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extends Spatial
export(NodePath) var traveler = null
onready var _traveler = get_node(traveler)
export var acceleration = 10.0
onready var lod_distance = $"ChunkRenderDistance"
onready var lod_mid = $"ChunkRenderMid"
onready var lod_close = $"ChunkRenderClose"
onready var chunk_render_distance = lod_distance.get_node("Radius").shape.radius
onready var chunk_half_size = $"Chunks/Chunk/Size".shape.radius
onready var chunk_size = chunk_half_size * 2.0
func _ready():
ChunkLoader.world = self
ChunkGen.chunk_half_size = self.chunk_half_size
func _on_ChunkRenderDistance_area_entered(area:Area):
if area.lod < area.LOD.DISTANCE:
area.lod = area.LOD.DISTANCE
area.lod_update()
func _on_ChunkRenderMid_area_entered(area:Area):
if area.lod < area.LOD.MID:
area.lod = area.LOD.MID
area.lod_update()
func _on_ChunkRenderClose_area_entered(area:Area):
if area.lod < area.LOD.CLOSE:
area.lod = area.LOD.CLOSE
area.lod_update()
func _on_ChunkRenderDistance_area_exited(area:Area):
area.queue_free()
func _on_ChunkRenderMid_area_exited(area:Area):
area.lod = area.LOD.DISTANCE
area.lod_update()
func _on_ChunkRenderClose_area_exited(area:Area):
area.lod = area.LOD.MID
area.lod_update()
func travel(direction:Vector3):
var heading = _traveler.global_transform.basis
heading = Basis(Vector3.UP*heading.get_euler().y)
direction = -direction
direction = heading * direction
direction = direction.normalized()
$"Chunks".add_central_force(direction*acceleration)
func _physics_process(_state):
chunk_process()
var stick = Input.get_axis("ship_down","ship_up")
if stick != 0.0:
self.travel(Vector3.FORWARD*stick)
func v2_coords(coords:Vector3):
return Vector2(coords.x,coords.z)
func chunk_coords(coords:Vector2):
return coords.snapped(Vector2(chunk_size,chunk_size))
func chunk_process():
var gen_center = -v2_coords($"Chunks".transform.origin)
var gen_radius = chunk_render_distance
var gen_radius_rounded = stepify(gen_radius, chunk_size)
for x in range(-gen_radius_rounded, gen_radius_rounded+chunk_size, chunk_size):
for y in range(-gen_radius_rounded, gen_radius_rounded+chunk_size, chunk_size):
var gen_coords = Vector2(x,y)
if gen_coords.length() > gen_radius:
continue
var coords = chunk_coords(gen_coords + gen_center)
ChunkLoader.add_chunk(coords)
ChunkLoader.chunk_update()
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