_to_coord.x,position_to_coord.y))) for x in range(position_to_coord.x - CHUNK_BOUNDS, position_to_coord.x + CHUNK_BOUNDS + 1):
for z in range(position_to_coord.y - CHUNK_BOUNDS, position_to_coord.y + CHUNK_BOUNDS + 1):
var chunk_coord := Vector2i(x, z)
var chunk_position := Vector3(x * CHUNK_SIZE, 0, z * CHUNK_SIZE)
print("Trying to load chunk at coordinate: ", chunk_coord)
for x in range(position_to_coord.x - CHUNK_BOUNDS,position_to_coord.x + CHUNK_BOUNDS+1): if ForceRegen and loaded_chunks.has(chunk_coord):
for z in range(position_to_coord.y - CHUNK_BOUNDS, position_to_coord.y + CHUNK_BOUNDS+1): loaded_chunks[chunk_coord].queue_free()
var chunk_coord := Vector2i(x,z) loaded_chunks.erase(chunk_coord)
var chunck_position := Vector3i(x * CHUNK_SIZE,0,z * CHUNK_SIZE)
print("trying to load chunk at coordinate : "+str(chunk_coord))
if ForceRegen:
loaded_chunks.clear()
for child in get_children():
child.queue_free()
if not loaded_chunks.has(chunk_coord): if not loaded_chunks.has(chunk_coord):
print("generate chunk at : "+str(chunck_position)) generate_chunk(chunk_position, ForceRegen)
generate_chunk(chunck_position) new_chunks[chunk_coord] = null # Placeholder until chunk is added
else:
new_chunks[chunk_coord] = loaded_chunks[chunk_coord]
# Unload chunks outside bounds
for chunk_coord in loaded_chunks:
if not new_chunks.has(chunk_coord):
loaded_chunks[chunk_coord].queue_free()
loaded_chunks.erase(chunk_coord)
loaded_chunks = new_chunks