#include "TopingSystem.h" #include "VoxelWorld.h" #include #include namespace voxel { // ── Edge definitions for +Y face ──────────────────────────────── // Each edge sits on one side of the unit square [0,1]² (the XZ plane at y=1). // The bevel strip runs along the edge, with a wedge cross-section // rising from the voxel face (y=1) to a peak (y=1+h) and sloping // inward by width w. // // Cross-section (looking along the strip): // // peak (edge, 1+h) // /| // / | // / | slope face (visible from above) // / | // / | outer wall (visible from the side) // / | // inner outer // (1-w,1) (edge,1) // struct EdgeDef { float sx, sz; // strip start point (on the voxel face) float ex, ez; // strip end point float ix, iz; // inward direction (unit, perpendicular to strip) float nx, nz; // outer wall normal (points outward) }; static const EdgeDef kEdges[4] = { // sx sz ex ez ix iz nx nz { 1.0f, 0.0f, 1.0f, 1.0f,-1.0f, 0.0f, 1.0f, 0.0f }, // bit 0: +X edge { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,-1.0f, 0.0f }, // bit 1: -X edge { 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,-1.0f, 0.0f, 1.0f }, // bit 2: +Z edge { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,-1.0f }, // bit 3: -Z edge }; // ── Helper: emit one triangle (3 vertices, shared normal) ─────── static void emitTri(std::vector& v, float ax, float ay, float az, float bx, float by, float bz, float cx, float cy, float cz, float nx, float ny, float nz) { v.push_back({ ax, ay, az, nx, ny, nz }); v.push_back({ bx, by, bz, nx, ny, nz }); v.push_back({ cx, cy, cz, nx, ny, nz }); } // ═════════════════════════════════════════════════════════════════ // TopingSystem implementation // ═════════════════════════════════════════════════════════════════ void TopingSystem::initialize() { registerDefs(); generateMeshes(); } // ── Register toping types ─────────────────────────────────────── void TopingSystem::registerDefs() { defs_.clear(); // Type 0: Stone bevel — clean angular ridge along open edges // Applied to stone (materialID=3), face +Y { TopingDef def{}; def.materialID = 3; def.face = FACE_POS_Y; def.height = 0.06f; // subtle bevel def.width = 0.12f; def.segments = 1; // single smooth segment per edge defs_.push_back(def); } // Type 1: Grass edge — organic bumpy tufts along open edges // Applied to grass (materialID=1), face +Y { TopingDef def{}; def.materialID = 1; def.face = FACE_POS_Y; def.height = 0.12f; // taller, more visible def.width = 0.18f; def.segments = 4; // subdivided for bumpy profile defs_.push_back(def); } } // ── Generate all 16 mesh variants per def ─────────────────────── void TopingSystem::generateMeshes() { vertices_.clear(); for (auto& def : defs_) { for (int bitmask = 0; bitmask < 16; bitmask++) { generateVariant(def, (uint8_t)bitmask); } } } // ── Generate mesh for one (def, bitmask) pair ─────────────────── // An UNSET bit means the edge is open → add bevel strip. // A SET bit means a neighbor is present → no bevel (toping connects). void TopingSystem::generateVariant(TopingDef& def, uint8_t bitmask) { const uint32_t startOffset = (uint32_t)vertices_.size(); for (int edge = 0; edge < 4; edge++) { if (bitmask & (1 << edge)) continue; // neighbor present → skip const EdgeDef& e = kEdges[edge]; const float w = def.width; const int segs = def.segments; // Build height profile along the strip std::vector heights(segs + 1); if (segs <= 1) { // Stone: constant height (smooth bevel) heights[0] = def.height; heights[1] = def.height; } else { // Grass: sinusoidal bumps, phase offset per edge for variety for (int j = 0; j <= segs; j++) { float t = (float)j / segs; float bump = sinf((t * 2.5f + edge * 0.31f) * 3.14159f); heights[j] = def.height * (0.5f + 0.5f * std::abs(bump)); if (heights[j] < 0.02f) heights[j] = 0.02f; } } // Strip direction const float dx = e.ex - e.sx; const float dz = e.ez - e.sz; for (int i = 0; i < segs; i++) { const float t0 = (float)i / segs; const float t1 = (float)(i + 1) / segs; const float h0 = heights[i]; const float h1 = heights[i + 1]; // Points at t0 along the strip (all at y=1, the voxel face) const float x0 = e.sx + t0 * dx; const float z0 = e.sz + t0 * dz; // Points at t1 const float x1 = e.sx + t1 * dx; const float z1 = e.sz + t1 * dz; // Cross-section at t0: // outerBot = (x0, 1, z0) — on the voxel face, at the edge // peak = (x0, 1+h0, z0) — raised at the edge // inner = (x0+w*ix, 1, z0+w*iz) — on the face, inward const float pk0y = 1.0f + h0; const float in0x = x0 + w * e.ix; const float in0z = z0 + w * e.iz; // Cross-section at t1: const float pk1y = 1.0f + h1; const float in1x = x1 + w * e.ix; const float in1z = z1 + w * e.iz; // ── Outer wall face (vertical, facing outward) ────── // Normal points outward: (nx, 0, nz) // CW winding from outside: peak0→outerBot0→peak1, peak1→outerBot0→outerBot1 emitTri(vertices_, x0, pk0y, z0, x0, 1.0f, z0, x1, pk1y, z1, e.nx, 0.0f, e.nz); emitTri(vertices_, x1, pk1y, z1, x0, 1.0f, z0, x1, 1.0f, z1, e.nx, 0.0f, e.nz); // ── Slope face (from peak down to inner edge) ─────── // Compute normal via cross product of two edge vectors. // v_along_slope = inner - peak = (w*ix, -h, w*iz) at midpoint // v_along_strip = strip direction = (dx/segs, 0, dz/segs) const float avgH = (h0 + h1) * 0.5f; const float asx = w * e.ix; const float asy = -avgH; const float asz = w * e.iz; const float adx = dx / segs; const float adz = dz / segs; // normal = cross(v_along_strip, v_along_slope) float cnx = /* 0*asz - adz*asy = */ adz * avgH; float cny = /* adz*asx - adx*asz = */ adz * asx - adx * asz; float cnz = /* adx*asy - 0*asx = */ -adx * avgH; float clen = sqrtf(cnx * cnx + cny * cny + cnz * cnz); if (clen > 0.0001f) { cnx /= clen; cny /= clen; cnz /= clen; } else { cnx = 0.0f; cny = 1.0f; cnz = 0.0f; } // Ensure normal points upward (slope is visible from above) if (cny < 0.0f) { cnx = -cnx; cny = -cny; cnz = -cnz; } // CW winding from above: peak0→peak1→inner0, inner0→peak1→inner1 emitTri(vertices_, x0, pk0y, z0, x1, pk1y, z1, in0x, 1.0f, in0z, cnx, cny, cnz); emitTri(vertices_, in0x, 1.0f, in0z, x1, pk1y, z1, in1x, 1.0f, in1z, cnx, cny, cnz); } } const uint32_t count = (uint32_t)vertices_.size() - startOffset; def.variants[bitmask] = { startOffset, count }; } // ── Collect toping instances from the world ───────────────────── // Scans every exposed voxel face that matches a registered TopingDef, // computes the 4-bit adjacency bitmask, and emits a TopingInstance. // // Currently only supports FACE_POS_Y (top face). For other faces, // the adjacency directions would need to be adapted to the face plane. void TopingSystem::collectInstances(const VoxelWorld& world) { instances_.clear(); // Quick lookup: material → toping def index (-1 if none) int8_t matToDef[256]; memset(matToDef, -1, sizeof(matToDef)); for (size_t i = 0; i < defs_.size(); i++) { matToDef[defs_[i].materialID] = (int8_t)i; } world.forEachChunk([&](const ChunkPos& cpos, const Chunk& chunk) { for (int z = 0; z < CHUNK_SIZE; z++) { for (int y = 0; y < CHUNK_SIZE; y++) { for (int x = 0; x < CHUNK_SIZE; x++) { const VoxelData& v = chunk.at(x, y, z); if (v.isEmpty()) continue; const uint8_t mat = v.getMaterialID(); const int8_t defIdx = matToDef[mat]; if (defIdx < 0) continue; const TopingDef& def = defs_[defIdx]; // World coordinates const int wx = cpos.x * CHUNK_SIZE + x; const int wy = cpos.y * CHUNK_SIZE + y; const int wz = cpos.z * CHUNK_SIZE + z; // Check if the target face is exposed (neighbor in face direction is empty) // Currently only FACE_POS_Y is supported if (def.face == FACE_POS_Y) { if (!world.getVoxel(wx, wy + 1, wz).isEmpty()) continue; // Face exposed. Compute 4-bit adjacency bitmask. // A neighbor contributes if: same material AND its +Y face is also exposed. uint8_t adj = 0; // bit 0: +X if (world.getVoxel(wx + 1, wy, wz).getMaterialID() == mat && world.getVoxel(wx + 1, wy + 1, wz).isEmpty()) adj |= 1; // bit 1: -X if (world.getVoxel(wx - 1, wy, wz).getMaterialID() == mat && world.getVoxel(wx - 1, wy + 1, wz).isEmpty()) adj |= 2; // bit 2: +Z if (world.getVoxel(wx, wy, wz + 1).getMaterialID() == mat && world.getVoxel(wx, wy + 1, wz + 1).isEmpty()) adj |= 4; // bit 3: -Z if (world.getVoxel(wx, wy, wz - 1).getMaterialID() == mat && world.getVoxel(wx, wy + 1, wz - 1).isEmpty()) adj |= 8; instances_.push_back({ (float)wx, (float)wy, (float)wz, (uint16_t)defIdx, adj }); } // TODO: support other face directions (FACE_NEG_Y, FACE_POS_X, etc.) // Each face direction needs different adjacency directions in its plane. } } } }); } } // namespace voxel