9 releases (breaking)
0.7.1 | Sep 23, 2021 |
---|---|
0.7.0 | Jun 14, 2021 |
0.6.0 | Mar 21, 2021 |
0.5.0 | Feb 8, 2021 |
0.1.0 | Oct 26, 2020 |
#1862 in Data structures
21 downloads per month
Used in building-blocks
415KB
9K
SLoC
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:
- get the desired chunk extent
- pad the extent for a particular meshing algorithm
- copy that extent into an array
- 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 builder = ChunkMapBuilder2x1::new(chunk_shape, 0.0);
let mut map = builder.build_with_hash_map_storage();
// ...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.
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.indexer.extent_for_chunk_with_min(chunk_key)
);
let mut padded_chunk = Array2x1::fill(padded_chunk_extent, 0.0);
copy_extent(&padded_chunk_extent, &map.lod_view(0), &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
.
#
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 = Array2x1::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);
Dependencies
~2.3–3.5MB
~68K SLoC