diff options
Diffstat (limited to 'main.gd')
-rw-r--r-- | main.gd | 202 |
1 files changed, 127 insertions, 75 deletions
@@ -1,3 +1,4 @@ +class_name Main extends Node3D @@ -44,41 +45,93 @@ var block_faces = [ [Vector3(-1.0, -1.0, 1.0), Vector3(1.0, -1.0, 1.0), Vector3(1.0, -1.0, -1.0)], ], ] +var block_face_uvs = [ + [ # FRONT + [Vector2(0.0, 0.0), Vector2(1.0, 1.0), Vector2(0.0, 1.0)], + [Vector2(0.0, 0.0), Vector2(1.0, 0.0), Vector2(1.0, 1.0)], + ], + [ # BACK + [Vector2(0.0, 0.0), Vector2(1.0, 1.0), Vector2(0.0, 1.0)], + [Vector2(0.0, 0.0), Vector2(1.0, 0.0), Vector2(1.0, 1.0)], + ], + [ # LEFT + [Vector2(0.0, 0.0), Vector2(1.0, 1.0), Vector2(0.0, 1.0)], + [Vector2(0.0, 0.0), Vector2(1.0, 0.0), Vector2(1.0, 1.0)], + ], + [ # RIGHT + [Vector2(0.0, 0.0), Vector2(1.0, 1.0), Vector2(0.0, 1.0)], + [Vector2(0.0, 0.0), Vector2(1.0, 0.0), Vector2(1.0, 1.0)], + ], + [ # TOP + [Vector2(0.0, 1.0), Vector2(1.0, 2.0), Vector2(0.0, 2.0)], + [Vector2(0.0, 1.0), Vector2(1.0, 1.0), Vector2(1.0, 2.0)], + ], + [ # BOTTOM + [Vector2(1.0, 0.0), Vector2(2.0, 1.0), Vector2(1.0, 1.0)], + [Vector2(1.0, 0.0), Vector2(2.0, 0.0), Vector2(2.0, 1.0)], + ], +] +var block_face_normals = [ + Vector3(0, 0, 1), # FRONT + Vector3(0, 0, -1), # BACK + Vector3(-1, 0, 0), # LEFT + Vector3(1, 0, 0), # RIGHT + Vector3(0, 1, 0), # TOP + Vector3(0, -1, 0), # BOTTOM +] enum BlockType { + AIR, GRASS, + DIRT, + LEAVES, + STONE, } var block_types = { BlockType.GRASS: { - "uvs": [ - [ # FRONT - [Vector2(0.0, 0.0), Vector2(1.0, 1.0), Vector2(0.0, 1.0)], - [Vector2(0.0, 0.0), Vector2(1.0, 0.0), Vector2(1.0, 1.0)], - ], - [ # BACK - [Vector2(0.0, 0.0), Vector2(1.0, 1.0), Vector2(0.0, 1.0)], - [Vector2(0.0, 0.0), Vector2(1.0, 0.0), Vector2(1.0, 1.0)], - ], - [ # LEFT - [Vector2(0.0, 0.0), Vector2(1.0, 1.0), Vector2(0.0, 1.0)], - [Vector2(0.0, 0.0), Vector2(1.0, 0.0), Vector2(1.0, 1.0)], - ], - [ # RIGHT - [Vector2(0.0, 0.0), Vector2(1.0, 1.0), Vector2(0.0, 1.0)], - [Vector2(0.0, 0.0), Vector2(1.0, 0.0), Vector2(1.0, 1.0)], - ], - [ # TOP - [Vector2(0.0, 1.0), Vector2(1.0, 2.0), Vector2(0.0, 2.0)], - [Vector2(0.0, 1.0), Vector2(1.0, 1.0), Vector2(1.0, 2.0)], - ], - [ # BOTTOM - [Vector2(1.0, 0.0), Vector2(2.0, 1.0), Vector2(1.0, 1.0)], - [Vector2(1.0, 0.0), Vector2(2.0, 0.0), Vector2(2.0, 1.0)], - ], + "uv2s": [ + Vector2(0, 0), # FRONT + Vector2(0, 0), # BACK + Vector2(0, 0), # LEFT + Vector2(0, 0), # RIGHT + Vector2(0, 1), # TOP + Vector2(1, 0), # BOTTOM + ], + }, + BlockType.DIRT: { + "uv2s": [ + Vector2(1, 0), # FRONT + Vector2(1, 0), # BACK + Vector2(1, 0), # LEFT + Vector2(1, 0), # RIGHT + Vector2(1, 0), # TOP + Vector2(1, 0), # BOTTOM + ], + }, + BlockType.LEAVES: { + "uv2s": [ + Vector2(2, 2), # FRONT + Vector2(2, 2), # BACK + Vector2(2, 2), # LEFT + Vector2(2, 2), # RIGHT + Vector2(2, 2), # TOP + Vector2(2, 2), # BOTTOM + ], + }, + BlockType.STONE: { + "uv2s": [ + Vector2(2, 0), # FRONT + Vector2(2, 0), # BACK + Vector2(2, 0), # LEFT + Vector2(2, 0), # RIGHT + Vector2(2, 0), # TOP + Vector2(2, 0), # BOTTOM ], }, } +var chunks := [] + func _ready() -> void: brrr() @@ -94,9 +147,12 @@ func brrr(): var thread = OtherThread.new() var rrrb = func(): - for row in range(0, 2): - for column in range(0, 2): - for depth in range(0, 2): + for row in range(0, 8): + chunks.append([]) + for column in range(0, 4): + chunks[row].append([]) + for depth in range(0, 8): + chunks[row][column].append([]) generate_chunk(row, column, depth) thread.start(rrrb) @@ -123,19 +179,26 @@ func generate_chunk(row, column, depth): for z in chunk_size.z: var block_position = Vector3( row*chunk_size.x + x, - depth*chunk_size.y + y, - column*chunk_size.z + z + column*chunk_size.y + y, + depth*chunk_size.z + z #x, #y, #z ) * 2 - var value = noise.get_noise_3d(block_position.x, block_position.y, block_position.z) + var value = noise.get_noise_3d(block_position.x, block_position.y, block_position.z) * 100 - #blocks[x][y][z] = block_position - blocks[x][y].append({ + var type = BlockType.AIR + if value > -15: + type = BlockType.GRASS + elif value > -20: + type = BlockType.STONE + + var block = { "position": block_position, - "set": abs(value) > 0.2, - }) + "type": type, + } + #blocks[x][y][z] = block_position + blocks[x][y].append(block) for x in blocks.size(): for y in blocks[x].size(): @@ -143,36 +206,40 @@ func generate_chunk(row, column, depth): var block = blocks[x][y][z] var block_position = block.position - if block.set: + if not block.type == BlockType.AIR: + if block.type == BlockType.GRASS and blocks[x].size() > y + 1 and not blocks[x][y + 1][z].type == BlockType.AIR: + block.type = BlockType.DIRT + var rng = RandomNumberGenerator.new() rng.seed = randi() st.set_color(Color(rng.randf(), rng.randf(), rng.randf())) st.set_uv(Vector2(0, 0)) - if (blocks[x][y].size() > z+1 and not blocks[x][y][z + 1].set) or blocks[x][y].size() == z+1: - add_face(st, BlockFace.FRONT, block_position) + if (blocks[x][y].size() > z+1 and blocks[x][y][z + 1].type == BlockType.AIR) or blocks[x][y].size() == z+1: + add_face(st, BlockFace.FRONT, block) - if (blocks.size() > x+1 and not blocks[x + 1][y][z].set) or blocks.size() == x+1: - add_face(st, BlockFace.RIGHT, block_position) + if (blocks.size() > x+1 and blocks[x + 1][y][z].type == BlockType.AIR) or blocks.size() == x+1: + add_face(st, BlockFace.RIGHT, block) - if blocks[x][y].size() > z-1 and (not blocks[x][y][z - 1].set or z == 0): - add_face(st, BlockFace.BACK, block_position) + if blocks[x][y].size() > z-1 and (blocks[x][y][z - 1].type == BlockType.AIR or z == 0): + add_face(st, BlockFace.BACK, block) - if blocks.size() > x-1 and (not blocks[x - 1][y][z].set or x == 0): - add_face(st, BlockFace.LEFT, block_position) + if blocks.size() > x-1 and (blocks[x - 1][y][z].type == BlockType.AIR or x == 0): + add_face(st, BlockFace.LEFT, block) - if (blocks[x].size() > y+1 and not blocks[x][y + 1][z].set) or blocks[x].size() == y+1: - add_face(st, BlockFace.TOP, block_position) + if (blocks[x].size() > y+1 and blocks[x][y + 1][z].type == BlockType.AIR) or blocks[x].size() == y+1: + add_face(st, BlockFace.TOP, block) - if blocks[x].size() > y-1 and (not blocks[x][y - 1][z].set or y == 0): - add_face(st, BlockFace.BOTTOM, block_position) + if blocks[x].size() > y-1 and (blocks[x][y - 1][z].type == BlockType.AIR or y == 0): + add_face(st, BlockFace.BOTTOM, block) + chunks[row][column][depth] = blocks #st.generate_normals() var mesh = MeshInstance3D.new() mesh.mesh = st.commit() - #mesh.create_trimesh_collision() + mesh.create_trimesh_collision() add_child.call_deferred(mesh) @@ -181,29 +248,17 @@ func _process(_delta: float) -> void: pass -func add_face(surface_tool: SurfaceTool, face: BlockFace, block_position: Vector3): - var uv2 = [] - uv2.resize(3) +func add_face(surface_tool: SurfaceTool, face: BlockFace, block: Dictionary): + var block_position: Vector3 = block.position + var type: BlockType = block.type + + var uv2s = [] + uv2s.resize(3) + uv2s.fill(block_types[type].uv2s[face]) + var normals = [] normals.resize(3) - if face == BlockFace.FRONT: - uv2.fill(Vector2(0, 0)) - normals.fill(Vector3(0, 0, 1)) - elif face == BlockFace.BACK: - uv2.fill(Vector2(0, 0)) - normals.fill(Vector3(0, 0, -1)) - elif face == BlockFace.LEFT: - uv2.fill(Vector2(0, 0)) - normals.fill(Vector3(-1, 0, 0)) - elif face == BlockFace.RIGHT: - uv2.fill(Vector2(0, 0)) - normals.fill(Vector3(1, 0, 0)) - elif face == BlockFace.TOP: - uv2.fill(Vector2(6, 0)) - normals.fill(Vector3(0, 1, 0)) - elif face == BlockFace.BOTTOM: - uv2.fill(Vector2(1, 0)) - normals.fill(Vector3(0, -1, 0)) + normals.fill(block_face_normals[face]) for idx in block_faces[face].size(): var triangle = block_faces[face][idx] @@ -211,15 +266,12 @@ func add_face(surface_tool: SurfaceTool, face: BlockFace, block_position: Vector return item + block_position ) - var uvs = block_types[BlockType.GRASS].uvs[face][idx].map(func(item): - return item - #return Vector2(item.x / 6.0, item.y / 3.0) - ) + var uvs = block_face_uvs[face][idx] surface_tool.add_triangle_fan( PackedVector3Array(triangle_positions), PackedVector2Array(uvs), PackedColorArray(), - PackedVector2Array(uv2), + PackedVector2Array(uv2s), PackedVector3Array(normals) ) |