extends Node3D class_name Chunk const CHUNK_SIZE: int = 16 var _blocks: PackedInt32Array = PackedInt32Array() var _mesh_instance: MeshInstance3D = null var _static_body: StaticBody3D = null func _ready() -> void: if _blocks.size() == 0: _blocks.resize(4096) func init_blocks(data: PackedInt32Array) -> void: _blocks = data func get_block(x: int, y: int, z: int) -> int: if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_SIZE or z < 0 or z >= CHUNK_SIZE: return BlockDatabase.BlockType.AIR return _blocks[x + y * CHUNK_SIZE + z * 256] func set_block(x: int, y: int, z: int, id: int) -> void: if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_SIZE or z < 0 or z >= CHUNK_SIZE: return _blocks[x + y * CHUNK_SIZE + z * 256] = id func generate_mesh() -> void: if _mesh_instance != null: _mesh_instance.queue_free() _mesh_instance = null if _static_body != null: _static_body.queue_free() _static_body = null var st: SurfaceTool = SurfaceTool.new() st.begin(Mesh.PRIMITIVE_TRIANGLES) var has_faces: bool = false for x: int in range(CHUNK_SIZE): for y: int in range(CHUNK_SIZE): for z: int in range(CHUNK_SIZE): var block_id: int = get_block(x, y, z) if not BlockDatabase.is_solid(block_id): continue var color: Color = BlockDatabase.get_color(block_id) if not _is_opaque_at(x, y + 1, z): _add_face_top(st, x, y, z, color) has_faces = true if not _is_opaque_at(x, y - 1, z): _add_face_bottom(st, x, y, z, color) has_faces = true if not _is_opaque_at(x + 1, y, z): _add_face_right(st, x, y, z, color) has_faces = true if not _is_opaque_at(x - 1, y, z): _add_face_left(st, x, y, z, color) has_faces = true if not _is_opaque_at(x, y, z + 1): _add_face_front(st, x, y, z, color) has_faces = true if not _is_opaque_at(x, y, z - 1): _add_face_back(st, x, y, z, color) has_faces = true if not has_faces: return st.generate_normals() var mat: StandardMaterial3D = StandardMaterial3D.new() mat.vertex_color_use_as_albedo = true mat.shading_mode = BaseMaterial3D.SHADING_MODE_PER_VERTEX st.set_material(mat) var mesh: ArrayMesh = st.commit() _mesh_instance = MeshInstance3D.new() _mesh_instance.mesh = mesh add_child(_mesh_instance) var shape: ConcavePolygonShape3D = ConcavePolygonShape3D.new() shape.set_faces(mesh.get_faces()) var col_shape: CollisionShape3D = CollisionShape3D.new() col_shape.shape = shape _static_body = StaticBody3D.new() _static_body.add_child(col_shape) add_child(_static_body) func _is_opaque_at(x: int, y: int, z: int) -> bool: if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_SIZE or z < 0 or z >= CHUNK_SIZE: return false return BlockDatabase.is_solid(get_block(x, y, z)) func _add_face_top(st: SurfaceTool, x: int, y: int, z: int, color: Color) -> void: var fx: float = float(x) var fy: float = float(y) var fz: float = float(z) st.set_color(color) st.add_vertex(Vector3(fx, fy + 1.0, fz)) st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz)) st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0)) st.set_color(color) st.add_vertex(Vector3(fx, fy + 1.0, fz)) st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0)) st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0)) func _add_face_bottom(st: SurfaceTool, x: int, y: int, z: int, color: Color) -> void: var fx: float = float(x) var fy: float = float(y) var fz: float = float(z) st.set_color(color) st.add_vertex(Vector3(fx, fy, fz + 1.0)) st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0)) st.add_vertex(Vector3(fx + 1.0, fy, fz)) st.set_color(color) st.add_vertex(Vector3(fx, fy, fz + 1.0)) st.add_vertex(Vector3(fx + 1.0, fy, fz)) st.add_vertex(Vector3(fx, fy, fz)) func _add_face_right(st: SurfaceTool, x: int, y: int, z: int, color: Color) -> void: var fx: float = float(x) var fy: float = float(y) var fz: float = float(z) st.set_color(color) st.add_vertex(Vector3(fx + 1.0, fy, fz)) st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0)) st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0)) st.set_color(color) st.add_vertex(Vector3(fx + 1.0, fy, fz)) st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0)) st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz)) func _add_face_left(st: SurfaceTool, x: int, y: int, z: int, color: Color) -> void: var fx: float = float(x) var fy: float = float(y) var fz: float = float(z) st.set_color(color) st.add_vertex(Vector3(fx, fy, fz + 1.0)) st.add_vertex(Vector3(fx, fy, fz)) st.add_vertex(Vector3(fx, fy + 1.0, fz)) st.set_color(color) st.add_vertex(Vector3(fx, fy, fz + 1.0)) st.add_vertex(Vector3(fx, fy + 1.0, fz)) st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0)) func _add_face_front(st: SurfaceTool, x: int, y: int, z: int, color: Color) -> void: var fx: float = float(x) var fy: float = float(y) var fz: float = float(z) st.set_color(color) st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0)) st.add_vertex(Vector3(fx, fy, fz + 1.0)) st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0)) st.set_color(color) st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0)) st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0)) st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0)) func _add_face_back(st: SurfaceTool, x: int, y: int, z: int, color: Color) -> void: var fx: float = float(x) var fy: float = float(y) var fz: float = float(z) st.set_color(color) st.add_vertex(Vector3(fx, fy, fz)) st.add_vertex(Vector3(fx + 1.0, fy, fz)) st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz)) st.set_color(color) st.add_vertex(Vector3(fx, fy, fz)) st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz)) st.add_vertex(Vector3(fx, fy + 1.0, fz))