2026-02-14 13:06:50 +01:00

114 lines
3.5 KiB
GDScript

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)