binary-greedy-meshing 0.4.1

A port of https://github.com/cgerikj/binary-greedy-meshing to Rust.
Documentation

binary-greedy-meshing

Originally a port of Binary Greedy Meshing v2 to Rust, with additional improvements such as support for transparent blocks.

How to use

This crate is used in the Bevy voxel game Riverbed, you can check out the code for usage examples.

Minimal example

use binary_greedy_meshing as bgm;
use std::collections::BTreeSet;

fn main() {
    // This is a flattened 3D array of u16 in ZXY order, of size 64^3 
    // (it represents a 62^3-sized chunk that is padded with neighbor information)
    let mut voxels = [0; bgm::CS_P3];
    // Add 2 voxels of value "1" at position 0;0;0 and 0;1;0
    voxels[bgm::pad_linearize(0, 0, 0)] = 1;
    voxels[bgm::pad_linearize(0, 1, 0)] = 1;
    // Add 1 voxel of value "2" at position 0;2;0
    voxels[bgm::pad_linearize(0, 1, 0)] = 2;
    // Say the value 2 is transparent
    let transparent_blocks = BTreeSet::from([2]);
    // Contain useful buffers that can be cached and cleared 
    // with mesh_data.clear() to avoid re-allocation
    let mut mesher = bgm::MeshData::new();
    // 2 methods are available for the meshing:
    // The "mesh" method only takes the voxel buffer and a BTreeSet signaling the transparent values
    // mesher.mesh(&voxels, transparent_blocks);
    // The "fast_mesh" method is ~4x faster
    // but requires maintaining an opacity and transparency mask for the chunk
    let opaque_mask = bgm::compute_opaque_mask(voxels.as_slice(), &transparent_blocks);
    let trans_mask = bgm::compute_transparent_mask(voxels.as_slice(), &transparent_blocks);
    mesher.fast_mesh(&voxels, &opaque_mask, &trans_mask);
    // Both methods have the same "output" which is stored in mesher.quads
}

What to do with mesh_data.quads

mesh_data.quads is a [Vec<u64>; 6], 1 Vec per face type, each u64 encoding all the information of a quad in the following manner:

(v_type << 32) | (h << 24) | (w << 18) | (z << 12) | (y << 6) | x

The face groups correspond to Up, Down, Right, Left, Front, Back, in this order. (assuming right handed Y up)

The fastest way of rendering quads is using instancing (check this video to learn more about the topic), but if it's not available you can still convert the quads to vertices and indices making a regular mesh, see this Riverbed files for an example of this:

Benchmarks

running cargo bench on AMD Ryzen 5 5500 3.60 GHz:

  • "fast_mesh" with opaque voxels only: 60 µs
  • "mesh" with opaque voxels only: 300 µs
  • "fast_mesh" with opaque & transparents voxels: 85 µs
  • "mesh" with opaque & transparents voxels: 310 µs

This is in line with the 50-200μs performance range reported from the original C version of the library (which doesn't yet support transparency).

The meshing is also ~30x faster than block-mesh-rs which took ~3ms to greedy mesh a chunk on my machine.

chunk sizes are 623 (643 with padding), this crate doesn't support other sizes.