216 lines
7.1 KiB
GDScript
216 lines
7.1 KiB
GDScript
extends Node3D
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class_name Chunk
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const CHUNK_SIZE: int = 16
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var _blocks: PackedInt32Array = PackedInt32Array()
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var _mesh_instance: MeshInstance3D = null
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var _static_body: StaticBody3D = null
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static var shared_material: StandardMaterial3D = null
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static func _init_material() -> void:
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if shared_material == null:
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shared_material = StandardMaterial3D.new()
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shared_material.albedo_texture = load("res://assets/textures/block_atlas.png")
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shared_material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS
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shared_material.vertex_color_use_as_albedo = false
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shared_material.shading_mode = BaseMaterial3D.SHADING_MODE_PER_VERTEX
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func _ready() -> void:
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if _blocks.size() == 0:
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_blocks.resize(4096)
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func init_blocks(data: PackedInt32Array) -> void:
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_blocks = data
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func get_block(x: int, y: int, z: int) -> int:
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if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_SIZE or z < 0 or z >= CHUNK_SIZE:
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return BlockDatabase.BlockType.AIR
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return _blocks[x + y * CHUNK_SIZE + z * 256]
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func set_block(x: int, y: int, z: int, id: int) -> void:
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if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_SIZE or z < 0 or z >= CHUNK_SIZE:
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return
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_blocks[x + y * CHUNK_SIZE + z * 256] = id
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func generate_mesh() -> void:
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if _mesh_instance != null:
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_mesh_instance.queue_free()
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_mesh_instance = null
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if _static_body != null:
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_static_body.queue_free()
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_static_body = null
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_init_material()
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var st: SurfaceTool = SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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var has_faces: bool = false
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var tile_w: float = BlockDatabase.ATLAS_TILE_SIZE.x
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var tile_h: float = BlockDatabase.ATLAS_TILE_SIZE.y
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for x: int in range(CHUNK_SIZE):
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for y: int in range(CHUNK_SIZE):
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for z: int in range(CHUNK_SIZE):
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var block_id: int = get_block(x, y, z)
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if not BlockDatabase.is_solid(block_id):
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continue
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var uv_tl: Vector2 = BlockDatabase.get_atlas_uv(block_id)
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if not _is_opaque_at(x, y + 1, z):
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_add_face_top(st, x, y, z, uv_tl, tile_w, tile_h)
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has_faces = true
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if not _is_opaque_at(x, y - 1, z):
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_add_face_bottom(st, x, y, z, uv_tl, tile_w, tile_h)
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has_faces = true
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if not _is_opaque_at(x + 1, y, z):
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_add_face_right(st, x, y, z, uv_tl, tile_w, tile_h)
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has_faces = true
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if not _is_opaque_at(x - 1, y, z):
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_add_face_left(st, x, y, z, uv_tl, tile_w, tile_h)
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has_faces = true
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if not _is_opaque_at(x, y, z + 1):
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_add_face_front(st, x, y, z, uv_tl, tile_w, tile_h)
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has_faces = true
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if not _is_opaque_at(x, y, z - 1):
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_add_face_back(st, x, y, z, uv_tl, tile_w, tile_h)
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has_faces = true
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if not has_faces:
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return
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st.generate_normals()
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var mesh: ArrayMesh = st.commit()
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_mesh_instance = MeshInstance3D.new()
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_mesh_instance.mesh = mesh
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_mesh_instance.material_override = shared_material
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add_child(_mesh_instance)
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var shape: ConcavePolygonShape3D = ConcavePolygonShape3D.new()
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shape.set_faces(mesh.get_faces())
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var col_shape: CollisionShape3D = CollisionShape3D.new()
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col_shape.shape = shape
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_static_body = StaticBody3D.new()
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_static_body.add_child(col_shape)
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add_child(_static_body)
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func _is_opaque_at(x: int, y: int, z: int) -> bool:
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if x < 0 or x >= CHUNK_SIZE or y < 0 or y >= CHUNK_SIZE or z < 0 or z >= CHUNK_SIZE:
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return false
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return BlockDatabase.is_solid(get_block(x, y, z))
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# UV layout for a quad: TL, TR, BR, BL
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# Face vertices are added as two triangles: TL-TR-BR and TL-BR-BL
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func _add_face_top(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
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var fx: float = float(x)
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var fy: float = float(y)
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var fz: float = float(z)
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# tri 1
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy + 1.0, fz))
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st.set_uv(uv_tl + Vector2(tw, 0.0))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
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# tri 2
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy + 1.0, fz))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
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st.set_uv(uv_tl + Vector2(0.0, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
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func _add_face_bottom(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
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var fx: float = float(x)
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var fy: float = float(y)
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var fz: float = float(z)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, 0.0))
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st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy, fz))
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy, fz))
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st.set_uv(uv_tl + Vector2(0.0, th))
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st.add_vertex(Vector3(fx, fy, fz))
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func _add_face_right(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
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var fx: float = float(x)
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var fy: float = float(y)
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var fz: float = float(z)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx + 1.0, fy, fz))
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st.set_uv(uv_tl + Vector2(tw, 0.0))
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st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx + 1.0, fy, fz))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
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st.set_uv(uv_tl + Vector2(0.0, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
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func _add_face_left(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
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var fx: float = float(x)
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var fy: float = float(y)
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var fz: float = float(z)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, 0.0))
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st.add_vertex(Vector3(fx, fy, fz))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz))
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz))
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st.set_uv(uv_tl + Vector2(0.0, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
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func _add_face_front(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
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var fx: float = float(x)
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var fy: float = float(y)
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var fz: float = float(z)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, 0.0))
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st.add_vertex(Vector3(fx, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
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st.set_uv(uv_tl + Vector2(0.0, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
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func _add_face_back(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
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var fx: float = float(x)
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var fy: float = float(y)
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var fz: float = float(z)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy, fz))
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st.set_uv(uv_tl + Vector2(tw, 0.0))
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st.add_vertex(Vector3(fx + 1.0, fy, fz))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy, fz))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
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st.set_uv(uv_tl + Vector2(0.0, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz))
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