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extends Node
var chunk_half_size setget _set_chunk_size
var chunk_size
func _set_chunk_size(val):
chunk_half_size = val
chunk_size = val * 2.0
onready var noise = OpenSimplexNoise.new()
onready var rng = RandomNumberGenerator.new()
var _seed
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 rng_2dv(coords:Vector2):
self.rng.seed = hash(coords)
func gen_chunk(chunk):
var gen_tree = Spatial.new()
gen_tree.name = "gen_tree"
chunk.add_child(gen_tree)
gen_rocks(chunk)
func v2_coords(coords:Vector3):
return Vector2(coords.x,coords.z)
func v3_coords(coords:Vector2):
return Vector3(coords.x,0.0,coords.y)
func iterate_chunk(chunk,step:Vector2,cb:FuncRef):
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,Vector2(x,y))
var rock_mesh = preload("res://world/obstacles/Rock_mesh.tres")
var rock_mat = preload("res://world/obstacles/Rock_mat.tres")
func make_rock(chunk,chunk_coords:Vector2):
var coords = v3_coords(chunk_coords)
var basis = Basis()
var world_coords = chunk_coords + 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 < 0.4:
return
noise_val = min(noise_val,0.6)
noise_val -= 0.4
noise_val /= 0.2
noise_val = lerp(1.0,4.0,noise_val)
basis = basis.scaled(Vector3.ONE*noise_val)
coords.y += (noise_val*5.0)-5.0
var gen_tree = chunk.get_node("gen_tree")
var rocks = gen_tree.get_node("rocks").multimesh
rocks.visible_instance_count += 1
rocks.set_instance_transform(rocks.visible_instance_count-1, Transform(basis,coords))
func gen_rocks(chunk):
var multi_inst = MultiMeshInstance.new()
multi_inst.name = "rocks"
var multi = MultiMesh.new()
multi_inst.multimesh = multi
chunk.get_node("gen_tree").add_child(multi_inst)
multi.transform_format = MultiMesh.TRANSFORM_3D
multi.instance_count = 1000
multi.visible_instance_count = 0
multi.mesh = rock_mesh
rock_mesh.material = rock_mat
iterate_chunk(chunk, Vector2(10.0,10.0), funcref(self,"make_rock"))
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