extends Spatial var Chunk = preload("res://chunk.tscn") onready var Player = $"../Player" var resolution = 512 var scaleFact = 1000 var radius = 1737.4*scaleFact 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 playerChunkPos = Common.posToChunkPos(playerSpos) var playerInterChunkPos = Vector2(playerSpos.x - playerChunkPos.x, playerSpos.y - playerChunkPos.y) add_chunk(playerChunkPos) for lon in range(playerChunkPos.y-renderDistance, playerChunkPos.y+renderDistance): for lat in range(playerChunkPos.x-renderDistance, playerChunkPos.x+renderDistance): if not (chunkIndex.has(lon) and chunkIndex[lon].has(lat)): add_chunk(Vector2(lat,lon)) for lon in chunkIndex: for lat in chunkIndex[lon]: if playerChunkPos.distance_to(Vector2(lat,lon)) > renderDistance*3: remove_chunk(Vector2(lat,lon)) #var dir = Vector2() #if playerInterChunkPos.x < renderDistance: # dir = dir+Vector2(-1,0) #elif playerInterChunkPos.x > 1-renderDistance: # dir = dir+Vector2(1,0) #if playerInterChunkPos.y < renderDistance: # dir = dir+Vector2(0,-1) #elif playerInterChunkPos.y > 1-renderDistance: # dir = dir+Vector2(0,1) #add_chunk(playerChunkPos+dir) #add_chunk(playerChunkPos+Vector2(0,dir.y)) #add_chunk(playerChunkPos+Vector2(dir.x,0)) #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) # 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,scaleFact) #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()): print("removing chunk %s" %chunkPos) 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].erase(lat) if len(chunkIndex[lon]) == 0 : chunkIndex.erase(lon)