#!/usr/bin/python3 from settings import * from numba import uint8 @njit def get_ao(local_pos, world_pos, world_voxels, plane): x, y, z = local_pos wx, wy, wz = world_pos if plane == "Y": a = is_void((x , y, z - 1), (wx , wy, wz - 1), world_voxels) b = is_void((x - 1, y, z - 1), (wx - 1, wy, wz - 1), world_voxels) c = is_void((x - 1, y, z ), (wx - 1, wy, wz ), world_voxels) d = is_void((x - 1, y, z + 1), (wx - 1, wy, wz + 1), world_voxels) e = is_void((x , y, z + 1), (wx , wy, wz + 1), world_voxels) f = is_void((x + 1, y, z + 1), (wx + 1, wy, wz + 1), world_voxels) g = is_void((x + 1, y, z ), (wx + 1, wy, wz ), world_voxels) h = is_void((x + 1, y, z - 1), (wx + 1, wy, wz - 1), world_voxels) elif plane == "X": a = is_void((x, y , z - 1), (wx, wy , wz - 1), world_voxels) b = is_void((x, y - 1, z - 1), (wx, wy - 1, wz - 1), world_voxels) c = is_void((x, y - 1, z ), (wx, wy - 1, wz ), world_voxels) d = is_void((x, y - 1, z + 1), (wx, wy - 1, wz + 1), world_voxels) e = is_void((x, y , z + 1), (wx, wy , wz + 1), world_voxels) f = is_void((x, y + 1, z + 1), (wx, wy + 1, wz + 1), world_voxels) g = is_void((x, y + 1, z ), (wx, wy + 1, wz ), world_voxels) h = is_void((x, y + 1, z - 1), (wx, wy + 1, wz - 1), world_voxels) else: # Z plane a = is_void((x - 1, y , z), (wx - 1, wy , z), world_voxels) b = is_void((x - 1, y - 1, z), (wx - 1, wy - 1, z), world_voxels) c = is_void((x , y - 1, z), (wx , wy - 1, z), world_voxels) d = is_void((x + 1, y - 1, z), (wx + 1, wy - 1, z), world_voxels) e = is_void((x + 1, y , z), (wx + 1, wy , z), world_voxels) f = is_void((x + 1, y + 1, z), (wx + 1, wy + 1, z), world_voxels) g = is_void((x , y + 1, z), (wx , wy + 1, z), world_voxels) h = is_void((x - 1, y + 1, z), (wx - 1, wy + 1, z), world_voxels) ao = (a + b + c), (g + h + a), (e + f + g), (c + d + e) return ao @njit def to_uint8(x, y, z, voxel_id, face_id, ao_id, flip_id): return (uint8(x), uint8(y), uint8(z), uint8(voxel_id), uint8(face_id), uint8(ao_id), uint8(flip_id) ) @njit def get_chunk_index(world_voxel_pos): wx, wy, wz = world_voxel_pos cx = wx // CHUNK_SIZE cy = wy // CHUNK_SIZE cz = wz // CHUNK_SIZE if not (0 <= cx < WORLD_W and 0 <= cy < WORLD_H and 0 <= cz < WORLD_D): return -1 index = cx + WORLD_W * cz + WORLD_AREA * cy return index @njit def is_void(local_voxel_pos, world_voxel_pos, world_voxels): chunk_index = get_chunk_index(world_voxel_pos) if chunk_index == -1: return False chunk_voxels = world_voxels[chunk_index] x, y, z = local_voxel_pos voxel_index = x % CHUNK_SIZE + z % CHUNK_SIZE * CHUNK_SIZE + y % CHUNK_SIZE * CHUNK_AREA if chunk_voxels[voxel_index]: return False return True @njit def add_data(vertex_data, index, *vertices): for vertex in vertices: for attribute in vertex: vertex_data[index] = attribute index += 1 return index @njit def build_chunk_mesh(chunk_voxels, format_size, chunk_pos, world_voxels): vertex_data = numpy.empty(CHUNK_VOL * 18 * format_size, dtype="uint8") index = 0 for x in range(CHUNK_SIZE): for y in range(CHUNK_SIZE): for z in range(CHUNK_SIZE): voxel_id = chunk_voxels[x + CHUNK_SIZE * z + CHUNK_AREA * y] if not voxel_id: continue # voxel world position cx, cy, cz = chunk_pos wx = x + cx * CHUNK_SIZE wy = y + cy * CHUNK_SIZE wz = z + cz * CHUNK_SIZE # top face if is_void((x, y + 1, z), (wx, wy + 1, wz), world_voxels): # get ao values ao = get_ao((x, y + 1, z), (wx, wy + 1, wz), world_voxels, plane="Y") flip_id = ao[1] + ao[3] > ao[0] + ao[2] # format: x, y, z, voxel_id, face_id, ao_id v0 = to_uint8(x , y + 1, z , voxel_id, 0, ao[0], flip_id) v1 = to_uint8(x + 1, y + 1, z , voxel_id, 0, ao[1], flip_id) v2 = to_uint8(x + 1, y + 1, z + 1, voxel_id, 0, ao[2], flip_id) v3 = to_uint8(x , y + 1, z + 1, voxel_id, 0, ao[3], flip_id) if flip_id: index = add_data(vertex_data, index, v1, v0, v3, v1, v3, v2) else: index = add_data(vertex_data, index, v0, v3, v2, v0, v2, v1) # bottom face if is_void((x, y - 1, z), (wx, wy - 1, wz), world_voxels): ao = get_ao((x, y - 1, z), (wx, wy - 1, wz), world_voxels, plane="Y") flip_id = ao[1] + ao[3] > ao[0] + ao[2] v0 = to_uint8(x , y, z , voxel_id, 1, ao[0], flip_id) v1 = to_uint8(x + 1, y, z , voxel_id, 1, ao[1], flip_id) v2 = to_uint8(x + 1, y, z + 1, voxel_id, 1, ao[2], flip_id) v3 = to_uint8(x , y, z + 1, voxel_id, 1, ao[3], flip_id) if flip_id: index = add_data(vertex_data, index, v1, v3, v0, v1, v2, v3) else: index = add_data(vertex_data, index, v0, v2, v3, v0, v1, v2) # right face if is_void((x + 1, y, z), (wx + 1, wy, wz), world_voxels): ao = get_ao((x + 1, y, z), (wx + 1, wy, wz), world_voxels, plane="X") flip_id = ao[1] + ao[3] > ao[0] + ao[2] v0 = to_uint8(x + 1, y , z , voxel_id, 2, ao[0], flip_id) v1 = to_uint8(x + 1, y + 1, z , voxel_id, 2, ao[1], flip_id) v2 = to_uint8(x + 1, y + 1, z + 1, voxel_id, 2, ao[2], flip_id) v3 = to_uint8(x + 1, y , z + 1, voxel_id, 2, ao[3], flip_id) if flip_id: index = add_data(vertex_data, index, v3, v0, v1, v3, v1, v2) else: index = add_data(vertex_data, index, v0, v1, v2, v0, v2, v3) # left face if is_void((x - 1, y, z), (wx - 1, wy, wz), world_voxels): ao = get_ao((x - 1, y, z), (wx - 1, wy, wz), world_voxels, plane="X") flip_id = ao[1] + ao[3] > ao[0] + ao[2] v0 = to_uint8(x, y , z , voxel_id, 3, ao[0], flip_id) v1 = to_uint8(x, y + 1, z , voxel_id, 3, ao[1], flip_id) v2 = to_uint8(x, y + 1, z + 1, voxel_id, 3, ao[2], flip_id) v3 = to_uint8(x, y , z + 1, voxel_id, 3, ao[3], flip_id) if flip_id: index = add_data(vertex_data, index, v3, v1, v0, v3, v2, v1) else: index = add_data(vertex_data, index, v0, v2, v1, v0, v3, v2) # back face if is_void((x, y, z - 1), (wx, wy, wz - 1), world_voxels): ao = get_ao((x, y, z - 1), (wx, wy, wz - 1), world_voxels, plane="Z") flip_id = ao[1] + ao[3] > ao[0] + ao[2] v0 = to_uint8(x , y , z, voxel_id, 4, ao[0], flip_id) v1 = to_uint8(x , y + 1, z, voxel_id, 4, ao[1], flip_id) v2 = to_uint8(x + 1, y + 1, z, voxel_id, 4, ao[2], flip_id) v3 = to_uint8(x + 1, y , z, voxel_id, 4, ao[3], flip_id) if flip_id: index = add_data(vertex_data, index, v3, v0, v1, v3, v1, v2) else: index = add_data(vertex_data, index, v0, v1, v2, v0, v2, v3) # front face if is_void((x, y, z + 1), (wx, wy, wz + 1), world_voxels): ao = get_ao((x, y, z + 1), (wx, wy, wz + 1), world_voxels, plane="Z") flip_id = ao[1] + ao[3] > ao[0] + ao[2] v0 = to_uint8(x , y , z + 1, voxel_id, 5, ao[0], flip_id) v1 = to_uint8(x , y + 1, z + 1, voxel_id, 5, ao[1], flip_id) v2 = to_uint8(x + 1, y + 1, z + 1, voxel_id, 5, ao[2], flip_id) v3 = to_uint8(x + 1, y , z + 1, voxel_id, 5, ao[3], flip_id) if flip_id: index = add_data(vertex_data, index, v3, v1, v0, v3, v2, v1) else: index = add_data(vertex_data, index, v0, v2, v1, v0, v3, v2) return vertex_data[:index + 1]