WIP checkpoint: Implement chunk streaming system in GDScript
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class_name TileLayerNode
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extends Node3D
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## A visual representation of a single tile layer within a chunk.
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##
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## This node is instantiated by [ChunkScene] for each tile layer in a chunk.
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## It renders the layer's tiles as instanced meshes (one per tile definition
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## in the palette) using [MultiMeshInstance3D] for efficiency.
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##
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## ## Structure
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##
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## ```
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## TileLayerNode (Node3D)
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## └── MultiMeshInstance3D # one per palette entry (tile definition)
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## ```
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## The tile layer data this node renders.
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var tile_layer: TileLayer = null
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## The chunk coordinate this layer belongs to (for world positioning).
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var chunk_coord: Vector3i = Vector3i.ZERO
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## Tile size in world units (each tile is 1x1x1).
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const TILE_SIZE: float = 1.0
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## Cache of MultiMeshInstance3D nodes, keyed by tile definition id.
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var _mesh_instances: Dictionary = {}
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func _ready() -> void:
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if tile_layer == null:
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return
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_build_meshes()
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## Build the MultiMesh instances for each tile definition in the palette.
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func _build_meshes() -> void:
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for tile_def in tile_layer.palette:
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if tile_def.id == 0:
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continue # Tile 0 is "empty/air", no mesh needed
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_create_mesh_for_tile(tile_def)
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func _create_mesh_for_tile(tile_def: TileDef) -> void:
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# Count how many cells use this tile definition
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var count := 0
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for tile_id in tile_layer.tiles:
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if tile_id == tile_def.id:
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count += 1
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if count == 0:
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return
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var multi_mesh := MultiMesh.new()
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multi_mesh.transform_format = MultiMesh.TRANSFORM_3D
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multi_mesh.mesh = _make_unit_cube_mesh()
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multi_mesh.instance_count = count
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var instance_idx := 0
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for z in range(tile_layer.depth):
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for y in range(tile_layer.height):
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for x in range(tile_layer.width):
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var tile_id := tile_layer.get_tile(x, y, z)
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if tile_id != tile_def.id:
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continue
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var world_pos := _tile_to_world(x, y, z)
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var xform := Transform3D(Basis(), world_pos)
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multi_mesh.set_instance_transform(instance_idx, xform)
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instance_idx += 1
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var mesh_instance := MultiMeshInstance3D.new()
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mesh_instance.multimesh = multi_mesh
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mesh_instance.name = "tiles_%d" % tile_def.id
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add_child(mesh_instance)
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_mesh_instances[tile_def.id] = mesh_instance
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## Convert a tile grid coordinate to a world-space position (center of tile).
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func _tile_to_world(x: int, y: int, z: int) -> Vector3:
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var origin := Vector3(
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chunk_coord.x * tile_layer.width,
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chunk_coord.y * tile_layer.height,
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chunk_coord.z * tile_layer.depth
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)
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return origin + Vector3(
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x * TILE_SIZE + TILE_SIZE * 0.5,
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y * TILE_SIZE + TILE_SIZE * 0.5,
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z * TILE_SIZE + TILE_SIZE * 0.5
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)
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## Create a simple unit cube mesh for tile rendering.
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func _make_unit_cube_mesh() -> Mesh:
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var mesh := BoxMesh.new()
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mesh.size = Vector3(TILE_SIZE, TILE_SIZE, TILE_SIZE)
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return mesh
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## Get the tile definition at a grid position, or null if empty.
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func get_tile_def_at(x: int, y: int, z: int = 0) -> TileDef:
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if tile_layer == null:
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return null
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var tile_id := tile_layer.get_tile(x, y, z)
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if tile_id == 0:
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return null
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return tile_layer.get_tile_def(tile_id)
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## Clear all rendered meshes.
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func clear() -> void:
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for child in get_children():
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child.queue_free()
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_mesh_instances.clear()
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