43 lines
1.4 KiB
Markdown
43 lines
1.4 KiB
Markdown
|
# Generate Your Own Voxel Data
|
||
|
You can provide your own voxel generator by extending VoxelGenerator in either GDScript or C++.
|
||
|
|
||
|
Note: Your generator must be thread safe.
|
||
|
|
||
|
Create MyStream.gd with the following contents:
|
||
|
|
||
|
```
|
||
|
extends VoxelGenerator
|
||
|
|
||
|
func generate_block(buffer:VoxelBuffer, origin:Vector3, lod:int) -> void:
|
||
|
if lod != 0: return
|
||
|
if origin.y < 0: buffer.fill(1, 0)
|
||
|
if origin.x==origin.z and origin.y < 1: buffer.fill(1,0)
|
||
|
```
|
||
|
|
||
|
In your terrain generation script, add this:
|
||
|
|
||
|
```
|
||
|
const MyStream = preload ("MyStream.gd")
|
||
|
var terrain = VoxelTerrain.new()
|
||
|
|
||
|
func _ready():
|
||
|
terrain.stream = MyStream.new()
|
||
|
terrain.view_distance = 256
|
||
|
terrain.viewer_path = "/root/Spatial/Player" # Set this path to your player/camera
|
||
|
add_child(terrain)
|
||
|
```
|
||
|
|
||
|
<img src="images/custom-stream.jpg" width="800" />
|
||
|
|
||
|
Though `VoxelBuffer.fill()` is probably not what you want to use, the above is a quick example. Generate_block generally gives you a block of 16x16x16 cubes to fill all at once, so you'll want to use `VoxelBuffer.set_voxel()` to specify each one.
|
||
|
|
||
|
In the fps_demo, there is a [custom gdscript stream](https://github.com/tinmanjuggernaut/voxelgame/blob/master/project/fps_demo/scripts/MyStream.gd) that makes a sine wave. This was copied from the [C++ version](../streams/voxel_stream_test.cpp), which runs a lot faster.
|
||
|
|
||
|
<img src="images/custom-stream-sine.jpg" width="800" />
|
||
|
|
||
|
|
||
|
|
||
|
---
|
||
|
* [Next Page](07_performance-tips.md)
|
||
|
* [Doc Index](01_get-started.md)
|