extends Spatial var Chunk = preload("res://chunk.tscn") onready var Player = $"../Player" var resolution = 512 var radius = 1737.4 var renderDistance = 1 var chunkIndex = {} # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): var playerSpos = Player.getSpos() var playerRoundSpos = playerSpos.round() var playerChunkPos = Vector2(int(playerRoundSpos.x), int(playerRoundSpos.y)) var playerInterChunkPos = Vector2(playerSpos.x - playerChunkPos.x, playerSpos.y - playerChunkPos.y) for i in [Vector2(1,0),Vector2(1,1),Vector2(0,1),Vector2(-1,0),Vector2(0,-1),Vector2(-1,-1),Vector2(1,-1),Vector2(-1,1)]: var dist = Vector2(playerSpos.x, playerSpos.y).distance_to(playerChunkPos+i+Vector2(0.5,0.5)) if dist < renderDistance: add_chunk(playerChunkPos+i) func add_chunk(chunkPos = Vector2()): var lat = int(chunkPos.x) var lon = int(chunkPos.y) if chunkIndex.has(lon) and chunkIndex[lon].has(lat): return var chunk = Chunk.instance() chunk.setParams(lat,lat+1,lon,lon+1,resolution,radius) #moontile.scale=Vector3(1000,1000,1000) .add_child(chunk) if not chunkIndex.has(lon): chunkIndex[lon]={} chunkIndex[lon][lat] = chunk func remove_chunk(chunkPos = Vector2()): var lat = int(chunkPos.x) var lon = int(chunkPos.y) if chunkIndex.has(lon) and chunkIndex[lon].has(lat): chunkIndex[lon][lat].queue_free() chunkIndex[lon].delete(lat)