islaApocalypse/Core/Scripts/ChunkData.cs
beezm ea11258871 F1: soft-fade biome color blending (BLEND_BAND_METERS, geometry untouched)
Vertex colour is now chosen from the true, unrounded surface height and faded
between adjacent materials across a tunable band, instead of switching at one
rounded integer depth. This removes the horizontal contour banding.

Colour path only: density field, Marching Cubes interpolation/welding, chunk
dimensions, the .dat contract and all road logic are untouched. BlockID
classification is unchanged and still drives non-visual use.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 01:51:06 -04:00

44 lines
2.1 KiB
C#

using Godot;
namespace IslaApocalypse.Core
{
public class ChunkData
{
public Vector2I ChunkPosition; // The X/Z coordinate of this chunk (e.g., 0,0 or 1,0)
// We need Width+1 and Depth+1 so the Marching Cubes mesh connects seamlessly to the neighbor chunks!
// public float[,,] Densities = new float[Constants.CHUNK_SIZE_X + 1, Constants.CHUNK_HEIGHT, Constants.CHUNK_SIZE_Z + 1];
// public byte[,,] BlockIDs = new byte[Constants.CHUNK_SIZE_X + 1, Constants.CHUNK_HEIGHT, Constants.CHUNK_SIZE_Z + 1];
// OLD:
// Densities = new float[Constants.CHUNK_SIZE_X, Constants.CHUNK_HEIGHT, Constants.CHUNK_SIZE_Z];
// BlockIDs = new int[Constants.CHUNK_SIZE_X, Constants.CHUNK_HEIGHT, Constants.CHUNK_SIZE_Z];
// NEW (Fix 3): We expand by 1 to sample the neighbor's border perfectly without seams!
public float[,,] Densities = new float[Constants.CHUNK_SIZE_X + 1, Constants.CHUNK_HEIGHT + 1, Constants.CHUNK_SIZE_Z + 1];
public byte[,,] BlockIDs = new byte[Constants.CHUNK_SIZE_X + 1, Constants.CHUNK_HEIGHT + 1, Constants.CHUNK_SIZE_Z + 1];
// --- PER-COLUMN DATA, FOR VERTEX COLOURING ONLY ----------------------
// One entry per X/Z column of this chunk (same +1 padding as above).
//
// Why these exist: BlockIDs are classified against a ROUNDED surface
// height, which is fine for storage but makes the rendered colour jump
// in whole-metre steps (the "contour band" artefact). The renderer
// instead reads the TRUE, unrounded surface height from here, so the
// material fade follows the real ground.
//
// These are read by the mesher only. Nothing about geometry, collision
// or storage depends on them.
public float[,] SurfaceHeights = new float[Constants.CHUNK_SIZE_X + 1, Constants.CHUNK_SIZE_Z + 1];
public Biome[,] ColumnBiomes = new Biome[Constants.CHUNK_SIZE_X + 1, Constants.CHUNK_SIZE_Z + 1];
public bool[,] ColumnIsRoad = new bool[Constants.CHUNK_SIZE_X + 1, Constants.CHUNK_SIZE_Z + 1];
// For our future delta-save system
public bool IsPlayerProtected = false;
public bool NeedsSaving = false;
public ChunkData(Vector2I position)
{
ChunkPosition = position;
}
}
}