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