2026-02-13 21:18:12 +01:00

64 lines
1.8 KiB
GDScript

extends Node3D
const CENTER := Vector3.ZERO
@export var threshold: float = 0.5
var generate_mesh_shader = preload("res://SurfaceNetsWorld/generate_mesh.tres")
@export var regenerate_mesh = false
@export var chunk_size = 16
@export var show_sample_points = false
@export var show_surface_points = false
@export var show_surface = true
var mesh
var color = Color.RED
var meshinstance = MeshInstance3D.new()
var material = ShaderMaterial.new()
var gpu_sdf
func generate_chunk(pgpu_sdf) -> void:
gpu_sdf = pgpu_sdf
material.shader = generate_mesh_shader
meshinstance.material_override = material
add_child(meshinstance)
meshinstance.mesh = gpu_sdf.compute_mesh(chunk_size, threshold, self.position)
func _input(event):
if event is InputEventKey and event.is_action_released("RegenerateMesh"):
if regenerate_mesh:
regenerate_mesh = false
else:
regenerate_mesh = true
func _process(_delta: float) -> void:
if show_surface && regenerate_mesh:
regenerate_mesh = false
clear()
meshinstance.mesh = gpu_sdf.compute_mesh(chunk_size, threshold, self.position)
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():
mesh = ArrayMesh.new()
func get_index_from_coords(coords: Vector3i):
return coords.x + coords.y * chunk_size + coords.z * chunk_size * chunk_size