A voxel mesher for ndarrays that handles ambient occlusion and transparency.
Based on @mikolalysenko's ao-mesher
npm install voxel-mesher
Load with voxel-plugins
var mesher = game.plugins.get('voxel-mesher');
var mesh = mesher.createVoxelMesh(voxels, voxelSideTextureIDs, voxelSideTextureSizes, position, pad)
Constructs a mesh for voxels
.
voxels
: 3D ndarray of voxelsvoxelSideTextureIDs
: 2D ndarray (15-bit voxel ID, side 0-6) to 16-bit texture ID, defaults to voxel IDvoxelSideTextureSizes
: 2D ndarray (15-bit voxel ID, side 0-6) to log2(texture size), defaults to 4 (2^4=16)position
: vector[x,y,z]
of this chunk's positionpad
: twice the number of voxels to pad around each edge (4)
Returns a typed array encoding the mesh, or else null if there were no facets. This is in the same format that voxel-shader expects:
{
vertexArrayObjects: {surface: ..., porous: ...},
center: [x, y, z],
radius: w,
modelMatrix: mat4
}
Other plugins can add their own VAOs to vertexArrayObjects
, by listening for the meshed
event:
mesher.on('meshed', function(result, gl, vert_data, voxels) {
result.vertexArrayObjects.myVAO = ...
});
This event is used by voxel-wireframe and voxel-chunkborder.
voxel-registry is used to lookup voxel information for meshing, the following properties are supported:
transparent
: if true, the voxel textures have transparency, otherwise assumed fully opaqueblockModel
: if present, passed to block-models for custom non-cube models
These properties determines the voxel type and how they are meshed:
- Solid: phase 1 rendering pass - included in
surface
VAO - Opaque: default, bit 15 set (example: dirt)
- Transparent: property
transparent
true, bit 15 clear (example: glass) - Porous: phase 2 rendering pass - included in
porous
VAO blockModel
property present- Allows for translucent (example: stained glass) and custom model (example: slabs) blocks
(c) 2013 Mikola Lysenko, (c) 2014-2015 deathcap. MIT License