godot_voxel/meshers/transvoxel/voxel_mesher_transvoxel.h

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#ifndef VOXEL_MESHER_SMOOTH_H
#define VOXEL_MESHER_SMOOTH_H
#include "../voxel_mesher.h"
#include <scene/resources/mesh.h>
class VoxelMesherTransvoxel : public VoxelMesher {
GDCLASS(VoxelMesherTransvoxel, VoxelMesher)
public:
static const int MINIMUM_PADDING = 2;
void build(VoxelMesher::Output &output, const VoxelBuffer &voxels, int padding) override;
int get_minimum_padding() const override;
protected:
static void _bind_methods();
private:
struct ReuseCell {
int vertices[4];
int case_index;
ReuseCell();
};
void build_internal(const VoxelBuffer &voxels, unsigned int channel);
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ReuseCell &get_reuse_cell(Vector3i pos);
void emit_vertex(Vector3 primary, Vector3 normal);
private:
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const Vector3i PAD = Vector3i(1, 1, 1);
Vector<ReuseCell> m_cache[2];
Vector3i m_block_size;
Vector<Vector3> m_output_vertices;
//Vector<Vector3> m_output_vertices_secondary;
Vector<Vector3> m_output_normals;
Vector<int> m_output_indices;
};
#endif // VOXEL_MESHER_SMOOTH_H