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-rw-r--r--world/chunk/ChunkGen.gd123
1 files changed, 123 insertions, 0 deletions
diff --git a/world/chunk/ChunkGen.gd b/world/chunk/ChunkGen.gd
new file mode 100644
index 0000000..994d624
--- /dev/null
+++ b/world/chunk/ChunkGen.gd
@@ -0,0 +1,123 @@
+extends Node
+
+onready var noise = OpenSimplexNoise.new()
+onready var rng = RandomNumberGenerator.new()
+var _seed
+
+var monuments = []
+
+func _ready():
+ #randomize()
+ #self._seed = randi()
+ self._seed = 0
+ self.noise.seed = self._seed
+ self.noise.seed = 0
+ self.noise.period = 16
+ self.noise.persistence = 0
+ self.rng.seed = self._seed
+
+func setup_monuments():
+ monuments.push_back(DockMonument.new(Transform(Basis().rotated(Vector3.UP,0.0),Vector3(0.0,0.0,-600.0))))
+ monuments.push_back(DockMonument.new(Transform(Basis().rotated(Vector3.UP,PI),Vector3(0.0,0.0,600.0))))
+
+func rng_2dv(coords:Vector2):
+ self.rng.seed = hash(coords)
+
+func gen_chunk(chunk,dummy=false):
+ if dummy:
+ return
+ var monument = get_monument_at_chunk(ChunkLoader.v2_coords(chunk.transform.origin))
+ if monument != null:
+ gen_monument(chunk, monument)
+ else:
+ gen_distance(chunk,chunk.get_node("gen_tree/lod_distance"))
+ gen_mid(chunk,chunk.get_node("gen_tree/lod_mid"))
+ gen_close(chunk,chunk.get_node("gen_tree/lod_close"))
+
+func get_monument_at_chunk(chunk_coords:Vector2):
+ for monument in monuments:
+ if monument.is_chunk_in_monument(chunk_coords):
+ return monument
+ return null
+
+func gen_monument(chunk, monument):
+ var offset_to_origin = monument.origin_chunk - ChunkLoader.v2_coords(chunk.transform.origin)
+ var inst = monument.scene.instance()
+ inst.transform.origin = ChunkLoader.v3_coords(offset_to_origin)
+ inst.transform.basis = monument.xform.basis
+ chunk.add_child(inst)
+
+func gen_distance(chunk,tree):
+ gen_lowres_rocks(chunk,tree)
+
+func gen_mid(chunk,tree):
+ gen_rocks(chunk,tree)
+
+func gen_close(chunk,tree):
+ gen_rock_hitboxes(chunk,tree)
+
+func iterate_chunk(chunk,tree,step:Vector2,cb:FuncRef,data):
+ var chunk_half_size = ChunkLoader.world.chunk_half_size
+ var chunk_size_rounded = Vector2(chunk_half_size,chunk_half_size).snapped(step)
+ for x in range(-chunk_size_rounded.x,chunk_size_rounded.x,step.x):
+ for y in range(-chunk_size_rounded.y,chunk_size_rounded.y,step.y):
+ cb.call_func(chunk,tree,Vector2(x,y),data)
+
+func make_multimesh(name,cnt,mesh):
+ var multi_inst = MultiMeshInstance.new()
+ multi_inst.name = name
+ var multi = MultiMesh.new()
+ multi_inst.multimesh = multi
+ multi.transform_format = MultiMesh.TRANSFORM_3D
+ multi.instance_count = cnt
+ multi.visible_instance_count = 0
+ multi.mesh = mesh
+ return multi_inst
+
+var rock_mesh = preload("res://world/obstacles/Rock_mesh.tres")
+var rock_mat = preload("res://world/obstacles/Rock_mat.tres")
+func gen_rocks(chunk,tree):
+ rock_mesh.material = rock_mat
+ var multi = make_multimesh("rocks",200,rock_mesh)
+ tree.add_child(multi)
+ iterate_chunk(chunk, multi.multimesh, Vector2(10.0,10.0), funcref(self,"rock_rng"), [0.4,0.6,1.0,4.0,1.0,funcref(self,"make_rock")])
+
+var rock_lowres_mesh = preload("res://world/obstacles/Rock_lowres_mesh.tres")
+func gen_lowres_rocks(chunk,tree):
+ rock_lowres_mesh.material = rock_mat
+ var multi = make_multimesh("rocks",50,rock_lowres_mesh)
+ tree.add_child(multi)
+ iterate_chunk(chunk, multi.multimesh, Vector2(20.0,20.0), funcref(self,"rock_rng"), [0.4,0.6,2.0,8.0,0.5,funcref(self,"make_rock")])
+
+var rock_coll = preload("res://world/obstacles/Rock_coll.tres")
+func gen_rock_hitboxes(chunk,tree):
+ iterate_chunk(chunk, tree, Vector2(20.0,20.0), funcref(self,"rock_rng"), [0.4,0.6,1.0,4.0,1.0,funcref(self,"make_rock_hitbox")])
+
+func rock_rng(chunk,rocks,chunk_coords:Vector2,data):
+ var coords = ChunkLoader.v3_coords(chunk_coords)
+ var basis = Basis()
+ var world_coords = chunk_coords + ChunkLoader.v2_coords(chunk.transform.origin)
+ self.rng_2dv(world_coords)
+ var rng_val = self.rng.randf_range(0.0,TAU)
+ basis = Basis(Vector3.UP,rng_val) * basis
+ var noise_val = self.noise.get_noise_2dv(world_coords * 0.125)
+ if noise_val < data[0]:
+ return
+ noise_val = min(noise_val,data[1])
+ noise_val -= data[0]
+ noise_val /= data[1] - data[0]
+ noise_val = lerp(data[2],data[3],noise_val)
+ basis = basis.scaled(Vector3.ONE*noise_val)
+ basis = basis.scaled(Vector3(1.0,data[4],1.0))
+ coords.y += (noise_val*data[4]*5.0)-5.0
+ data[5].call_func(rocks,Transform(basis,coords))
+
+func make_rock(rocks,xform:Transform):
+ rocks.visible_instance_count += 1
+ rocks.set_instance_transform(rocks.visible_instance_count-1, xform)
+
+func make_rock_hitbox(rocks,xform:Transform):
+ var shape = CollisionShape.new()
+ shape.shape = rock_coll
+ shape.transform = xform
+ rocks.add_child(shape)