A game where you get to play as a slime, made with Godot.
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[Tool]
public partial class Terrain
: StaticBody3D
{
[Export] public float TileSize { get; set; } = 2.0f;
[Export] public float TileStep { get; set; } = 0.5f;
[Export] public TerrainData Data { get; set; } = new();
[Export] public ShaderMaterial Material { get; set; }
public override void _Ready()
=> UpdateMeshAndShape();
public void UpdateMeshAndShape()
{
var mesh = GetOrCreateMesh("MeshInstance");
var shape = GetOrCreateShape("CollisionShape");
mesh.ClearSurfaces();
mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles);
var points = new List<Vector3>(); // for CollisionShape
void AddPoint(Vector3 pos, Vector2 uv) {
mesh.SurfaceSetUV(uv);
mesh.SurfaceAddVertex(pos);
points.Add(pos);
}
void AddTriangle(Vector3 v1, Vector2 uv1,
Vector3 v2, Vector2 uv2,
Vector3 v3, Vector2 uv3) {
var dir = (v3 - v1).Cross(v2 - v1);
mesh.SurfaceSetNormal(dir.Normalized());
AddPoint(v1, uv1);
AddPoint(v2, uv2);
AddPoint(v3, uv3);
}
// TODO: Don't hardcode.
var stone_texture = 3;
// These are floats to ensure floating point division is used when calling 'SurfaceSetColor'.
var num_textures = 4.0f;
var num_blend_textures = 7.0f;
void SetTexture(int primary, int secondary = 1, int blend = 0)
=> mesh.SurfaceSetColor(new(
(primary - 1) / num_textures,
(secondary - 1) / num_textures,
blend / num_blend_textures
));
foreach (var (chunkPos, chunk) in Data.Chunks) {
var offset = TerrainChunk.ToTileOffset(chunkPos);
for (var x = 0; x < TerrainChunk.Size; x++)
for (var z = 0; z < TerrainChunk.Size; z++) {
var pos = new TilePos(x, z) + offset;
var tile = chunk[pos];
if (tile.IsDefault) continue;
var corners = ToPositions(pos, tile);
SetTexture(tile.TexturePrimary, tile.TextureSecondary, tile.TextureBlend);
var sorted = new (Corner Corner, float Height)[] {
(Corner.TopLeft , tile.Height.TopLeft ),
(Corner.TopRight , tile.Height.TopRight ),
(Corner.BottomRight, tile.Height.BottomRight),
(Corner.BottomLeft , tile.Height.BottomLeft ),
};
Array.Sort(sorted, (a, b) => a.Height.CompareTo(b.Height));
// Find the "ideal way" to split the quad for the tile into two triangles.
// This is done by finding the corner with the least variance between its neighboring corners.
var minDiff = Abs(sorted[0].Height - sorted[2].Height); // Difference between lowest and 3rd lowest point.
var maxDiff = Abs(sorted[3].Height - sorted[1].Height); // Difference between highest and 3rd highest point.
var first = sorted[(minDiff > maxDiff) ? 0 : 3].Corner;
if (first is Corner.TopLeft or Corner.BottomRight) {
AddTriangle(corners.TopLeft , new(0.0f, 0.0f),
corners.TopRight , new(1.0f, 0.0f),
corners.BottomLeft , new(0.0f, 1.0f));
AddTriangle(corners.TopRight , new(1.0f, 0.0f),
corners.BottomRight, new(1.0f, 1.0f),
corners.BottomLeft , new(0.0f, 1.0f));
} else {
AddTriangle(corners.TopRight , new(1.0f, 0.0f),
corners.BottomRight, new(1.0f, 1.0f),
corners.TopLeft , new(0.0f, 0.0f));
AddTriangle(corners.BottomRight, new(1.0f, 1.0f),
corners.BottomLeft , new(0.0f, 1.0f),
corners.TopLeft , new(0.0f, 0.0f));
}
// Set stone texture for walls.
SetTexture(stone_texture);
void DrawWall(TilePos nbrPos, Side side) {
var nbrTile = Data.GetTileOrDefault(nbrPos);
var nbrCorners = ToPositions(nbrPos, nbrTile);
var (c1, c2) = side.GetCorners();
var (c3, c4) = side.GetOpposite().GetCorners();
var corner1 = corners[c1]; // "TopRight"
var corner2 = corners[c2]; // "TopLeft"
var corner3 = nbrCorners[c3]; // "BottomLeft"
var corner4 = nbrCorners[c4]; // "BottomRight"
var equal1 = IsEqualApprox(corner1.Y, corner4.Y);
var equal2 = IsEqualApprox(corner2.Y, corner3.Y);
switch (equal1, equal2) {
case (true, true):
// Both corners are connected, no wall needed.
break;
case (true, false):
AddTriangle(corner1, new(1.0f, corner1.Y / TileSize),
corner3, new(0.0f, corner3.Y / TileSize),
corner2, new(0.0f, corner2.Y / TileSize));
break;
case (false, true):
AddTriangle(corner1, new(1.0f, corner1.Y / TileSize),
corner4, new(1.0f, corner4.Y / TileSize),
corner2, new(0.0f, corner2.Y / TileSize));
break;
case (false, false):
// FIXME: In some configurations this creates a shape we don't want.
// Need to find a way to detect this, and switch the way triangles make up a quad.
AddTriangle(corner1, new(1.0f, corner1.Y / TileSize),
corner4, new(1.0f, corner4.Y / TileSize),
corner2, new(0.0f, corner2.Y / TileSize));
AddTriangle(corner2, new(0.0f, corner2.Y / TileSize),
corner4, new(1.0f, corner4.Y / TileSize),
corner3, new(0.0f, corner3.Y / TileSize));
break;
}
}
DrawWall(pos + (1, 0), Side.Right);
DrawWall(pos + (0, 1), Side.Bottom);
}
}
mesh.SurfaceEnd();
mesh.SurfaceSetMaterial(0, Material);
shape.Data = [.. points];
}
public ImmediateMesh GetOrCreateMesh(string name)
{
var meshInstance = (MeshInstance3D)GetNodeOrNull(name);
if (meshInstance == null) {
meshInstance = new(){ Name = name, Mesh = new ImmediateMesh() };
AddChild(meshInstance);
meshInstance.Owner = this;
}
return (ImmediateMesh)meshInstance.Mesh;
}
public ConcavePolygonShape3D GetOrCreateShape(string name)
{
var collisionShape = (CollisionShape3D)GetNodeOrNull(name);
if (collisionShape == null) {
collisionShape = new(){ Name = name, Shape = new ConcavePolygonShape3D() };
AddChild(collisionShape);
collisionShape.Owner = this;
}
return (ConcavePolygonShape3D)collisionShape.Shape;
}
public Corners<Vector3> ToPositions(TilePos pos)
=> ToPositions(pos, Data.GetTileOrDefault(pos));
public Corners<Vector3> ToPositions(TilePos pos, Tile tile)
{
var x = pos.X * TileSize;
var z = pos.Z * TileSize;
return new(new(x , tile.Height.TopLeft * TileStep, z ),
new(x + TileSize, tile.Height.TopRight * TileStep, z ),
new(x + TileSize, tile.Height.BottomRight * TileStep, z + TileSize),
new(x , tile.Height.BottomLeft * TileStep, z + TileSize));
}
}