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)
[](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