Address review feedback: Implement chunk streaming system in GDScript #20
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class_name DynamicObjectNode
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extends Node3D
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## A visual representation of a dynamic (spawnable) world object template.
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##
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## This node is instantiated by [ChunkScene] for each dynamic [WorldObject].
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## Dynamic objects are stored as *templates* in the chunk; their runtime state
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## (position, health, inventory) is managed by the entity system, not by this
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## node. This node renders the template's visual representation so the object
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## is visible in the world.
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##
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## ## Structure
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##
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## ```
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## DynamicObjectNode (Node3D)
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## └── MeshInstance3D # the object's visual mesh
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## ```
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## The world object data this node represents.
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var world_object: WorldObject = null
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## The loaded mesh instance (or placeholder).
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var _mesh_instance: MeshInstance3D = null
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func _ready() -> void:
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if world_object == null:
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return
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_load_mesh()
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## Load and attach the object's mesh.
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func _load_mesh() -> void:
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_mesh_instance = MeshInstance3D.new()
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_mesh_instance.name = "mesh"
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var mesh := _load_asset_mesh(world_object.asset_id)
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if mesh == null:
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mesh = _make_placeholder_mesh()
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_mesh_instance.mesh = mesh
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add_child(_mesh_instance)
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## Attempt to load a mesh from the asset path.
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func _load_asset_mesh(asset_id: String) -> Mesh:
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if asset_id.is_empty():
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return null
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var path := "res://assets/%s" % asset_id
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if ResourceLoader.exists(path):
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var res := load(path)
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if res is Mesh:
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return res
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return null
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## Create a simple placeholder sphere mesh when the real asset is unavailable.
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func _make_placeholder_mesh() -> Mesh:
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var mesh := SphereMesh.new()
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mesh.radius = 0.5
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mesh.height = 1.0
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return mesh
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## Get the world object's display name.
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func get_display_name() -> String:
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if world_object == null:
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return ""
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return world_object.get_display_name()
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class_name StaticObjectNode
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extends Node3D
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## A visual representation of a static world object within a chunk.
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##
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## This node is instantiated by [ChunkScene] for each static (non-dynamic)
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## [WorldObject]. It renders the object's mesh (referenced by `asset_id`) at
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## the object's transform. If the asset is not yet loaded, a placeholder mesh
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## is shown.
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##
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## ## Structure
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##
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## ```
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## StaticObjectNode (Node3D)
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## └── MeshInstance3D # the object's visual mesh
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## ```
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## The world object data this node represents.
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var world_object: WorldObject = null
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## The loaded mesh instance (or placeholder).
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var _mesh_instance: MeshInstance3D = null
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func _ready() -> void:
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if world_object == null:
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return
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_load_mesh()
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## Load and attach the object's mesh.
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func _load_mesh() -> void:
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_mesh_instance = MeshInstance3D.new()
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_mesh_instance.name = "mesh"
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# Try to load the asset by its id (path). Fall back to a placeholder.
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var mesh := _load_asset_mesh(world_object.asset_id)
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if mesh == null:
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mesh = _make_placeholder_mesh()
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_mesh_instance.mesh = mesh
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add_child(_mesh_instance)
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## Attempt to load a mesh from the asset path.
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func _load_asset_mesh(asset_id: String) -> Mesh:
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if asset_id.is_empty():
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return null
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var path := "res://assets/%s" % asset_id
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if ResourceLoader.exists(path):
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var res := load(path)
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if res is Mesh:
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return res
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return null
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## Create a simple placeholder box mesh when the real asset is unavailable.
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func _make_placeholder_mesh() -> Mesh:
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var mesh := BoxMesh.new()
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mesh.size = Vector3(1.0, 1.0, 1.0)
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return mesh
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## Get the world object's display name.
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func get_display_name() -> String:
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if world_object == null:
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return ""
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return world_object.get_display_name()
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@@ -0,0 +1,42 @@
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class_name TileDef
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extends RefCounted
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## A single tile definition (palette entry) within a tile layer.
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##
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## Maps a tile ID to its asset reference and gameplay flags. See
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## docs/architecture/world.md §3.2.
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## Tile ID (index into the layer palette). 0 is reserved for empty/air.
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var id: int = 0
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## Reference to the tile/terrain asset.
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var asset_id: String = ""
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## Whether this tile has collision.
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var solid: bool = false
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## Bitmask flags: bit 0 = walkable, bit 1 = climbable, bit 2 = liquid.
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var flags: int = 0
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## Number of visual variants for this tile.
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var variants: int = 1
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func _init(p_id: int = 0, p_asset_id: String = "", p_solid: bool = false,
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p_flags: int = 0, p_variants: int = 1) -> void:
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id = p_id
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asset_id = p_asset_id
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solid = p_solid
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flags = p_flags
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variants = p_variants
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func is_walkable() -> bool:
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return (flags & 0x01) != 0
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func is_climbable() -> bool:
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return (flags & 0x02) != 0
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func is_liquid() -> bool:
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return (flags & 0x04) != 0
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class_name TileLayer
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extends RefCounted
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## A single tile layer within a chunk.
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##
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## Holds the dense grid of tile IDs, the palette mapping tile IDs to tile
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## definitions, and the layer metadata. This is the runtime representation of
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## the `TileLayer` from the chunk data format (see docs/architecture/world.md
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## §3.2).
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## Layer name (e.g. "ground", "walls", "decor").
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var name: String = ""
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## Numeric layer id, unique within the chunk.
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var layer_id: int = 0
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## Grid dimensions in tiles.
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var width: int = 0
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var height: int = 0
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var depth: int = 1
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## Palette mapping tile IDs to tile definitions (shared per layer).
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var palette: Array[TileDef] = []
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## Dense, row-major tile IDs. Length = width * height * depth.
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var tiles: PackedInt32Array = PackedInt32Array()
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func _init(
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p_layer_name: String = "",
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p_layer_id: int = 0,
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p_width: int = 0,
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p_height: int = 0,
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p_depth: int = 1
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) -> void:
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name = p_layer_name
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layer_id = p_layer_id
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width = p_width
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height = p_height
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depth = p_depth
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## Total number of tiles in this layer.
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func tile_count() -> int:
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return width * height * depth
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## Get the tile ID at (x, y, z). Returns 0 (empty) for out-of-bounds.
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func get_tile(x: int, y: int, z: int = 0) -> int:
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if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
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return 0
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var idx := (z * height + y) * width + x
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if idx < tiles.size():
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return tiles[idx]
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return 0
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## Set the tile ID at (x, y, z). No-op if out of bounds.
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func set_tile(x: int, y: int, z: int, tile_id: int) -> void:
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if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
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return
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var idx := (z * height + y) * width + x
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if idx < tiles.size():
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tiles[idx] = tile_id
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## Get the tile definition for a tile ID, or null if not in the palette.
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func get_tile_def(tile_id: int) -> TileDef:
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for def in palette:
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if def.id == tile_id:
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return def
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return null
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## Whether the tile at (x, y, z) is solid (collision).
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func is_solid(x: int, y: int, z: int = 0) -> bool:
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var def := get_tile_def(get_tile(x, y, z))
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return def != null and def.solid
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## Whether the tile at (x, y, z) is walkable.
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func is_walkable(x: int, y: int, z: int = 0) -> bool:
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var def := get_tile_def(get_tile(x, y, z))
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return def != null and def.is_walkable()
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@@ -0,0 +1,112 @@
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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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|
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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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|
||||||
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|
||||||
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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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|
||||||
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|
||||||
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## Create a simple unit cube mesh for tile rendering.
|
||||||
|
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
|
||||||
|
|
||||||
|
|
||||||
|
## Get the tile definition at a grid position, or null if empty.
|
||||||
|
func get_tile_def_at(x: int, y: int, z: int = 0) -> TileDef:
|
||||||
|
if tile_layer == null:
|
||||||
|
return null
|
||||||
|
var tile_id := tile_layer.get_tile(x, y, z)
|
||||||
|
if tile_id == 0:
|
||||||
|
return null
|
||||||
|
return tile_layer.get_tile_def(tile_id)
|
||||||
|
|
||||||
|
|
||||||
|
## Clear all rendered meshes.
|
||||||
|
func clear() -> void:
|
||||||
|
for child in get_children():
|
||||||
|
child.queue_free()
|
||||||
|
_mesh_instances.clear()
|
||||||
Reference in New Issue
Block a user