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voxel-mesher

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voxel mesher with ambient occlusion and transparency (voxel.js plugin)

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voxel-mesher ============ A voxel mesher for ndarrays that handles ambient occlusion and transparency. Based on @mikolalysenko's [ao-mesher](https://github.com/mikolalysenko/ao-mesher) [![Build Status](https://travis-ci.org/voxel/voxel-mesher.png)](https://travis-ci.org/voxel/voxel-mesher) ## Install npm install voxel-mesher Load with [voxel-plugins](https://github.com/voxel/voxel-plugins) ### API 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 voxels * `voxelSideTextureIDs`: 2D ndarray (15-bit voxel ID, side 0-6) to 16-bit texture ID, defaults to voxel ID * `voxelSideTextureSizes`: 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 position * `pad`: 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](https://github.com/voxel/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](https://github.com/voxel/voxel-wireframe) and [voxel-chunkborder](https://github.com/voxel/voxel-chunkborder). ### Voxel types [voxel-registry](https://github.com/voxel/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 opaque * `blockModel`: if present, passed to [block-models](https://github.com/deathcap/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 # Credits (c) 2013 Mikola Lysenko, (c) 2014-2015 deathcap. MIT License