GodotShade/smooth_world.gd
2025-12-05 11:18:12 +01:00

179 lines
4.8 KiB
GDScript

#@tool
extends Node3D
const CENTER := Vector3.ZERO
@export var RADIUS: float = 5.0
var sample_points = {}
var SamplePoint = preload("res://sample_point.gd")
var surface_points = {}
var SurfacePoint = preload("res://surface_point.gd")
var ComputeSdf = preload("res://compute_test.gd")
var gpu_sdf
var generate_mesh_shader = preload("res://generate_mesh.tres")
@export var world_size = 16
@export var show_sample_points = false
@export var show_surface_points = false
@export var show_surface = true
@export var do_the_thing: bool = false
@export var clear_the_thing: bool = false
var color = Color.CORAL
var surface_point_color = Color.CRIMSON
var mesh
var surface_tool: SurfaceTool = SurfaceTool.new()
var meshinstance = MeshInstance3D.new()
var material = ShaderMaterial.new()
func _ready() -> void:
material.shader = generate_mesh_shader
meshinstance.material_override = material
add_child(meshinstance)
gpu_sdf = ComputeSdf.new()
gpu_sdf.create_device()
func _process(_delta: float) -> void:
clear()
var dictionaries = gpu_sdf.compute(world_size, RADIUS)
surface_points = dictionaries.surface_points_dict
sample_points = dictionaries.sample_points_dict
if !surface_points.is_empty():
#create_surface_points_gpu()
#create_surface_points()
if show_surface_points:
draw_surface_points()
if show_surface:
create_surface_mesh()
if show_sample_points:
draw_sample_points()
func clear():
surface_points = {}
mesh = ArrayMesh.new()
func get_index_from_coords(coords: Vector3i):
return coords.x + coords.y * world_size + coords.z * world_size * world_size
func draw_sample_points():
for x in range(world_size):
for y in range(world_size):
for z in range(world_size):
if sample_points.has(Vector3i(x, y, z)):
DebugDraw3D.draw_square(Vector3i(x, y, z), 0.2, color)
#DebugDraw3D.draw_text(Vector3i(x, y, z), str(Vector3i(x, y, z)))
func draw_surface_points():
for surface_point in surface_points:
if surface_points[surface_point] != Vector3(0, 0, 0):
DebugDraw3D.draw_square(surface_points[surface_point] , 0.3, surface_point_color)
DebugDraw3D.draw_text(surface_points[surface_point], str(surface_points[surface_point]))
func calculate_surface_point_position(voxel: Vector3i):
var final_point = Vector3(voxel)
return final_point
func create_surface_mesh():
surface_tool = SurfaceTool.new()
surface_tool.begin(Mesh.PRIMITIVE_TRIANGLES)
for x in range(world_size):
for y in range(world_size):
for z in range(world_size):
if surface_points.has(Vector3i(x, y, z)):
create_surface_mesh_quad(Vector3i(x,y,z));
mesh = surface_tool.commit()
meshinstance.mesh = mesh
func create_surface_mesh_quad(index: Vector3i):
for axis_index in range(AXIS.size()):
var axis = AXIS[axis_index]
if sample_points.has(index + axis):
var sample_value1 = sample_points[index]
var sample_value2 = sample_points[index + axis]
if sample_value1 < 0 and sample_value2 >= 0:
add_quad(index, axis_index)
elif sample_value1 >= 0 and sample_value2 < 0:
add_reversed_quad(index, axis_index)
const AXIS := [
Vector3i(1,0,0),
Vector3i(0,1,0),
Vector3i(0,0,1),
]
const SURFACE_AXIS := [
Vector3i(1,0,0),
Vector3i(0,1,0),
Vector3i(0,0,1),
Vector3i(1,0,1),
Vector3i(0,1,1),
Vector3i(1,1,0),
Vector3i(1,1,1),
Vector3i(0,0,0),
]
func add_quad(index: Vector3i, axis_index: int):
var points = get_quad_points(index, axis_index)
if points != null:
surface_tool.add_vertex(points[0])
surface_tool.add_vertex(points[1])
surface_tool.add_vertex(points[2])
surface_tool.add_vertex(points[0])
surface_tool.add_vertex(points[2])
surface_tool.add_vertex(points[3])
surface_tool.generate_normals()
func add_reversed_quad(index: Vector3i, axis_index: int):
var points = get_quad_points(index, axis_index)
if points != null:
surface_tool.add_vertex(points[0])
surface_tool.add_vertex(points[2])
surface_tool.add_vertex(points[1])
surface_tool.add_vertex(points[0])
surface_tool.add_vertex(points[3])
surface_tool.add_vertex(points[2])
surface_tool.generate_normals()
func get_quad_points(index: Vector3i, axis_index: int):
if surface_points.has(index + QUAD_POINTS[axis_index][0]) and surface_points.has(index + QUAD_POINTS[axis_index][1]) and surface_points.has(index + QUAD_POINTS[axis_index][2]) and surface_points.has(index + QUAD_POINTS[axis_index][3]):
return [
surface_points[index + QUAD_POINTS[axis_index][0]],
surface_points[index + QUAD_POINTS[axis_index][1]],
surface_points[index + QUAD_POINTS[axis_index][2]],
surface_points[index + QUAD_POINTS[axis_index][3]],
]
const QUAD_POINTS := [
# x axis
[
Vector3i(0,0,-1),
Vector3i(0,-1,-1),
Vector3i(0,-1,0),
Vector3i(0,0,0)
],
# y axis
[
Vector3i(0,0,-1),
Vector3i(0,0,0),
Vector3i(-1,0,0),
Vector3i(-1,0,-1)
],
# z axis
[
Vector3i(0,0,0),
Vector3i(0,-1,0),
Vector3i(-1,-1,0),
Vector3i(-1,0,0)
],
]