extends Node3D const CENTER := Vector3.ZERO @export var threshold: float = 0.5 var generate_mesh_shader = preload("res://SurfaceNetsWorld/generate_mesh.tres") var regenerate_mesh = true @export var chunk_size = 16 @export var show_sample_points = false @export var show_surface_points = false @export var show_surface = true var mesh: ArrayMesh var color = Color.RED var meshinstance = MeshInstance3D.new() var material = ShaderMaterial.new() var gpu_sdf var staticBody: StaticBody3D = StaticBody3D.new() var collisionShape3D: CollisionShape3D = CollisionShape3D.new() func generate_chunk(pgpu_sdf) -> void: signals_service.regenerate_mesh_sig.connect(_on_regenerate_mesh_sig) signals_service.add_matter.connect(_on_player_add_matter) gpu_sdf = pgpu_sdf material.shader = generate_mesh_shader meshinstance.material_override = material add_child(meshinstance) func _input(event): if event is InputEventKey and event.is_action_released("RegenerateMesh"): regenerate_mesh = true func _process(_delta: float) -> void: if regenerate_mesh: regenerate_mesh = false clear() var array_mesh = await gpu_sdf.compute_mesh(chunk_size, threshold, self.position) var trimesh_collision = array_mesh.create_trimesh_shape() collisionShape3D.set_shape(trimesh_collision) staticBody = StaticBody3D.new() staticBody.add_child(collisionShape3D) add_child(staticBody) meshinstance.mesh = array_mesh if show_surface_points: var idx = 0 var text_id = 0 while idx < gpu_sdf.iout_surface_points.size()/ 2: text_id += 1 var value = Vector3(gpu_sdf.iout_surface_points.get(idx), gpu_sdf.iout_surface_points.get(idx+1), gpu_sdf.iout_surface_points.get(idx+2)) - Vector3(chunk_size / 2, chunk_size / 2, chunk_size / 2) if gpu_sdf.iout_surface_points.get(idx) != -1.0: DebugDraw3D.draw_square(value, 0.2, color.from_rgba8(255, 128, 128, 255)) if text_id % 1 == 0: DebugDraw3D.draw_text(value, str(value), 35) idx += 3 else: idx += 1 func clear(): if staticBody.get_children().has(collisionShape3D): staticBody.remove_child(collisionShape3D) mesh = ArrayMesh.new() func get_index_from_coords(coords: Vector3i): return coords.x + coords.y * chunk_size + coords.z * chunk_size * chunk_size var chunks_to_regenerate = [ Vector3i(0,0,0), Vector3i(0,1,0), Vector3i(0,0,1), Vector3i(0,1,1), Vector3i(0,-1,0), Vector3i(0,0,-1), Vector3i(0,-1,-1), Vector3i(0,-1,1), Vector3i(0,1,-1), Vector3i(1,0,0), Vector3i(1,0,1), Vector3i(-1,0,0), Vector3i(-1,0,-1), Vector3i(-1,0,1), Vector3i(1,0,-1), Vector3i(1,1,0), Vector3i(-1,-1,0), Vector3i(-1,1,0), Vector3i(1,-1,0), Vector3i(1,1,1), Vector3i(-1,-1,-1), ] func _on_regenerate_mesh_sig(pposition: Vector3i): if Vector3i(self.global_position) == pposition: regenerate_mesh = true func _on_player_add_matter(pposition: Vector3, size: float) -> void: var intpposition = Vector3i(pposition.x - int(pposition.x) % chunk_size, pposition.y - int(pposition.y) % chunk_size, pposition.z - int(pposition.z) % chunk_size) var intposition = Vector3i(self.global_position) if intpposition.x == intposition.x && intpposition.y == intposition.y && intpposition.z == intposition.z: for chunk_pos_to_regenerate in chunks_to_regenerate: chunk_pos_to_regenerate = Vector3i(intpposition.x + chunk_pos_to_regenerate.x * chunk_size, intpposition.y + chunk_pos_to_regenerate.y * chunk_size, intpposition.z + chunk_pos_to_regenerate.z * chunk_size) signals_service.regenerate_mesh_sig.emit(chunk_pos_to_regenerate)