1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
|
class_name Chunk
extends Node3D
var grid_position := Vector3i.ZERO
var mesh: ArrayMesh = ArrayMesh.new()
@export var noise: FastNoiseLite
@export var blocks: Array = []
func generate_block_data(row: int, column: int, depth: int, empty: bool = false):
Global.mutex.lock()
grid_position = Vector3i(row, column, depth)
blocks = []
for x in Global.CHUNK_SIZE.x:
blocks.append([])
for y in Global.CHUNK_SIZE.y:
blocks[x].append([])
for z in Global.CHUNK_SIZE.z:
var block_position = Vector3i(
grid_position.x * Global.CHUNK_SIZE.x + x,
grid_position.y * Global.CHUNK_SIZE.y + y,
grid_position.z * Global.CHUNK_SIZE.z + z
)# * 2
var value = noise.get_noise_3d(block_position.x, block_position.y, block_position.z) * 100
var type = Block.Type.AIR
if value > 4:
type = Block.Type.GRASS
if value < -4:
type = Block.Type.STONE
#if value < -16:
#type = Block.Type.DIRT
if value < -17 and value > -20:
type = Block.Type.SAND
if abs(value) > 21 and abs(value) < 21.25:
type = [Block.Type.STONE, Block.Type.YELLOW_STONE, Block.Type.BLUE_STONE, Block.Type.RED_STONE, Block.Type.BLACK_STONE].pick_random()
#print(value)
var block = Block.new()
block.position = block_position
block.type = type
if empty:
block.type = Block.Type.AIR
blocks[x][y].append(block)
Global.mutex.unlock()
func generate_mesh():
Global.mutex.lock()
var material := preload("res://new_shader_material.tres")
var st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
st.set_material(material)
for x in blocks.size():
for y in blocks[x].size():
for z in blocks[x][y].size():
var block: Block = blocks[x][y][z]
if block.type == Block.Type.AIR:
continue
var block_front: Block
if block_exists(x, y, z + 1):
block_front = blocks[x][y][z + 1]
elif is_chunk_border(x, y, z) and chunk_exists(grid_position + Vector3i(0, 0, 1)):
var chunk_front := Global.chunks[grid_position + Vector3i(0, 0, 1)]
block_front = chunk_front.blocks[x][y][0]
var block_back: Block
if block_exists(x, y, z - 1):
block_back = blocks[x][y][z - 1]
elif is_chunk_border(x, y, z) and chunk_exists(grid_position + Vector3i(0, 0, -1)):
var chunk_back := Global.chunks[grid_position + Vector3i(0, 0, -1)]
block_back = chunk_back.blocks[x][y][Global.CHUNK_SIZE.z - 1]
var block_right: Block
if block_exists(x + 1, y, z):
block_right = blocks[x + 1][y][z]
elif is_chunk_border(x, y, z) and chunk_exists(grid_position + Vector3i(1, 0, 0)):
var chunk_right := Global.chunks[grid_position + Vector3i(1, 0, 0)]
block_right = chunk_right.blocks[0][y][z]
var block_left: Block
if block_exists(x - 1, y, z):
block_left = blocks[x - 1][y][z]
elif is_chunk_border(x, y, z) and chunk_exists(grid_position + Vector3i(-1, 0, 0)):
var chunk_left := Global.chunks[grid_position + Vector3i(-1, 0, 0)]
block_left = chunk_left.blocks[Global.CHUNK_SIZE.x - 1][y][z]
var block_top: Block
if block_exists(x, y + 1, z):
block_top = blocks[x][y + 1][z]
elif is_chunk_border(x, y, z) and chunk_exists(grid_position + Vector3i(0, 1, 0)):
var chunk_top := Global.chunks[grid_position + Vector3i(0, 1, 0)]
#if chunk_top.is_inside_tree():
block_top = chunk_top.blocks[x][0][z]
var block_bottom: Block
if block_exists(x, y - 1, z):
block_bottom = blocks[x][y - 1][z]
elif is_chunk_border(x, y, z) and chunk_exists(grid_position + Vector3i(0, -1, 0)):
var chunk_bottom := Global.chunks[grid_position + Vector3i(0, -1, 0)]
#if chunk_bottom.is_inside_tree():
block_bottom = chunk_bottom.blocks[x][Global.CHUNK_SIZE.y - 1][z]
if not block.type == Block.Type.AIR:
if block.type == Block.Type.GRASS:
if block_top and block_top.type != Block.Type.AIR:
block.type = Block.Type.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 not block_front or block_front.type == Block.Type.AIR:
block.add_face(st, Block.Face.FRONT)
if not block_back or block_back.type == Block.Type.AIR:
block.add_face(st, Block.Face.BACK)
if not block_right or block_right.type == Block.Type.AIR:
block.add_face(st, Block.Face.RIGHT)
if not block_left or block_left.type == Block.Type.AIR:
block.add_face(st, Block.Face.LEFT)
if not block_top or block_top.type == Block.Type.AIR:
block.add_face(st, Block.Face.TOP)
if not block_bottom or block_bottom.type == Block.Type.AIR:
block.add_face(st, Block.Face.BOTTOM)
#st.generate_normals()
mesh = st.commit()
Global.mutex.unlock()
func update_mesh() -> void:
$MeshInstance3D.mesh = mesh
var shape := ConcavePolygonShape3D.new()
var faces := mesh.get_faces()
if faces.size() > 0:
shape.set_faces(mesh.get_faces())
$StaticBody3D/CollisionShape3D.shape = shape
func add_to(node: Node) -> void:
node.add_child(self)
update_mesh()
func generate_chunk(row: int, column: int, depth: int):
if blocks.is_empty():
generate_block_data(row, column, depth)
generate_mesh()
func add_block(block_position: Vector3, block_type: Block.Type = Block.Type.GRASS) -> void:
var block = Block.new()
block.position = Vector3i(
grid_position.x * Global.CHUNK_SIZE.x + int(block_position.x),
grid_position.y * Global.CHUNK_SIZE.y + int(block_position.y),
grid_position.z * Global.CHUNK_SIZE.z + int(block_position.z)
)
block.type = block_type
blocks[block_position.x][block_position.y][block_position.z] = block
#generate_mesh.call_deferred()
func remove_block(block_position: Vector3) -> void:
blocks[block_position.x][block_position.y][block_position.z].type = Block.Type.AIR
static func chunk_exists(chunk_position: Vector3i):
return Global.chunks.has(chunk_position)
#return x >= 0 and chunks.size() - 1 >= x and y >= 0 and chunks[x].size() - 1 >= y and z >= 0 and chunks[x][y].size() - 1 >= z
func block_exists(x: int, y: int, z: int):
return x >= 0 and blocks.size() - 1 >= x and y >= 0 and blocks[x].size() - 1 >= y and z >= 0 and blocks[x][y].size() - 1 >= z
func is_chunk_border(x: int, y: int, z: int):
return x == 0 or x == Global.CHUNK_SIZE.x - 1 or y == 0 or y == Global.CHUNK_SIZE.y - 1 or z == 0 or z == Global.CHUNK_SIZE.z - 1
func get_bordering_chunks(block_position: Vector3i) -> Array[Vector3i]:
var bordering_chunks := [] as Array[Vector3i]
if not is_chunk_border(block_position.x, block_position.y, block_position.z):
return bordering_chunks
if block_position.z == 0:
bordering_chunks.append(grid_position + Vector3i(0, 0, -1))
elif block_position.z == Global.CHUNK_SIZE.z - 1:
bordering_chunks.append(grid_position + Vector3i(0, 0, 1))
if block_position.x == 0:
bordering_chunks.append(grid_position + Vector3i(-1, 0, 0))
elif block_position.x == Global.CHUNK_SIZE.x - 1:
bordering_chunks.append(grid_position + Vector3i(1, 0, 0))
if block_position.y == 0:
bordering_chunks.append(grid_position + Vector3i(0, -1, 0))
elif block_position.y == Global.CHUNK_SIZE.y - 1:
bordering_chunks.append(grid_position + Vector3i(0, 1, 0))
return bordering_chunks
func get_neighboring_blocks(_block_position: Vector3i) -> Array[Vector3i]:
return []
@warning_ignore("shadowed_variable_base_class")
static func global_to_chunk(global_position: Vector3, normal: Vector3) -> Vector3i:
return floor((global_position - normal * (Block.BLOCK_SIZE * 0.5)) / Vector3(Global.CHUNK_SIZE))
@warning_ignore("shadowed_variable_base_class")
static func global_to_chunk_block(global_position: Vector3, normal: Vector3) -> Vector3i:
return global_to_block(global_position, normal) - Global.CHUNK_SIZE * global_to_chunk(global_position, normal)
@warning_ignore("shadowed_variable_base_class")
static func global_to_block(global_position: Vector3, normal: Vector3) -> Vector3i:
return floor(global_position - normal * (Block.BLOCK_SIZE * 0.5))
|