An algorithm for merging voxels into congruent, convex volumes
(rectangular prisms).
Physics engines love convex shapes.
Use browserify to bundle for the clientside.
var game = ...
var merge = require('voxel-merge')
merge(function(pos) {
return game.getBlock(pos) && !isProcessed(pos)
},
chunk,
function(result) {
merge.voxelsIn(result).forEach(function(pos) {
markProcessed(pos)
})
var position = result.position.map(function(v, i) {return v + result.dims[i] / 2})
var boxShape = new CANNON.Box(new CANNON.Vec3(result.dims[WIDTH] / 2, result.dims[HEIGHT] / 2, result.dims[DEPTH] / 2))
var box = new CANNON.RigidBody(0, boxShape)
box.position.set.apply(box.position, position)
self.world.add(box)
if (!self.debug) return
var mesh = new game.THREE.Mesh(
new game.THREE.CubeGeometry(result.dims[WIDTH],result.dims[HEIGHT],result.dims[DEPTH]),
new game.THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } )
)
chunkItems.push({
mesh: mesh,
body: box
})
box.position.copy(mesh.position)
game.scene.add(mesh)
})