Voxels com GridMap
Uma MeshLibrary montada em tempo de execução e um GridMap preenchido por um mapa de altura, um cubo por célula.
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Classes do Godot usadas
GridMapMeshLibraryBoxMesh
O código
scripts/main.gd
extends Node
const MAP: int = 28
const LEVELS: int = 8
const SEED: int = 20260814
const BLOCKS: Array = [
{name = 'water', color = '#2a3a63'},
{name = 'sand', color = '#f3d48d'},
{name = 'grass', color = '#8eef97'},
{name = 'forest', color = '#4c9c60'},
{name = 'rock', color = '#2a2f3d'},
{name = 'snow', color = '#e6ecff'},
]
var elapsed: float = 0.0
var camera: Camera3D
func _ready() -> void:
_add_environment()
_add_light()
var grid: GridMap = GridMap.new()
grid.mesh_library = _make_library()
grid.cell_size = Vector3.ONE
add_child(grid)
_fill(grid)
camera = Camera3D.new()
add_child(camera)
camera.current = true
print('the MeshLibrary is built by code, change SEED for another map')
func _process(delta: float) -> void:
elapsed += delta
var angle: float = elapsed * 0.2
camera.position = Vector3(sin(angle) * 24.5, 16.0, cos(angle) * 24.5)
camera.look_at(Vector3(0, 2.5, 0), Vector3.UP)
func _make_library() -> MeshLibrary:
var library: MeshLibrary = MeshLibrary.new()
for i in BLOCKS.size():
var material: StandardMaterial3D = StandardMaterial3D.new()
material.albedo_color = Color(BLOCKS[i].color)
material.roughness = 0.9
var block: BoxMesh = BoxMesh.new()
block.size = Vector3.ONE
# the MeshLibrary keeps the mesh resource, a material_override on the instance never reaches it
block.material = material
library.create_item(i)
library.set_item_name(i, BLOCKS[i].name)
library.set_item_mesh(i, block)
return library
func _fill(grid: GridMap) -> void:
var noise: FastNoiseLite = FastNoiseLite.new()
noise.seed = SEED
noise.noise_type = FastNoiseLite.TYPE_SIMPLEX
noise.fractal_octaves = 4
noise.frequency = 0.045
var half: int = roundi(MAP * 0.5)
for x in MAP:
for z in MAP:
var value: float = noise.get_noise_2d(x, z) * 0.5 + 0.5
var column: int = clampi(int(pow(value, 1.6) * LEVELS * 1.6), 1, LEVELS)
for y in column:
var item: int = clampi(int(float(y) / LEVELS * BLOCKS.size()), 0, BLOCKS.size() - 1)
grid.set_cell_item(Vector3i(x - half, y, z - half), item)
func _add_environment() -> void:
var sky_material: ProceduralSkyMaterial = ProceduralSkyMaterial.new()
sky_material.sky_top_color = Color(0.04, 0.05, 0.1)
sky_material.sky_horizon_color = Color(0.12, 0.14, 0.22)
sky_material.ground_bottom_color = Color(0.02, 0.02, 0.04)
sky_material.ground_horizon_color = Color(0.09, 0.1, 0.15)
var sky: Sky = Sky.new()
sky.sky_material = sky_material
var env: Environment = Environment.new()
env.background_mode = Environment.BG_SKY
env.sky = sky
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_energy = 0.85
var world: WorldEnvironment = WorldEnvironment.new()
world.environment = env
add_child(world)
func _add_light() -> void:
var light: DirectionalLight3D = DirectionalLight3D.new()
light.rotation_degrees = Vector3(-50, -35, 0)
light.light_energy = 1.2
add_child(light)