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class_name Chunk
extends Node
static var chunks: Array = []
const CHUNK_SIZE := Vector3i(16, 16, 16)
var position := Vector3i.ZERO
var mesh := MeshInstance3D.new()
@export var noise: FastNoiseLite
@export var blocks: Array = []
func generate_block_data(row: int, column: int, depth: int, empty: bool = false):
position = Vector3i(row, column, depth)
blocks = []
for x in CHUNK_SIZE.x:
blocks.append([])
for y in CHUNK_SIZE.y:
blocks[x].append([])
for z in CHUNK_SIZE.z:
var block_position = Vector3i(
position.x * CHUNK_SIZE.x + x,
position.y * CHUNK_SIZE.y + y,
position.z * 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 > -15:
type = Block.Type.GRASS
elif value > -20:
type = Block.Type.STONE
var block = Block.new()
block.position = block_position
block.type = type
if empty:
block.type = Block.Type.AIR
blocks[x][y].append(block)
func generate_mesh() -> MeshInstance3D:
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]
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(position.x, position.y, position.z + 1):
block_front = chunks[position.x][position.y][position.z + 1].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(position.x, position.y, position.z - 1):
block_back = chunks[position.x][position.y][position.z - 1].blocks[x][y][CHUNK_SIZE.z - 1]
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(position.x - 1, position.y, position.z):
block_left = chunks[position.x - 1][position.y][position.z].blocks[CHUNK_SIZE.x - 1][y][z]
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(position.x + 1, position.y, position.z):
block_right = chunks[position.x + 1][position.y][position.z].blocks[0][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(position.x, position.y + 1, position.z):
block_top = chunks[position.x][position.y + 1][position.z].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(position.x, position.y - 1, position.z):
block_bottom = chunks[position.x][position.y - 1][position.z].blocks[x][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_right or block_right.type == Block.Type.AIR:
block.add_face(st, Block.Face.RIGHT)
if not block_back or block_back.type == Block.Type.AIR:
block.add_face(st, Block.Face.BACK)
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 = MeshInstance3D.new()
mesh.mesh = st.commit()
for child in mesh.get_children():
child.queue_free()
mesh.create_trimesh_collision.call_deferred()
mesh.set_meta("chunk", self)
return 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(
position.x * CHUNK_SIZE.x + block_position.x,
position.y * CHUNK_SIZE.y + block_position.y,
position.z * CHUNK_SIZE.z + 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
generate_mesh.call_deferred()
static func chunk_exists(x: int, y: int, z: int):
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 == CHUNK_SIZE.x - 1 or y == 0 or y == CHUNK_SIZE.y - 1 or z == 0 or z == CHUNK_SIZE.z - 1
static func global_to_chunk(global_position: Vector3) -> Vector3i:
return floor(global_position / Vector3(CHUNK_SIZE))
static func global_to_chunk_block(global_position: Vector3) -> Vector3i:
return global_to_block(global_position) - CHUNK_SIZE * global_to_chunk(global_position)
static func global_to_block(global_position: Vector3) -> Vector3i:
return floor(global_position)
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