voxel mesher with ambient occlusion and transparency (voxel.js plugin)
npm install voxel-meshervoxel-mesher
============
A voxel mesher for ndarrays that handles ambient occlusion and transparency.
Based on @mikolalysenko's ao-mesher

npm install voxel-mesher
Load with voxel-plugins
var mesher = game.plugins.get('voxel-mesher');
var mesh = mesher.createVoxelMesh(voxels, voxelSideTextureIDs, voxelSideTextureSizes, position, pad)
Constructs a mesh for voxels.
* voxels: 3D ndarray of voxels
* voxelSideTextureIDs: 2D ndarray (15-bit voxel ID, side 0-6) to 16-bit texture ID, defaults to voxel ID
* voxelSideTextureSizes: 2D ndarray (15-bit voxel ID, side 0-6) to log2(texture size), defaults to 4 (2^4=16)
* position: vector [x,y,z] of this chunk's position
* pad: twice the number of voxels to pad around each edge (4)
Returns a typed array encoding the mesh, or else null if there were no facets.
This is in the same format that voxel-shader expects:
{
vertexArrayObjects: {surface: ..., porous: ...},
center: [x, y, z],
radius: w,
modelMatrix: mat4
}
Other plugins can add their own VAOs to vertexArrayObjects, by listening for the meshed event:
mesher.on('meshed', function(result, gl, vert_data, voxels) {
result.vertexArrayObjects.myVAO = ...
});
This event is used by voxel-wireframe and voxel-chunkborder.
voxel-registry is used to lookup voxel information for meshing,
the following properties are supported:
* transparent: if true, the voxel textures have transparency, otherwise assumed fully opaque
* blockModel: if present, passed to block-models for custom non-cube models
These properties determines the voxel type and how they are meshed:
Solid*: phase 1 rendering pass - included in surface VAO
Opaque*: default, bit 15 set (example: dirt)
Transparent*: property transparent true, bit 15 clear (example: glass)
Porous*: phase 2 rendering pass - included in porous VAO
* blockModel property present
* Allows for translucent (example: stained glass) and custom model (example: slabs) blocks