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 modelsThese properties determines the voxel type and how they are meshed:
surface
VAO
transparent
true, bit 15 clear (example: glass)porous
VAO
blockModel
property present(c) 2013 Mikola Lysenko, (c) 2014-2015 deathcap. MIT License