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//! Algorithms for generating triangle meshes from: //! - height maps //! - signed distance fields //! - voxel occupancy grids //! //! All of the algorithms are designed to be used with a `ChunkMap`, such that each chunk will have //! its own mesh. In order to update the mesh for a chunk, you must copy not only the chunk, but //! also some adjacent points, into an array before running the meshing algorithm. //! //! An example of updating chunk meshes for a height map is shown below. The same general pattern //! applies to all meshing algorithms, where you: //! //! 1. get the desired chunk extent //! 2. pad the extent for a particular meshing algorithm //! 3. copy that extent into an array //! 4. mesh that array //! //! ``` //! use building_blocks_core::prelude::*; //! use building_blocks_storage::prelude::*; //! use building_blocks_mesh::height_map::*; //! //! use std::collections::HashSet; //! //! let chunk_shape = PointN([16; 2]); //! let mut map = ChunkMap2::new(chunk_shape, 0.0, (), FastLz4 { level: 10 }); //! //! // Mutate one or more of the chunks... //! let mutated_chunk_keys = [PointN([0; 2]), PointN([16; 2])]; //! //! // For each mutated chunk, and any adjacent chunk, the mesh will need to be updated. //! let mut chunk_keys_to_update: HashSet<Point2i> = HashSet::new(); //! let offsets = Point2i::moore_offsets(); //! for chunk_key in mutated_chunk_keys.into_iter() { //! chunk_keys_to_update.insert(*chunk_key); //! for offset in offsets.iter() { //! chunk_keys_to_update.insert(*chunk_key + *offset * chunk_shape); //! } //! } //! //! // Now we generate mesh vertices for each chunk. //! let local_cache = LocalChunkCache2::new(); //! let reader = ChunkMapReader2::new(&map, &local_cache); //! for chunk_key in chunk_keys_to_update.into_iter() { //! // It's crucial that we pad the chunk so we have access to adjacent points during meshing. //! let padded_chunk_extent = padded_height_map_chunk_extent( //! &map.extent_for_chunk_at_key(&chunk_key) //! ); //! let mut padded_chunk = Array2::fill(padded_chunk_extent, 0.0); //! copy_extent(&padded_chunk_extent, &reader, &mut padded_chunk); //! //! let mut hm_buffer = HeightMapMeshBuffer::default(); //! triangulate_height_map(&padded_chunk, &padded_chunk_extent, &mut hm_buffer); //! // Do something with the mesh output... //! } //! ``` //! //! All of the meshing algorithms are generic enough to work with an array wrapped in a //! `TransformMap`. //! //! ``` //! # use building_blocks_core::prelude::*; //! # use building_blocks_storage::prelude::*; //! # use building_blocks_mesh::height_map::*; //! //! struct OtherHeight(f32); //! //! impl Height for OtherHeight { //! fn height(&self) -> f32 { self.0 } //! } //! //! let extent = Extent2i::from_min_and_shape(PointN([0; 2]), PointN([50; 2])); //! let array = Array2::fill(extent, 0.0); //! let tfm_array = TransformMap::new(&array, |h: f32| OtherHeight(h)); //! let mut hm_buffer = HeightMapMeshBuffer::default(); //! triangulate_height_map(&tfm_array, &extent, &mut hm_buffer); //! ``` pub mod greedy_quads; pub mod height_map; pub mod surface_nets; pub use greedy_quads::{ greedy_quads, padded_greedy_quads_chunk_extent, GreedyQuadsBuffer, MaterialVoxel, Quad, }; pub use height_map::{ padded_height_map_chunk_extent, triangulate_height_map, Height, HeightMapMeshBuffer, }; pub use surface_nets::{ padded_surface_nets_chunk_extent, surface_nets, SignedDistance, SurfaceNetsBuffer, }; #[derive(Default)] pub struct PosNormMesh { pub positions: Vec<[f32; 3]>, /// Surface normal vectors. Not guaranteed to be normalized. pub normals: Vec<[f32; 3]>, /// All of the triangles in the mesh, wound counter-clockwise (right-hand rule). pub indices: Vec<usize>, } impl PosNormMesh { pub fn is_empty(&self) -> bool { self.indices.is_empty() } pub fn clear(&mut self) { self.positions.clear(); self.normals.clear(); self.indices.clear(); } } #[derive(Default)] pub struct PosNormTexMesh { pub positions: Vec<[f32; 3]>, /// Surface normal vectors. Not guaranteed to be normalized. pub normals: Vec<[f32; 3]>, /// Texture coordinates, AKA UVs. pub tex_coords: Vec<[f32; 2]>, /// All of the triangles in the mesh, wound counter-clockwise (right-hand rule). pub indices: Vec<usize>, } impl PosNormTexMesh { pub fn is_empty(&self) -> bool { self.indices.is_empty() } pub fn clear(&mut self) { self.positions.clear(); self.normals.clear(); self.tex_coords.clear(); self.indices.clear(); } }