godot_voxel/doc/06_custom-streams.md

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# Create Your Own Voxel Data Stream
You can provide your own stream of voxel data by extending VoxelStream either in GDScript or C++.
Note: Your stream must be thread safe.
Create MyStream.gd with the following contents:
```
extends VoxelStream
func emerge_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.voxel_library = VoxelLibrary.new()
terrain.view_distance = 256
terrain.viewer_path = "/root/Spatial/Player" # Set this path to your player/camera
add_child(terrain)
```
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<img src="images/custom-stream.jpg" width="800" />
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Though `VoxelBuffer.fill()` is probably not what you want to use, the above is a quick example. Emerge_block generally gives you a block of 16x16x16 cubes to fill all at once, so you probably 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" />
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---
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* [Next Page](07_performance-tips.md)
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* [Doc Index](01_get-started.md)