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