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voxel.gd
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voxel.gd
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@tool
class_name VoxelModel
extends MeshInstance3D
@export var voxels: Texture3D:
get:
return (material_override as ShaderMaterial).get_shader_parameter("voxels")
set(value):
(material_override as ShaderMaterial).set_shader_parameter("voxels", value)
_rebuildMesh()
notify_property_list_changed()
func _rebuildMesh():
var voxels := self.voxels
if voxels == null:
mesh = null
return
var size_x := voxels.get_width()
var size_y := voxels.get_height()
var size_z := voxels.get_depth()
var quads_count := (size_x + size_y + size_z) * 2
var vertices = PackedVector3Array()
vertices.resize(quads_count * 4)
var normals = PackedVector3Array()
normals.resize(quads_count * 4)
var indices = PackedInt32Array()
indices.resize(quads_count * 6)
# camera at positive XYZ looking towards negative XYZ
for i in range(size_x):
var o := i
vertices[o * 4 ] = Vector3((size_x - i) / float(size_x), 0, 0)
vertices[o * 4 + 1] = Vector3((size_x - i) / float(size_x), 0, 1)
vertices[o * 4 + 2] = Vector3((size_x - i) / float(size_x), 1, 0)
vertices[o * 4 + 3] = Vector3((size_x - i) / float(size_x), 1, 1)
normals[o * 4 ] = Vector3.RIGHT
normals[o * 4 + 1] = Vector3.RIGHT
normals[o * 4 + 2] = Vector3.RIGHT
normals[o * 4 + 3] = Vector3.RIGHT
indices[o * 6 ] = o * 4
indices[o * 6 + 1] = o * 4 + 1
indices[o * 6 + 2] = o * 4 + 2
indices[o * 6 + 3] = o * 4 + 2
indices[o * 6 + 4] = o * 4 + 1
indices[o * 6 + 5] = o * 4 + 3
for i in range(size_y):
var o := size_x + i
vertices[o * 4 ] = Vector3(0, (size_y - i) / float(size_y), 0)
vertices[o * 4 + 1] = Vector3(0, (size_y - i) / float(size_y), 1)
vertices[o * 4 + 2] = Vector3(1, (size_y - i) / float(size_y), 0)
vertices[o * 4 + 3] = Vector3(1, (size_y - i) / float(size_y), 1)
normals[o * 4 ] = Vector3.UP
normals[o * 4 + 1] = Vector3.UP
normals[o * 4 + 2] = Vector3.UP
normals[o * 4 + 3] = Vector3.UP
indices[o * 6 ] = o * 4
indices[o * 6 + 1] = o * 4 + 2
indices[o * 6 + 2] = o * 4 + 1
indices[o * 6 + 3] = o * 4 + 2
indices[o * 6 + 4] = o * 4 + 3
indices[o * 6 + 5] = o * 4 + 1
for i in range(size_z):
var o := size_x + size_y + i
vertices[o * 4 ] = Vector3(0, 0, (size_z - i) / float(size_z))
vertices[o * 4 + 1] = Vector3(0, 1, (size_z - i) / float(size_z))
vertices[o * 4 + 2] = Vector3(1, 0, (size_z - i) / float(size_z))
vertices[o * 4 + 3] = Vector3(1, 1, (size_z - i) / float(size_z))
normals[o * 4 ] = Vector3.BACK
normals[o * 4 + 1] = Vector3.BACK
normals[o * 4 + 2] = Vector3.BACK
normals[o * 4 + 3] = Vector3.BACK
indices[o * 6 ] = o * 4
indices[o * 6 + 1] = o * 4 + 1
indices[o * 6 + 2] = o * 4 + 2
indices[o * 6 + 3] = o * 4 + 2
indices[o * 6 + 4] = o * 4 + 1
indices[o * 6 + 5] = o * 4 + 3
## camera at negative XYZ looking towards positive XYZ
for i in range(size_x):
var o := size_x + size_y + size_z + i
vertices[o * 4 ] = Vector3(i / float(size_x), 0, 0)
vertices[o * 4 + 1] = Vector3(i / float(size_x), 0, 1)
vertices[o * 4 + 2] = Vector3(i / float(size_x), 1, 0)
vertices[o * 4 + 3] = Vector3(i / float(size_x), 1, 1)
normals[o * 4 ] = Vector3.LEFT
normals[o * 4 + 1] = Vector3.LEFT
normals[o * 4 + 2] = Vector3.LEFT
normals[o * 4 + 3] = Vector3.LEFT
indices[o * 6 ] = o * 4
indices[o * 6 + 1] = o * 4 + 2
indices[o * 6 + 2] = o * 4 + 1
indices[o * 6 + 3] = o * 4 + 2
indices[o * 6 + 4] = o * 4 + 3
indices[o * 6 + 5] = o * 4 + 1
for i in range(size_y):
var o := 2 * size_x + size_y + size_z + i
vertices[o * 4 ] = Vector3(0, i / float(size_y), 0)
vertices[o * 4 + 1] = Vector3(0, i / float(size_y), 1)
vertices[o * 4 + 2] = Vector3(1, i / float(size_y), 0)
vertices[o * 4 + 3] = Vector3(1, i / float(size_y), 1)
normals[o * 4 ] = Vector3.DOWN
normals[o * 4 + 1] = Vector3.DOWN
normals[o * 4 + 2] = Vector3.DOWN
normals[o * 4 + 3] = Vector3.DOWN
indices[o * 6 ] = o * 4
indices[o * 6 + 1] = o * 4 + 1
indices[o * 6 + 2] = o * 4 + 2
indices[o * 6 + 3] = o * 4 + 2
indices[o * 6 + 4] = o * 4 + 1
indices[o * 6 + 5] = o * 4 + 3
for i in range(size_z):
var o := 2 * (size_x + size_y) + size_z + i
vertices[o * 4 ] = Vector3(0, 0, i / float(size_z))
vertices[o * 4 + 1] = Vector3(0, 1, i / float(size_z))
vertices[o * 4 + 2] = Vector3(1, 0, i / float(size_z))
vertices[o * 4 + 3] = Vector3(1, 1, i / float(size_z))
normals[o * 4 ] = Vector3.FORWARD
normals[o * 4 + 1] = Vector3.FORWARD
normals[o * 4 + 2] = Vector3.FORWARD
normals[o * 4 + 3] = Vector3.FORWARD
indices[o * 6 ] = o * 4
indices[o * 6 + 1] = o * 4 + 2
indices[o * 6 + 2] = o * 4 + 1
indices[o * 6 + 3] = o * 4 + 2
indices[o * 6 + 4] = o * 4 + 3
indices[o * 6 + 5] = o * 4 + 1
var surface_array := []
surface_array.resize(Mesh.ARRAY_MAX)
surface_array[Mesh.ARRAY_VERTEX] = vertices
surface_array[Mesh.ARRAY_NORMAL] = normals
surface_array[Mesh.ARRAY_INDEX] = indices
#var shadow_array := []
#shadow_array.resize(Mesh.ARRAY_MAX)
#shadow_array[Mesh.ARRAY_VERTEX] = vertices
#shadow_array[Mesh.ARRAY_INDEX] = indices
mesh = ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array)
#mesh.shadow_mesh = ArrayMesh.new()
#mesh.shadow_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, shadow_array)
#mesh.shadow_mesh.surface_set_material(0, TODO)