godot_voxel/meshers/voxel_mesher.h

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#ifndef VOXEL_MESHER_H
#define VOXEL_MESHER_H
#include "../cube_tables.h"
#include "../util/fixed_array.h"
#include "../voxel_buffer.h"
#include <scene/resources/mesh.h>
class VoxelMesher : public Reference {
GDCLASS(VoxelMesher, Reference)
public:
struct Input {
const VoxelBuffer &voxels;
int lod; // = 0; // Not initialized because it confused GCC
};
struct Output {
// Each surface correspond to a different material
Vector<Array> surfaces;
FixedArray<Vector<Array>, Cube::SIDE_COUNT> transition_surfaces;
Mesh::PrimitiveType primitive_type = Mesh::PRIMITIVE_TRIANGLES;
unsigned int compression_flags = Mesh::ARRAY_COMPRESS_DEFAULT;
};
virtual void build(Output &output, const Input &voxels);
// Get how many neighbor voxels need to be accessed around the meshed area.
// If this is not respected, the mesher might produce seams at the edges, or an error
int get_minimum_padding() const;
int get_maximum_padding() const;
// Must be cloneable so can be duplicated for use by more than one thread
virtual VoxelMesher *clone();
Ref<Mesh> build_mesh(Ref<VoxelBuffer> voxels);
protected:
static void _bind_methods();
void set_padding(int minimum, int maximum);
private:
int _minimum_padding = 0;
int _maximum_padding = 0;
};
#endif // VOXEL_MESHER_H