48 lines
1.6 KiB
Markdown
48 lines
1.6 KiB
Markdown
# Generate Your Own Voxel Data
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You can provide your own voxel generator by extending VoxelGenerator in either GDScript or C++.
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Note: Your generator must be thread safe.
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Create MyStream.gd with the following contents:
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```
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extends VoxelGenerator
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export var channel:int = VoxelBuffer.CHANNEL_TYPE
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func get_used_channels_mask () -> int:
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return 1<<channel
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func generate_block(buffer:VoxelBuffer, origin:Vector3, lod:int) -> void:
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if lod != 0: return
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if origin.y < 0: buffer.fill(1, channel)
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if origin.x==origin.z and origin.y < 1: buffer.fill(1,channel)
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```
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In your terrain generation script, add this:
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```
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const MyStream = preload ("MyStream.gd")
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var terrain = VoxelTerrain.new()
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func _ready():
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terrain.stream = MyStream.new()
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terrain.view_distance = 256
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terrain.viewer_path = "/root/Spatial/Player" # Set this path to your player/camera
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add_child(terrain)
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```
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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. 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. You can change the channel to `VoxelBuffer.CHANNEL_SDF` to get smooth voxels.
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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](../generators/voxel_generator_waves.cpp), which runs a lot faster.
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<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)
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