building_blocks_mesh 0.1.0

Fast meshing algorithms for voxel data structures.
Documentation

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.

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 = LocalChunkCache::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...
}