Пример #1
0
    public static ArrayMesh AddNoiseToMesh(PlaneMesh plane, float[,] noiseMap, int chunkSize, int heightMultiplier, Curve heightCurve)
    {
        SurfaceTool st = new SurfaceTool();

        st.CreateFrom(plane, 0);
        ArrayMesh    mesh = new ArrayMesh();
        MeshDataTool dt   = new MeshDataTool();

        mesh = st.Commit();
        dt.CreateFromSurface(mesh, 0);
        for (int y = 0; y < chunkSize; y++)
        {
            for (int x = 0; x < chunkSize; x++)
            {
                int     z           = y;
                int     vertexIndex = z * chunkSize + x;
                Vector3 vertex      = dt.GetVertex(vertexIndex);
                vertex.y = heightCurve.Interpolate(noiseMap[chunkSize - x - 1, chunkSize - z - 1]) * heightMultiplier;
                dt.SetVertex(vertexIndex, vertex);
            }
        }
        for (int surface = 0; surface < mesh.GetSurfaceCount(); surface++)
        {
            mesh.SurfaceRemove(surface);
        }
        dt.CommitToSurface(mesh);
        st.Begin(Mesh.PrimitiveType.Triangles);
        st.CreateFrom(mesh, 0);
        st.Index();
        st.GenerateNormals();
        return(st.Commit());
    }
Пример #2
0
    public override UnifiedObject Mirror()
    {
        StaticObject clone = (StaticObject)this.Clone();

        ArrayMesh originalMesh         = (ArrayMesh)this.m_meshInstance.Mesh;
        int       originalSurfaceCount = originalMesh.GetSurfaceCount();

        ArrayMesh newMesh = new ArrayMesh();

        for (int i = 0; i < originalSurfaceCount; i++)
        {
            MeshDataTool mdt = new MeshDataTool();
            mdt.CreateFromSurface(originalMesh, i);

            for (int j = 0; j < mdt.GetVertexCount(); j++)
            {
                Vector3 vert = mdt.GetVertex(j);
                vert.x *= -1;
                mdt.SetVertex(j, vert);
            }
            mdt.CommitToSurface(newMesh);
        }

        clone.ObjectMeshInstance.Mesh = newMesh;

        return(clone);
    }
        /**
         *  Create surface for overlay
         */
        public ArrayMesh createSurfaceOverlay(ArrayMesh mesh, string slotName, string urlPath, string overlayName, List <UMAReciepeBindPose> origBindPoses)
        {
            var file     = ResourceLoader.Load <PackedScene>(urlPath);
            var instance = file.Instance();
            var meshes   = new List <MeshInstance>();

            if (instance is Spatial)
            {
                foreach (var child in (instance as Spatial).GetChildren())
                {
                    if (child is MeshInstance)
                    {
                        meshes.Add(child as MeshInstance);
                    }
                }
            }

            if (instance is MeshInstance)
            {
                meshes.Add(instance as MeshInstance);
            }

            var mdt = new MeshDataTool();
            var idx = mesh.SurfaceFindByName(slotName);

            mdt.CreateFromSurface(mesh, idx);


            int totalSurfaces = 0;

            foreach (var mi in meshes)
            {
                var newMesh = (mi as MeshInstance).Mesh;
                var newSkin = (mi as MeshInstance).Skin;

                for (int surface = 0; surface < newMesh.GetSurfaceCount(); surface++)
                {
                    mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, createSurfaceByBones(newMesh as ArrayMesh, surface, newSkin, origBindPoses));
                    var lastId = mesh.GetSurfaceCount() - 1;

                    var mat = newMesh.SurfaceGetMaterial(surface);
                    mat.ResourceLocalToScene = true;

                    if (mat is SpatialMaterial)
                    {
                        (mat as SpatialMaterial).ParamsGrow       = true;
                        (mat as SpatialMaterial).ParamsGrowAmount = 0.005f;
                    }

                    mesh.SurfaceSetMaterial(lastId, mat);
                    mesh.SurfaceSetName(lastId, (totalSurfaces == 0) ? overlayName : overlayName + "/" + totalSurfaces);
                    totalSurfaces++;
                }

                changes++;
            }


            return(mesh);
        }
Пример #4
0
    public void Generate()
    {
        planeMesh                = new PlaneMesh();
        planeMesh.Size           = new Vector2(chunkSize, chunkSize);
        planeMesh.SubdivideDepth = Mathf.RoundToInt(chunkSize * 0.5f);
        planeMesh.SubdivideWidth = Mathf.RoundToInt(chunkSize * 0.5f);

        surfaceTool  = new SurfaceTool();
        meshDataTool = new MeshDataTool();
        surfaceTool.CreateFrom(planeMesh, 0);
        arrayPlane = surfaceTool.Commit();
        meshDataTool.CreateFromSurface(arrayPlane, 0);

        for (int i = 0; i < meshDataTool.GetVertexCount(); i++)
        {
            Vector3 vertex = meshDataTool.GetVertex(i);
            vertex.y = noise.GetNoise3d(
                vertex.x + position.x,
                vertex.y,
                vertex.z + position.z) * References.steepness;

            meshDataTool.SetVertex(i, vertex);
            avgHeight += vertex.y;
        }
        avgHeight /= meshDataTool.GetVertexCount();

        for (int i = 0; i < arrayPlane.GetSurfaceCount(); i++)
        {
            arrayPlane.SurfaceRemove(i);
        }

        for (int i = 0; i < meshDataTool.GetFaceCount(); i++)
        {
            Vector3 A      = meshDataTool.GetVertex(meshDataTool.GetFaceVertex(i, 0));
            Vector3 B      = meshDataTool.GetVertex(meshDataTool.GetFaceVertex(i, 1));
            Vector3 C      = meshDataTool.GetVertex(meshDataTool.GetFaceVertex(i, 2));
            Vector3 face   = (A + B + C) / 3 + position;
            Vector3 normal = meshDataTool.GetFaceNormal(i);
            slope += Maths.Angle(Vector3.Up, normal);
        }
        slope /= meshDataTool.GetFaceCount();

        meshDataTool.CommitToSurface(arrayPlane);
        surfaceTool.Begin(Mesh.PrimitiveType.Triangles);
        surfaceTool.CreateFrom(arrayPlane, 0);
        surfaceTool.GenerateNormals();

        meshInstance      = new MeshInstance();
        meshInstance.Mesh = surfaceTool.Commit();
        meshInstance.SetSurfaceMaterial(0, (Material)ResourceLoader.Load("res://Assets/Shader/Terrain.material"));
        meshInstance.CreateTrimeshCollision();
        meshInstance.CastShadow = GeometryInstance.ShadowCastingSetting.On;
        AddChild(meshInstance);
    }
Пример #5
0
    private void Generate()
    {
        if (!_initialized)
        {
            return;
        }

        _surfaceTool.Clear();
        _meshDataTool.Clear();
        _surfaceTool.CreateFrom(_meshInstance.Mesh, 0);
        _meshDataTool.CreateFromSurface(_surfaceTool.Commit(), 0);

        int numVertices = _meshDataTool.GetVertexCount();

        _data = new float[numVertices];

        for (int i = 0; i < numVertices; i++)
        {
            Vector3 vertex = _meshDataTool.GetVertex(i);
            _data[i] = Amplitude * _noise.GetNoise2d(vertex.x, vertex.z);
            _meshDataTool.SetVertex(i, new Vector3(vertex.x, _data[i], vertex.z));
            _meshDataTool.SetVertexNormal(i, Vector3.Up);
        }

        for (int i = 0; i < numVertices - _resX; i++)
        {
            Vector3 a = _meshDataTool.GetVertex(i);
            Vector3 b = _meshDataTool.GetVertex(i + 1);
            Vector3 c = _meshDataTool.GetVertex(i + _resX);

            Vector3 normal = (c - a).Cross(b - a);

            for (int j = i; j < i + 3; j++)
            {
                _meshDataTool.SetVertexNormal(j, _meshDataTool.GetVertexNormal(j) + normal);
            }
        }

        for (int i = 0; i < numVertices; i++)
        {
            _meshDataTool.SetVertexNormal(i, _meshDataTool.GetVertexNormal(i).Normalized());
        }

        ArrayMesh newMesh = new ArrayMesh();

        _meshDataTool.CommitToSurface(newMesh);
        _meshInstance.Mesh = newMesh;
        _meshInstance.RemoveChild(_meshInstance.GetChild(0));
        _meshInstance.CreateTrimeshCollision();
    }
    private void Deform()
    {
        var sn = new OpenSimplexNoise();

        sn.Period      = Period;
        sn.Octaves     = Octaves;
        sn.Seed        = Seed;
        sn.Persistence = Persistence;
        sn.Lacunarity  = Lacunarity;

        var mesh = sphere.Mesh;
        var st   = new SurfaceTool();

        st.CreateFrom(mesh, 0);

        var array = st.Commit();

        var dt = new MeshDataTool();

        dt.CreateFromSurface(array, 0);

        var count  = dt.GetVertexCount();
        var origin = Vector3.Zero;

        for (int i = 0; i < count; i++)
        {
            var vertex = dt.GetVertex(i);
            var n      = -vertex.DirectionTo(origin);
            var noise  = sn.GetNoise3d(vertex.x, vertex.y, vertex.z);
            noise   = Mathf.Clamp(noise, -1f, 1f);
            vertex += n * noise * MoveFactor;
            dt.SetVertex(i, vertex);
        }
        var surfCount = array.GetSurfaceCount();

        for (int i = 0; i < surfCount; i++)
        {
            array.SurfaceRemove(i);
        }

        dt.CommitToSurface(array);
        st.Begin(Mesh.PrimitiveType.Triangles);
        st.CreateFrom(array, 0);
        st.GenerateNormals();

        sphere.Mesh = st.Commit();

        UpdateMaterial();
    }
Пример #7
0
    public override void _Ready()
    {
        // Assignment of required nodes
        topViewPlane    = GetNode <Spatial>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/ObjectRoot/TopViewPlane");
        frontViewPlane  = GetNode <Spatial>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/ObjectRoot/FrontViewPlane");
        sideViewPlane   = GetNode <Spatial>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/ObjectRoot/RightViewPlane");
        mainDisplayRoot = GetNode <Node2D>("HorizontalViewContainer/MainProjectionDisplayContainer/MainProjectionViewport/ProjectionRoot");
        topViewRoot     = GetNode <Node2D>("HorizontalViewContainer/MainProjectionDisplayContainer/ViewGridContainer/TopViewportContainer/TopViewport/TopViewRoot");
        frontViewRoot   = GetNode <Node2D>("HorizontalViewContainer/MainProjectionDisplayContainer/ViewGridContainer/FrontViewportContainer/FrontViewport/FrontViewRoot");
        sideViewRoot    = GetNode <Node2D>("HorizontalViewContainer/MainProjectionDisplayContainer/ViewGridContainer/SideViewportContainer/SideViewport/SideViewRoot");
        //objectMesh = GetNode<MeshInstance>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/ObjectRoot/Spatial/ObjectMesh6");
        objectBody       = GetNode <StaticBody>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/ObjectRoot/Object3");
        objectMesh       = GetNode <MeshInstance>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/ObjectRoot/Object3/ObjectMesh");
        ControlsNode     = GetNode <Control>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/Controls");
        FocusZoomSlider  = GetNode <HSlider>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/Controls/ControlsPanel/ViewControl/FocusZoomSlider");
        ObjectXDegSlider = GetNode <HSlider>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/Controls/ControlsPanel/ObjectControl/HBoxContainer/SlidersVBoxContainer/ObjectXDegSlider");
        ObjectYDegSlider = GetNode <HSlider>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/Controls/ControlsPanel/ObjectControl/HBoxContainer/SlidersVBoxContainer/ObjectYDegSlider");
        ObjectZDegSlider = GetNode <HSlider>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/Controls/ControlsPanel/ObjectControl/HBoxContainer/SlidersVBoxContainer/ObjectZDegSlider");
        viewList         = GetNode <OptionButton>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/Controls/ControlsPanel/ViewControl/ViewSelectList");
        viewGrid         = GetNode <GridContainer>("HorizontalViewContainer/MainProjectionDisplayContainer/ViewGridContainer");

        // Creating SimplifiedMesh object data from mesh
        objectArrayMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, objectMesh.Mesh.SurfaceGetArrays(0));
        objectData.CreateFromSurface(objectArrayMesh, 0);
        basicObjectMesh = new SimplifiedMesh(objectData);

        PlaneControl.objectMesh      = objectMesh;
        PlaneControl.basicObjectMesh = basicObjectMesh;
        PlaneControl.ray             = GetNode <RayCast>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/ObjectRoot/HiddenLineRayCast");
        //PlaneControl.pointCollision = GetNode<Area>("HorizontalViewContainer/ObjectViewContainter/ObjectViewport/ObjectRoot/PointCollision");

        //GetTree().CallGroup("Slider", "Connect", "value_changed", this, nameof(ChangeDisplay));

        selectedView = viewList.GetSelectedId();
        SetDisplay();
        Display();
    }
Пример #8
0
    public void RebuildOutputMesh()
    {
        GD.Print("REBUILDING COLOR MESH");

        var inputNode  = FindNode("Input") as MeshInstance;
        var outputNode = FindNode("Output") as MeshInstance;
        var mesh       = inputNode.Mesh as ArrayMesh;

        if (mesh == null)
        {
            GD.Print("no mesh found on input node.   aborting");
            return;
        }

        var surfaceCount = mesh.GetSurfaceCount();
        var surfaceQueue = new Queue <MeshDataTool>();

        for (var i = 0; i < surfaceCount; i++)
        {
            var mdt = new MeshDataTool();
            mdt.CreateFromSurface(mesh, 0);

            BarycentricProcessor._SetVertexColorToBarycentric(mdt);
            mesh.SurfaceRemove(0);
            surfaceQueue.Enqueue(mdt);
        }

        //replace our mesh with modified version
        while (surfaceQueue.Count > 0)
        {
            var mdt = surfaceQueue.Dequeue();
            mdt.CommitToSurface(mesh);
            mdt.Dispose();
        }

        outputNode.Mesh = mesh;
    }
Пример #9
0
    // Declare member variables here. Examples:
    // private int a = 2;
    // private string b = "text";

    // Called when the node enters the scene tree for the first time.
    public override void _Ready()
    {
        var orig   = GetNode <MeshInstance>("orig");
        var tights = GetNode <MeshInstance>("tights");
        var result = GetNode <MeshInstance>("result");

        var tmpMesh     = new ArrayMesh();
        var surfaceTool = new SurfaceTool();

        surfaceTool.Begin(Mesh.PrimitiveType.Triangles);

        var tool = new MeshDataTool();

        tool.CreateFromSurface((ArrayMesh)tights.Mesh, 0);

        var tool2 = new MeshDataTool();

        tool2.CreateFromSurface((ArrayMesh)orig.Mesh, 0);

        List <Vector3> vertices = new List <Vector3>();

        for (int v = 0; v < tool2.GetVertexCount(); v++)
        {
            vertices.Add(tool2.GetVertex(v));
        }

        for (int v = 0; v < tool.GetVertexCount(); v++)
        {
            //  surfaceTool.AddNormal(tool.GetVertexNormal(v));
            //  surfaceTool.AddColor(tool.GetVertexColor(v));
            // surfaceTool.AddUv(tool.GetVertexUv(v));
            //  surfaceTool.AddUv2(tool.GetVertexUv2(v));
            //  surfaceTool.AddTangent(tool.GetVertexTangent(v));

            var newVer  = tool.GetVertex(v);
            var replace = vertices.OrderBy(df => newVer.DistanceTo(df)).FirstOrDefault();

            if (replace != null && replace != Vector3.Zero && replace.DistanceTo(newVer) > 0.03f)
            {
                GD.Print("replace" + newVer + " by dist " + replace.DistanceTo(newVer));
                surfaceTool.AddVertex(replace);
            }
            else
            {
                surfaceTool.AddVertex(newVer);
            }
        }

        for (int fc = 0; fc < tool.GetFaceCount(); fc++)
        {
            for (var i = 0; i <= 2; i++)
            {
                var ind = tool.GetFaceVertex(fc, i);
                surfaceTool.AddIndex(ind);
            }
        }


        surfaceTool.Commit(tmpMesh);
        result.Mesh = tmpMesh;
    }
        private Godot.Collections.Array createSurfaceByBones(ArrayMesh mesh, int surface, Skin newSkin, List <UMAReciepeBindPose> origBindPoses)
        {
            var mdt = new MeshDataTool();

            mdt.CreateFromSurface(mesh, surface);

            var st = new SurfaceTool();

            st.Begin(Mesh.PrimitiveType.Triangles);

            var newBindPoses = new List <UMAReciepeBindPose>();

            if (newSkin != null)
            {
                for (int i = 0; i < newSkin.GetBindCount(); i++)
                {
                    newBindPoses.Add(new UMAReciepeBindPose
                    {
                        boneName  = newSkin.GetBindName(i),
                        transform = newSkin.GetBindPose(i),
                        boneIndex = newSkin.GetBindBone(i)
                    });
                }
            }

            var boneAmount = 0;

            for (int i = 0; i < mdt.GetVertexCount(); i++)
            {
                var oldVer  = mdt.GetVertex(i);
                var oldNorm = mdt.GetVertexNormal(i);

                var newVer  = new Vector3();
                var newNorm = new Vector3();

                var indexes = mdt.GetVertexBones(i);

                //  st.AddTangent(mdt.GetVertexTangent(i));
                st.AddBones(mdt.GetVertexBones(i));
                st.AddWeights(mdt.GetVertexWeights(i));

                int boneId = 0;
                foreach (var weight in mdt.GetVertexWeights(i))
                {
                    if (newBindPoses.Count >= indexes[boneId] && origBindPoses.Count >= indexes[boneId])
                    {
                        var restBoneNew      = newBindPoses[indexes[boneId]];
                        var restBoneTemplate = origBindPoses[indexes[boneId]];

                        var dataup    = restBoneNew.transform.Xform(Vector3.Up);
                        var dataright = restBoneNew.transform.Xform(Vector3.Right);

                        var templateup    = restBoneTemplate.transform.Xform(Vector3.Up);
                        var templateright = restBoneTemplate.transform.Xform(Vector3.Right);

                        if (Mathf.Abs(dataup.AngleTo(templateup)) > 1 || Mathf.Abs(dataright.AngleTo(templateright)) > 1)
                        {
                            Transform convertMatrix = restBoneTemplate.transform.Inverse() * restBoneNew.transform;

                            newVer  += convertMatrix.Xform(oldVer) * weight;
                            newNorm += convertMatrix.basis.Xform(oldNorm) * weight;
                        }
                        else
                        {
                            newVer  += oldVer * weight;
                            newNorm += oldNorm * weight;
                        }
                    }
                    else
                    {
                        newVer  += oldVer * weight;
                        newNorm += oldNorm * weight;
                    }

                    boneId++;
                }


                st.AddUv(mdt.GetVertexUv(i));

                if (mdt.GetVertexColor(i) != null)
                {
                    st.AddColor(mdt.GetVertexColor(i));
                }

                if (mdt.GetVertexUv2(i) != null)
                {
                    st.AddUv2(mdt.GetVertexUv2(i));
                }

                st.AddNormal(newNorm);
                st.AddVertex(newVer);

                boneAmount += mdt.GetVertexBones(i).Length;
            }

            //creating indexes
            for (int face = 0; face < mdt.GetFaceCount(); face++)
            {
                for (int faceI = 0; faceI < 3; faceI++)
                {
                    var ind = mdt.GetFaceVertex(face, faceI);
                    st.AddIndex(ind);
                }
            }

            st.GenerateTangents();
            return(st.CommitToArrays());
        }
Пример #11
0
    public override void _Ready()
    {
        var mesh = new PlaneMesh();

        mesh.Size           = new Vector2(size, size);
        mesh.SubdivideDepth = 3;
        mesh.SubdivideWidth = (int)position.x == 0 ? (int)size : 3;

        var surface_tool = new SurfaceTool();

        surface_tool.CreateFrom(mesh, 0);
        var mesh_tool = new MeshDataTool();

        mesh_tool.CreateFromSurface(surface_tool.Commit(), 0);

        var biome = GetBiome(/*hydro_noise.GetNoise2dv(position / size), */ heat_noise.GetNoise2d(position.x / size / 10.0f, position.y));

        for (int i = 0; i < mesh_tool.GetVertexCount(); ++i)
        {
            var vertex            = mesh_tool.GetVertex(i);
            var vertex_global_pos = position + new Vector2(vertex.x, vertex.z);

            var height_noise_val = height_noise.GetNoise2dv(vertex_global_pos);
            vertex.y = height_noise_val * 20;
            var color_factor = (height_noise_val + 1) / 2.0f;

            var hydro_val = (int)Math.Round(hydro_noise.GetNoise2dv(vertex_global_pos));

            if ((int)vertex.x == 0 && (int)position.x == 0)
            {
                mesh_tool.SetVertexColor(i, new Color(color_factor, color_factor / 2, 0.0f));
            }
            else if (hydro_val == -1)
            {
                mesh_tool.SetVertexColor(i, biome.dry_color * color_factor);
            }
            else if (hydro_val == 1)
            {
                mesh_tool.SetVertexColor(i, biome.humid_color * color_factor);
            }
            else
            {
                mesh_tool.SetVertexColor(i, biome.ground_color * color_factor);
            }
            mesh_tool.SetVertex(i, vertex);
        }

        /*if (base_tree_mesh == null && ResourceLoader.Exists("res://assets/tree.obj"))
         * {
         *      base_tree_mesh = ResourceLoader.Load<Mesh>("res://assets/tree.obj");
         * }
         * if (base_tree_material == null && ResourceLoader.Exists("res://assets/tree.tres"))
         * {
         *      Console.WriteLine("OK");
         *      base_tree_material = ResourceLoader.Load<SpatialMaterial>("res://assets/tree.tres");
         * }
         *
         * MultiMesh trees = new MultiMesh();
         * trees.Mesh = base_tree_mesh;
         * trees.TransformFormat = MultiMesh.TransformFormatEnum.Transform3d;
         *
         * if ((int)position.x == 0)
         * {
         *      var points1 = Utility.UniformPoissonDiskSampler.SampleRectangle(-new Vector2(size, size) / 2, new Vector2(-5, size / 2.0f), biome.tree_spacing);
         *      var points2 = Utility.UniformPoissonDiskSampler.SampleRectangle(new Vector2(5, 0), new Vector2(size, size) / 2, biome.tree_spacing);
         *      trees.InstanceCount = points1.Count + points2.Count;
         *
         *      int i = 0;
         *      foreach (var p in points1)
         *      {
         *              trees.SetInstanceTransform(i, Transform.Identity.Scaled(new Vector3(1, biome.tree_size, 1)).Translated(new Vector3(p.x, height_noise.GetNoise2dv(position + p) * 20, p.y)));
         ++i;
         *      }
         *
         *      foreach (var p in points2)
         *      {
         *              trees.SetInstanceTransform(i, Transform.Identity.Scaled(new Vector3(1, biome.tree_size, 1)).Translated(new Vector3(p.x, height_noise.GetNoise2dv(position + p) * 20, p.y)));
         ++i;
         *      }
         * }
         * else
         * {
         *      var points = Utility.UniformPoissonDiskSampler.SampleRectangle(-new Vector2(size, size) / 2, new Vector2(size, size) / 2, biome.tree_spacing);
         *      trees.InstanceCount = points.Count;
         *      int i = 0;
         *      foreach (var p in points)
         *      {
         *              trees.SetInstanceTransform(i, Transform.Identity.Scaled(new Vector3(1, biome.tree_size, 1)).Translated(new Vector3(p.x, height_noise.GetNoise2dv(position + p) * 20, p.y)));
         ++i;
         *      }
         * }
         *
         * MultiMeshInstance child = new MultiMeshInstance();
         * child.Multimesh = trees;
         * child.MaterialOverride = base_tree_material;
         * AddChild(child);*/

        var array = new ArrayMesh();

        mesh_tool.CommitToSurface(array);
        Mesh = array;

        if (base_shader == null && ResourceLoader.Exists("res://assets/chunk_shader.tres"))
        {
            base_shader = ResourceLoader.Load <ShaderMaterial>("res://assets/chunk_shader.tres");
        }
        var shader = base_shader;

        MaterialOverride = shader;
    }