godot_voxel/meshers/voxel_mesher.h

58 lines
1.9 KiB
C++

#ifndef VOXEL_MESHER_H
#define VOXEL_MESHER_H
#include "../constants/cube_tables.h"
#include "../util/fixed_array.h"
#include <scene/resources/mesh.h>
class VoxelBuffer;
class VoxelMesher : public Resource {
GDCLASS(VoxelMesher, Resource)
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;
};
// This can be called from multiple threads at once. Make sure member vars are protected or thread-local.
virtual void build(Output &output, const Input &voxels);
// Builds a mesh from the given voxels. This function is simplified to be used by the script API.
Ref<Mesh> build_mesh(Ref<VoxelBuffer> voxels, Array materials);
// Gets how many neighbor voxels need to be accessed around the meshed area, toward negative axes.
// If this is not respected, the mesher might produce seams at the edges, or an error
unsigned int get_minimum_padding() const;
// Gets how many neighbor voxels need to be accessed around the meshed area, toward positive axes.
// If this is not respected, the mesher might produce seams at the edges, or an error
unsigned int get_maximum_padding() const;
virtual Ref<Resource> duplicate(bool p_subresources = false) const { return Ref<Resource>(); }
virtual int get_used_channels_mask() const { return 0; }
virtual bool supports_lod() const { return true; }
protected:
static void _bind_methods();
void set_padding(int minimum, int maximum);
private:
// Set in constructor and never changed after.
unsigned int _minimum_padding = 0;
unsigned int _maximum_padding = 0;
};
#endif // VOXEL_MESHER_H