WIP checkpoint: Implement chunk streaming system in GDScript

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2026-08-17 21:57:04 +00:00
parent 67f6a9c43f
commit 504c92301a
+93
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class_name WorldObject
extends RefCounted
## A world object (prop, interactable, spawn point, etc.) within a chunk.
##
## This is the runtime representation used by [ChunkScene] to hold object
## metadata. It mirrors [ChunkDataDecoder.WorldObjectData] but is a standalone
## class so it can be referenced by scene nodes.
## Stable object ID, unique within the chunk.
var id: String = ""
## Object type: "prop", "interactable", "spawn_point", "door", etc.
var type: String = ""
## Reference to the object's mesh/glTF asset.
var asset_id: String = ""
## World-space position.
var position: Vector3 = Vector3.ZERO
## World-space rotation as a quaternion (x, y, z, w).
var rotation: Vector4 = Vector4(0, 0, 0, 1)
## World-space scale.
var scale: Vector3 = Vector3.ONE
## Type-specific key/value properties.
var properties: Dictionary = {}
## Whether this is a spawnable dynamic entity template.
var is_dynamic: bool = false
## Per-object content moderation flags.
var flags: ChunkDataDecoder.ContentFlags = ChunkDataDecoder.ContentFlags.new()
## Whether this object has been modified locally.
var is_dirty: bool = false
func _init(
p_id: String = "",
p_type: String = "",
p_asset_id: String = "",
p_position: Vector3 = Vector3.ZERO,
p_rotation: Vector4 = Vector4(0, 0, 0, 1),
p_scale: Vector3 = Vector3.ONE,
p_properties: Dictionary = {},
p_dynamic: bool = false,
p_flags: ChunkDataDecoder.ContentFlags = null
) -> void:
id = p_id
type = p_type
asset_id = p_asset_id
position = p_position
rotation = p_rotation
scale = p_scale
properties = p_properties
is_dynamic = p_dynamic
if p_flags != null:
flags = p_flags
## Convert to a dictionary representation.
func to_dict() -> Dictionary:
return {
"id": id,
"type": type,
"asset_id": asset_id,
"position": position,
"rotation": rotation,
"scale": scale,
"properties": properties,
"dynamic": is_dynamic,
"flags": flags.to_dict(),
}
## Create a WorldObject from a dictionary.
static func from_dict(d: Dictionary) -> WorldObject:
var flags := ChunkDataDecoder.ContentFlags.new()
if d.has("flags"):
flags.from_dict(d["flags"])
return WorldObject.new(
d.get("id", ""),
d.get("type", ""),
d.get("asset_id", ""),
d.get("position", Vector3.ZERO),
d.get("rotation", Vector4(0, 0, 0, 1)),
d.get("scale", Vector3.ONE),
d.get("properties", {}),
d.get("dynamic", false),
flags,
)