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Chunk.gd
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Chunk.gd
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extends StaticBody
const DIMENSION = Vector3(16,50,16)
# Ensures terrain gen does not elongate based on chunk size/resolution so terrain at a chunk 30 blocks tall still looks the same as a 50 block tall chunk
# It ensures structures and trees have the ability to grow should
const Gen_Height = 50
# Moves terrain height up and down chunk
# NOTE: this is applied after the gen height calculation, that means it will affect the final output of Gen_Height
const Block_offset = 1
var mat = preload("res://assets/TextureAtlasMaterial.tres")
var rng = RandomNumberGenerator.new()
# Make this load from a file
const texture_atlas_size = Vector2(8, 4)
var generator = load("res://chunk_generators/ForestGenerator.gd")
const v = [
Vector3(0, 0, 0), #0
Vector3(1, 0, 0), #1
Vector3(0, 1, 0), #2
Vector3(1, 1, 0), #3
Vector3(0, 0, 1), #4
Vector3(1, 0, 1), #5
Vector3(0, 1, 1), #6
Vector3(1, 1, 1) #7
]
const face_tri_a = [
Vector2(0, 0),
Vector2(0, 1),
Vector2(1, 1)
]
const face_tri_b = [
Vector2(0, 0),
Vector2(1, 1),
Vector2(1, 0)
]
# Indices from the vertices list
const TOP = [2, 3, 7, 6]
const BOTTOM = [0, 4, 5, 1]
const LEFT = [6, 4, 0, 2]
const RIGHT = [3, 1, 5, 7]
const FRONT = [7, 5, 4, 6]
const BACK = [2, 0, 1, 3]
const CROSS_1 = [3, 1, 4, 6]
const CROSS_2 = [7, 5, 0, 2]
const CROSS_3 = [6, 4, 1, 3]
const CROSS_4 = [2, 0, 5, 7]
var world = null
var chunk_coord = Vector2()
var blocks = []
var _block_data = []
var st = SurfaceTool.new()
# Used for collision
var cst = SurfaceTool.new()
func _ready():
mat.albedo_texture.set_flags(2)
func _set_block_data(x, y, z, b, overwrite = true):
if x >= 0 and x < DIMENSION.x and y >= 0 and y < DIMENSION.y and z >= 0 and z < DIMENSION.z:
if overwrite or _block_data[x][y][z].type == "Air":
_block_data[x][y][z] = b
func generate(w, cx, cz):
world = w
rng.set_seed(cx*1000+cz) # Arbitrary
chunk_coord = Vector2(cx, cz)
self.translation = Vector3(cx * DIMENSION.x, 0, cz * DIMENSION.z)
# Generate block data
var ground_height = []
_block_data.resize(DIMENSION.x)
ground_height.resize(DIMENSION.x)
for x in DIMENSION.x:
_block_data[x] = []
_block_data[x].resize(DIMENSION.y)
ground_height[x] = []
ground_height[x].resize(DIMENSION.z)
for y in DIMENSION.y:
_block_data[x][y] = []
_block_data[x][y].resize(DIMENSION.z)
for z in DIMENSION.z:
var b = BlockData.new()
var h_noise = (world.height_noise.get_noise_2d(x + cx * DIMENSION.x, z + cz * DIMENSION.z) + 1) / 2.0
ground_height[x][z] = int(h_noise * (Gen_Height - 1) + 1) + Block_offset
b.create(generator.generate_surface(ground_height[x][z], x, y, z))
_set_block_data(x, y, z, b)
generator.generate_details(self, rng, ground_height)
func update():
var mesh = Mesh.new()
# Collision mesh
var cmesh = Mesh.new()
var mesh_instance = MeshInstance.new()
# Collision Mesh instance
var cmesh_instance = MeshInstance.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
cst.begin(Mesh.PRIMITIVE_TRIANGLES)
blocks.resize(DIMENSION.x)
for x in DIMENSION.x:
blocks[x] = []
blocks[x].resize(DIMENSION.y)
for y in DIMENSION.y:
blocks[x][y] = []
blocks[x][y].resize(DIMENSION.z)
for z in DIMENSION.z:
# Now we create blocks
var block_type = _block_data[x][y][z].type
if block_type != "Air":
# Check if its visible bc of its neighbours
var check = check_transparent_neighbours(x, y, z)
if check.has(true):
var no_collision = false
if(block_types[block_type].has(Tags.No_Collision)):
no_collision = true
_create_block(check, x, y, z, no_collision)
st.generate_normals(false)
st.set_material(mat)
st.commit(mesh)
mesh_instance.set_mesh(mesh)
cst.generate_normals(false)
cst.commit(cmesh)
cmesh_instance.set_mesh(cmesh)
# This is for collision only and so we do not need to see it (it causes issues with transparent blocks)
cmesh_instance.visible = false
# If it already has a mesh instance child, remove it
for child in get_children():
if child is MeshInstance:
child.queue_free()
add_child(mesh_instance)
add_child(cmesh_instance)
cmesh_instance.create_trimesh_collision()
func _create_block(check, x, y, z, no_collision):
var block = _block_data[x][y][z].type
if block_types[block]["Tags"].has(Tags.Flat):
create_face(CROSS_1, x, y, z, block_types[block][Side.only], no_collision)
create_face(CROSS_2, x, y, z, block_types[block][Side.only], no_collision)
create_face(CROSS_3, x, y, z, block_types[block][Side.only], no_collision)
create_face(CROSS_4, x, y, z, block_types[block][Side.only], no_collision)
else:
if check[0]:
create_face(TOP, x, y, z, block_types[block][Side.top], no_collision)
if check[1]:
create_face(BOTTOM, x, y, z, block_types[block][Side.bottom], no_collision)
if check[2]:
create_face(LEFT, x, y, z, block_types[block][Side.left], no_collision)
if check[3]:
create_face(RIGHT, x, y, z, block_types[block][Side.right], no_collision)
if check[4]:
create_face(BACK, x, y, z, block_types[block][Side.back], no_collision)
if check[5]:
create_face(FRONT, x, y, z, block_types[block][Side.front], no_collision)
func create_face(i, x, y, z, texture_atlas_offset, no_collision):
# Two triangles
var offset = Vector3(x, y, z)
var a = v[i[0]] + offset
var b = v[i[1]] + offset
var c = v[i[2]] + offset
var d = v[i[3]] + offset
var uv_offset = Vector2(
texture_atlas_offset.x / texture_atlas_size.x,
texture_atlas_offset.y / texture_atlas_size.y
)
var uv_a = Vector2(0, 0) + uv_offset
var uv_b = Vector2(0, 1.0/texture_atlas_size.y) + uv_offset
var uv_c = Vector2(1.0/texture_atlas_size.x, 1.0/texture_atlas_size.y) + uv_offset
var uv_d = Vector2(1.0/texture_atlas_size.x, 0) + uv_offset
# Add UVs and tris
st.add_triangle_fan(([a, b, c]), ([uv_a, uv_b, uv_c]))
st.add_triangle_fan(([a, c, d]), ([uv_a, uv_c, uv_d]))
if no_collision:
cst.add_triangle_fan(([a, b, c]), ([uv_a, uv_b, uv_c]))
cst.add_triangle_fan(([a, c, d]), ([uv_a, uv_c, uv_d]))
func check_transparent_neighbours(x, y, z):
var has_top = is_block_transparent(x, y + 1, z)
var has_bottom = is_block_transparent(x, y - 1, z)
var has_left = is_block_transparent(x - 1, y, z)
var has_right = is_block_transparent(x + 1, y, z)
var has_front = is_block_transparent(x, y, z - 1)
var has_back = is_block_transparent(x, y, z + 1)
return [has_top, has_bottom, has_left, has_right, has_front, has_back]
func is_block_transparent(x, y, z):
if x < 0 or x >= DIMENSION.x or z < 0 or z >= DIMENSION.z or y < 0 or y >= DIMENSION.y:
# For out of bounds lets still show the face
return true
else:
return _block_data[x][y][z].transparent
enum Side {
top,
bottom,
left,
right,
front,
back,
only
}
enum Tags {
Transparent,
No_Collision,
Flat
}
const block_types = {
"Dirt":{
Side.top:Vector2(1,0),Side.bottom:Vector2(1,0),Side.left:Vector2(1,0),
Side.right:Vector2(1,0),Side.front:Vector2(1,0),Side.back:Vector2(1,0),
"Tags":[]
},
"Grass":{
Side.top:Vector2(1,1),Side.bottom:Vector2(1,0),Side.left:Vector2(0,1),
Side.right:Vector2(0,1),Side.front:Vector2(0,1),Side.back:Vector2(0,1),
"Tags":[]
},
"Stone":{
Side.top:Vector2(0,0),Side.bottom:Vector2(0,0),Side.left:Vector2(0,0),
Side.right:Vector2(0,0),Side.front:Vector2(0,0),Side.back:Vector2(0,0),
"Tags":[]
},
"Log":{
Side.top:Vector2(3,0),Side.bottom:Vector2(3,0),Side.left:Vector2(2,0),
Side.right:Vector2(2,0),Side.front:Vector2(2,0),Side.back:Vector2(2,0),
"Tags":[]
},
"Leaf":{
Side.top:Vector2(2,1),Side.bottom:Vector2(2,1),Side.left:Vector2(2,1),
Side.right:Vector2(2,1),Side.front:Vector2(2,1),Side.back:Vector2(2,1),
"Tags":[Tags.Transparent]
},
"Pine_Leaf":{
Side.top:Vector2(3,1),Side.bottom:Vector2(3,1),Side.left:Vector2(3,1),
Side.right:Vector2(3,1),Side.front:Vector2(3,1),Side.back:Vector2(3,1),
"Tags":[Tags.Transparent]
},
"Snow":{
Side.top:Vector2(1,2),Side.bottom:Vector2(1,0),Side.left:Vector2(0,2),
Side.right:Vector2(0,2),Side.front:Vector2(0,2),Side.back:Vector2(0,2),
"Tags":[]
},
"Sand":{
Side.top:Vector2(2,2),Side.bottom:Vector2(2,2),Side.left:Vector2(2,2),
Side.right:Vector2(2,2),Side.front:Vector2(2,2),Side.back:Vector2(2,2),
"Tags":[]
},
"Cactus":{
Side.top:Vector2(3,2),Side.bottom:Vector2(3,2),Side.left:Vector2(3,2),
Side.right:Vector2(3,2),Side.front:Vector2(3,2),Side.back:Vector2(3,2),
"Tags":[]
},
"Tall_Grass":{
Side.only:Vector2(0,3),
"Tags":[Tags.Flat, Tags.Transparent, Tags.No_Collision]
},
"Flower":{
Side.only:Vector2(2,3),
"Tags":[Tags.Flat, Tags.Transparent, Tags.No_Collision]
},
"Shrub":{
Side.only:Vector2(1,3),
"Tags":[Tags.Flat, Tags.Transparent, Tags.No_Collision]
},
"Wood":{
Side.top:Vector2(4,0),Side.bottom:Vector2(4,0),Side.left:Vector2(4,0),
Side.right:Vector2(4,0),Side.front:Vector2(4,0),Side.back:Vector2(4,0),
"Tags":[]
},
"Brick":{
Side.top:Vector2(4,1),Side.bottom:Vector2(4,1),Side.left:Vector2(4,1),
Side.right:Vector2(4,1),Side.front:Vector2(4,1),Side.back:Vector2(4,1),
"Tags":[]
},
"Air":{"Tags":[Tags.Transparent]}
}
class BlockData:
var transparent = false
var type = "Dirt"
func create(t):
type = t
transparent = block_types[t]["Tags"].has(Tags.Transparent)