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https://github.com/copyrighttxt/watrbx-game-engine.git
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fahhh
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#pragma once
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#include "Util/G3DCore.h"
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#include "Util/Vector3int32.h"
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#include "voxel2/Grid.h"
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namespace RBX { namespace Voxel2 {
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class MaterialTable;
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namespace Mesher
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{
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struct Vertex
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{
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Vector3 position;
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unsigned int border: 1;
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unsigned int reserved: 7;
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unsigned int material: 8;
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unsigned int seed: 16;
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};
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struct GraphicsVertex
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{
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Vector3 position;
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Color4uint8 normal; // xyz = normal, w = vertex index (0-2)
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Color4uint8 material[3]; // x = layer index, y = normal segment (0-17), zw = random seed
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};
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struct GraphicsVertexPacked
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{
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Vector3int16 position;
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short id; // vertex index (0-2)
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Color4uint8 normal; // xyz = normal, w = random seed 0
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Color4uint8 material0; // xyz = layer index (0-?), w = random seed 1
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Color4uint8 material1; // xyz = normal segment (0-17), w = random seed 2
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};
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struct Options
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{
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const MaterialTable* materials;
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bool generateWater;
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};
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struct BasicMesh
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{
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std::vector<Vertex> vertices;
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std::vector<unsigned int> indices;
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static bool isWater(const Vertex& v0, const Vertex& v1, const Vertex& v2)
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{
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return (v0.material == Cell::Material_Water || v1.material == Cell::Material_Water || v2.material == Cell::Material_Water);
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}
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};
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struct GraphicsMesh
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{
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std::vector<GraphicsVertex> vertices;
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std::vector<unsigned int> solidIndices;
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std::vector<unsigned int> waterIndices;
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};
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struct GraphicsMeshPacked
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{
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std::vector<GraphicsVertexPacked> vertices;
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std::vector<unsigned int> solidIndices;
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std::vector<unsigned int> waterIndices;
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};
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void prepareTables();
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BasicMesh generateGeometry(const Box& box, const Vector3int32& offset, int lod, const Options& options);
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GraphicsMesh generateGraphicsGeometry(const BasicMesh& mesh, const Options& options);
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GraphicsMeshPacked generateGraphicsGeometryPacked(const BasicMesh& mesh, const Vector4& packInfo, const Options& options);
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struct TriangleAdjacency
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{
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enum
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{
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None = -1,
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Multiple = -2
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};
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int neighbor[3];
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};
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void generateAdjacency(std::vector<TriangleAdjacency>& result, const BasicMesh& mesh);
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void generateEdgeFlags(std::vector<unsigned char>& result, const BasicMesh& mesh, float cutoff);
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typedef const Vector3 TextureBasis[18];
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const TextureBasis& getTextureBasisU();
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const TextureBasis& getTextureBasisV();
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};
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} }
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