voxel-to-mesh
v0.0.4
Published
transforms voxel data into a webgl compatible mesh
Downloads
4
Readme
voxel-to-mesh
There are a number of techniques for transforming voxel data
[
[0, 0, 0],
[0, 0, 1]
]
into polygonal meshes
{
vertices: [
[0, 1, 0],
[0, 1, 1],
[0, 0, 1],
[0, 0, 0],
[1, 0, 0],
[1, 0, 1],
[1, 1, 1],
[1, 1, 0],
[0, 1, 2],
[0, 0, 2],
[1, 0, 2],
[1, 1, 2]
],
indices: [
[0, 1, 2, 3],
[4, 5, 6, 7],
[3, 4, 7, 0],
[2, 5, 4, 3],
[0, 7, 6, 1],
[1, 8, 9, 2],
[5, 10, 11, 6],
[8, 11, 10, 9],
[9, 10, 5, 2],
[1, 6, 11, 8]
]
}
Voxel-to-mesh utilizes a basic culling technique where any shared faces between voxels are pruned from the mesh. Furthermore, the vertices of these now unconnected lips are consolidated to remove T-junctions. Removing T-junctions is important for at least 2 reasons.
- There are instances when T-junctions can cause visible discontinuities in your mesh.
- Having a closed mesh is necessary for many mesh transformation algorithms such as catmull-clark smoothing.
In the above example, we have two adjacent voxel cubes: [0,0,0]
and [0,0,1]
. They share a face so those rects can be culled. We can see the result has 10 indices (ie rects) instead of 12 (2 * 6 faces) and only 12 vertices instead of 16 (2 * 8 vertices). Culling means our meshes are smaller and will render faster.
install
$ npm install voxel-to-mesh
Usage
import voxelToMesh from 'voxel-to-mesh';
let voxels = [
[0, 0, 0],
[0, 0, 1]
];
const options = {
color: [0, 255, 0, 0.5], //rgba
flatten: false
};
let mesh = voxelToMesh(voxels, options)
API
voxelToMesh(voxels [,options])
int[][] voxels
JSON {} options:
int[] color: default null
boolean convertToTriangles: default true,
boolean flatten: default true
license
MIT