Now About Social Code
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path: root/scripts/level_gen.gd
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extends Node3D

@export var width: int = 16
@export var height: int = 16
@export var depth: int = 16

@export var scale_x: int = 10
@export var scale_y: int = 10
@export var scale_z: int = 10

@export var radius: int = 4

var map_grid: Array[float] = []

func map_grid_get(x: int, y: int, z: int):
	return map_grid[z*height*width + y*width + x]

func gen_map_grid():
	map_grid.resize(width*height*depth)
	map_grid.fill(10.0)
	var noise = FastNoiseLite.new()
	noise.noise_type = FastNoiseLite.TYPE_SIMPLEX
	noise.frequency = 0.04
	for z in depth:
		for x in width:
			var mid_x = x - width/2.0
			var mid_z = z - depth/2.0
			var pos_vec = Vector2(mid_x, mid_z)
			var pos_radius = pos_vec.length()
			var multiplier = 1.0 / (max(1, pos_radius - radius))
			var gen_h = noise.get_noise_2d(x, z)
			gen_h = remap(gen_h, -1, 1, 0, height/2.0)
			gen_h = int(gen_h*multiplier)
				
			for y in gen_h:
				map_grid[z*height*width + y*width + x] = -1.0

func add_normal(p: Vector3, tri_index: int, triangles: PackedInt32Array, vertices: PackedVector3Array, normal_list: Array[Vector4]):
	var new_tri_index = 0
	while new_tri_index < len(triangles):
		if floor(new_tri_index/3) == floor(tri_index/3):
			new_tri_index += 3
			continue
			
		var orig_vert = vertices[triangles[tri_index]]
		var verts = [
			new_tri_index+0,
			new_tri_index+1,
			new_tri_index+2]
		
		for i in verts:
			var vert = vertices[triangles[i]]
			if i == tri_index:
				continue
			if vert == orig_vert:
				normal_list[triangles[tri_index]] += normal_list[triangles[i]]
				
		new_tri_index += 3

# Called when the node enters the scene tree for the first time.
func _ready():
	gen_map_grid()
	var vertices = PackedVector3Array()
	var normals = PackedVector3Array()
	var triangles = PackedInt32Array()
	# Initialize the ArrayMesh.
	var arr_mesh = ArrayMesh.new()
	var arrays = []
	arrays.resize(Mesh.ARRAY_MAX)
	arrays[Mesh.ARRAY_VERTEX] = vertices
	arrays[Mesh.ARRAY_NORMAL] = normals
	arrays[Mesh.ARRAY_INDEX] = triangles
	
	var cell = MarchingCubes.Cell.new()
	
	for z in range(-1, depth):
		for y in range(-1, height):
			for x in range(-1, width):
				var grid = [
					[x, y, z],
					[x + 1, y, z],
					[x + 1, y + 1, z],
					[x, y + 1, z],
					[x, y, z + 1],
					[x + 1, y, z + 1],
					[x + 1, y + 1, z + 1],
					[x, y + 1, z + 1],
				]
				for i in grid.size():
					if grid[i][0] >= width or grid[i][1] >= height or grid[i][2] >= depth or \
					   grid[i][0] < 0 or grid[i][1] < 0 or grid[i][2] < 0:
						cell.value[i] = 10.0
					else:
						cell.value[i] = map_grid_get(grid[i][0], grid[i][1], grid[i][2])
					cell.position[i] = Vector3(grid[i][0]*scale_x, grid[i][1]*scale_y, grid[i][2]*scale_z)
				
				MarchingCubes.march_cube(cell, triangles, vertices)
			
			
	var tri_index = 0
	var normal_list: Array[Vector4] = []
	normal_list.resize(len(vertices))
	normal_list.fill(Vector4(0,0,0,0))
	while tri_index < len(triangles):
		var p1 = vertices[triangles[tri_index + 0]]
		var p2 = vertices[triangles[tri_index + 1]]
		var p3 = vertices[triangles[tri_index + 2]]
		var normal = (p2 - p1).cross(p3 - p1).normalized();
		var normal_4 = Vector4(normal.x, normal.y, normal.z, 1)
		normal_list[triangles[tri_index + 0]] += normal_4
		normal_list[triangles[tri_index + 1]] += normal_4
		normal_list[triangles[tri_index + 2]] += normal_4
		tri_index += 3
		
	tri_index = 0
	while tri_index < len(triangles):
		var p1 = vertices[triangles[tri_index + 0]]
		var p2 = vertices[triangles[tri_index + 1]]
		var p3 = vertices[triangles[tri_index + 2]]
		add_normal(p1, tri_index+0, triangles, vertices, normal_list)
		add_normal(p2, tri_index+1, triangles, vertices, normal_list)
		add_normal(p3, tri_index+2, triangles, vertices, normal_list)
		tri_index += 3
		
	for normal in normal_list:
		var real_normal = Vector3(normal.x, normal.y, normal.z) / normal.w
		normals.push_back(real_normal)
	# Create the Mesh
	print("Lengths are ", len(vertices), " ", len(normals))
	arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
	var material = preload("res://materials/terrain.tres")
	#arr_mesh.surface_set_material(0, material)
	var m = MeshInstance3D.new()
	m.mesh = arr_mesh
	
	var col_mesh = arr_mesh.create_trimesh_shape()
	
	var collision_shape = CollisionShape3D.new()
	collision_shape.set_shape(col_mesh)
	
	var static_body = StaticBody3D.new()
	
	static_body.add_child(collision_shape)
	static_body.add_child(m)
	add_child(static_body)
	
	var tree_prefab = preload("res://prefab/tree.tscn")
	
	var space = get_world_3d().direct_space_state
	
	var random = RandomNumberGenerator.new()
	random.randomize()
	var num_trees = random.randi_range(5, 15)
	
	for i in num_trees:
		var cast_pos = Vector3(random.randf_range(0, width*scale_x), height*scale_y, random.randf_range(0, depth*scale_z))
		var cast_dest = Vector3(cast_pos.x, 0, cast_pos.z)
		var query = PhysicsRayQueryParameters3D.create(cast_pos, cast_dest)
		var result = space.intersect_ray(query)
		
		if result:
			var pos = result.position
			var new_tree = tree_prefab.instantiate()
			new_tree.position = pos
			add_child(new_tree)

# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
	pass