Files
dauphincraft/scripts/world/Chunk.gd
2026-04-19 18:09:47 +02:00

216 lines
7.1 KiB
GDScript

extends Node3D
class_name Chunk
const CHUNK_SIZE: int = 16
var _blocks: PackedInt32Array = PackedInt32Array()
var _mesh_instance: MeshInstance3D = null
var _static_body: StaticBody3D = null
static var shared_material: StandardMaterial3D = null
static func _init_material() -> void:
if shared_material == null:
shared_material = StandardMaterial3D.new()
shared_material.albedo_texture = load("res://assets/textures/block_atlas.png")
shared_material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS
shared_material.vertex_color_use_as_albedo = false
shared_material.shading_mode = BaseMaterial3D.SHADING_MODE_PER_VERTEX
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
_init_material()
var st: SurfaceTool = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
var has_faces: bool = false
var tile_w: float = BlockDatabase.ATLAS_TILE_SIZE.x
var tile_h: float = BlockDatabase.ATLAS_TILE_SIZE.y
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 uv_tl: Vector2 = BlockDatabase.get_atlas_uv(block_id)
if not _is_opaque_at(x, y + 1, z):
_add_face_top(st, x, y, z, uv_tl, tile_w, tile_h)
has_faces = true
if not _is_opaque_at(x, y - 1, z):
_add_face_bottom(st, x, y, z, uv_tl, tile_w, tile_h)
has_faces = true
if not _is_opaque_at(x + 1, y, z):
_add_face_right(st, x, y, z, uv_tl, tile_w, tile_h)
has_faces = true
if not _is_opaque_at(x - 1, y, z):
_add_face_left(st, x, y, z, uv_tl, tile_w, tile_h)
has_faces = true
if not _is_opaque_at(x, y, z + 1):
_add_face_front(st, x, y, z, uv_tl, tile_w, tile_h)
has_faces = true
if not _is_opaque_at(x, y, z - 1):
_add_face_back(st, x, y, z, uv_tl, tile_w, tile_h)
has_faces = true
if not has_faces:
return
st.generate_normals()
var mesh: ArrayMesh = st.commit()
_mesh_instance = MeshInstance3D.new()
_mesh_instance.mesh = mesh
_mesh_instance.material_override = shared_material
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))
# UV layout for a quad: TL, TR, BR, BL
# Face vertices are added as two triangles: TL-TR-BR and TL-BR-BL
func _add_face_top(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
var fx: float = float(x)
var fy: float = float(y)
var fz: float = float(z)
# tri 1
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy + 1.0, fz))
st.set_uv(uv_tl + Vector2(tw, 0.0))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
# tri 2
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy + 1.0, fz))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
st.set_uv(uv_tl + Vector2(0.0, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
func _add_face_bottom(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
var fx: float = float(x)
var fy: float = float(y)
var fz: float = float(z)
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, 0.0))
st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy, fz))
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy, fz))
st.set_uv(uv_tl + Vector2(0.0, th))
st.add_vertex(Vector3(fx, fy, fz))
func _add_face_right(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
var fx: float = float(x)
var fy: float = float(y)
var fz: float = float(z)
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx + 1.0, fy, fz))
st.set_uv(uv_tl + Vector2(tw, 0.0))
st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx + 1.0, fy, fz))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
st.set_uv(uv_tl + Vector2(0.0, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
func _add_face_left(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
var fx: float = float(x)
var fy: float = float(y)
var fz: float = float(z)
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, 0.0))
st.add_vertex(Vector3(fx, fy, fz))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz))
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz))
st.set_uv(uv_tl + Vector2(0.0, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
func _add_face_front(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
var fx: float = float(x)
var fy: float = float(y)
var fz: float = float(z)
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, 0.0))
st.add_vertex(Vector3(fx, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
st.set_uv(uv_tl + Vector2(0.0, th))
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, uv_tl: Vector2, tw: float, th: float) -> void:
var fx: float = float(x)
var fy: float = float(y)
var fz: float = float(z)
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy, fz))
st.set_uv(uv_tl + Vector2(tw, 0.0))
st.add_vertex(Vector3(fx + 1.0, fy, fz))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
st.set_uv(uv_tl)
st.add_vertex(Vector3(fx, fy, fz))
st.set_uv(uv_tl + Vector2(tw, th))
st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
st.set_uv(uv_tl + Vector2(0.0, th))
st.add_vertex(Vector3(fx, fy + 1.0, fz))