├── .gitattributes ├── .gitignore ├── MANIFEST.MF ├── OpenAL64.dll ├── README.md ├── build.xml ├── lwjgl64.dll ├── master-application.jnlp ├── nbproject ├── assets-impl.xml ├── build-impl.xml ├── genfiles.properties ├── private │ ├── private.properties │ └── private.xml ├── project.properties └── project.xml ├── src └── mygame │ └── Main.java └── video-splash.png /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | 4 | # Custom for Visual Studio 5 | *.cs diff=csharp 6 | *.sln merge=union 7 | *.csproj merge=union 8 | *.vbproj merge=union 9 | *.fsproj merge=union 10 | *.dbproj merge=union 11 | 12 | # Standard to msysgit 13 | *.doc diff=astextplain 14 | *.DOC diff=astextplain 15 | *.docx diff=astextplain 16 | *.DOCX diff=astextplain 17 | *.dot diff=astextplain 18 | *.DOT diff=astextplain 19 | *.pdf diff=astextplain 20 | *.PDF diff=astextplain 21 | *.rtf diff=astextplain 22 | *.RTF diff=astextplain 23 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | ################# 2 | ## Eclipse 3 | ################# 4 | 5 | *.pydevproject 6 | .project 7 | .metadata 8 | bin/ 9 | tmp/ 10 | *.tmp 11 | *.bak 12 | *.swp 13 | *~.nib 14 | local.properties 15 | .classpath 16 | .settings/ 17 | .loadpath 18 | 19 | # External tool builders 20 | .externalToolBuilders/ 21 | 22 | # Locally stored "Eclipse launch configurations" 23 | *.launch 24 | 25 | # CDT-specific 26 | .cproject 27 | 28 | # PDT-specific 29 | .buildpath 30 | 31 | 32 | ################# 33 | ## Visual Studio 34 | ################# 35 | 36 | ## Ignore Visual Studio temporary files, build results, and 37 | ## files generated by popular Visual Studio add-ons. 38 | 39 | # User-specific files 40 | *.suo 41 | *.user 42 | *.sln.docstates 43 | 44 | # Build results 45 | 46 | [Dd]ebug/ 47 | [Rr]elease/ 48 | x64/ 49 | build/ 50 | [Bb]in/ 51 | [Oo]bj/ 52 | 53 | # MSTest test Results 54 | [Tt]est[Rr]esult*/ 55 | [Bb]uild[Ll]og.* 56 | 57 | *_i.c 58 | *_p.c 59 | *.ilk 60 | *.meta 61 | *.obj 62 | *.pch 63 | *.pdb 64 | *.pgc 65 | *.pgd 66 | *.rsp 67 | *.sbr 68 | *.tlb 69 | *.tli 70 | *.tlh 71 | *.tmp 72 | *.tmp_proj 73 | *.log 74 | *.vspscc 75 | *.vssscc 76 | .builds 77 | *.pidb 78 | *.log 79 | *.scc 80 | 81 | # Visual C++ cache files 82 | ipch/ 83 | *.aps 84 | *.ncb 85 | *.opensdf 86 | *.sdf 87 | *.cachefile 88 | 89 | # Visual Studio profiler 90 | *.psess 91 | *.vsp 92 | *.vspx 93 | 94 | # Guidance Automation Toolkit 95 | *.gpState 96 | 97 | # ReSharper is a .NET coding add-in 98 | _ReSharper*/ 99 | *.[Rr]e[Ss]harper 100 | 101 | # TeamCity is a build add-in 102 | _TeamCity* 103 | 104 | # DotCover is a Code Coverage Tool 105 | *.dotCover 106 | 107 | # NCrunch 108 | *.ncrunch* 109 | .*crunch*.local.xml 110 | 111 | # Installshield output folder 112 | [Ee]xpress/ 113 | 114 | # DocProject is a documentation generator add-in 115 | DocProject/buildhelp/ 116 | DocProject/Help/*.HxT 117 | DocProject/Help/*.HxC 118 | DocProject/Help/*.hhc 119 | DocProject/Help/*.hhk 120 | DocProject/Help/*.hhp 121 | DocProject/Help/Html2 122 | DocProject/Help/html 123 | 124 | # Click-Once directory 125 | publish/ 126 | 127 | # Publish Web Output 128 | *.Publish.xml 129 | *.pubxml 130 | 131 | # NuGet Packages Directory 132 | ## TODO: If you have NuGet Package Restore enabled, uncomment the next line 133 | #packages/ 134 | 135 | # Windows Azure Build Output 136 | csx 137 | *.build.csdef 138 | 139 | # Windows Store app package directory 140 | AppPackages/ 141 | 142 | # Others 143 | sql/ 144 | *.Cache 145 | ClientBin/ 146 | [Ss]tyle[Cc]op.* 147 | ~$* 148 | *~ 149 | *.dbmdl 150 | *.[Pp]ublish.xml 151 | *.pfx 152 | *.publishsettings 153 | 154 | # RIA/Silverlight projects 155 | Generated_Code/ 156 | 157 | # Backup & report files from converting an old project file to a newer 158 | # Visual Studio version. Backup files are not needed, because we have git ;-) 159 | _UpgradeReport_Files/ 160 | Backup*/ 161 | UpgradeLog*.XML 162 | UpgradeLog*.htm 163 | 164 | # SQL Server files 165 | App_Data/*.mdf 166 | App_Data/*.ldf 167 | 168 | ############# 169 | ## Windows detritus 170 | ############# 171 | 172 | # Windows image file caches 173 | Thumbs.db 174 | ehthumbs.db 175 | 176 | # Folder config file 177 | Desktop.ini 178 | 179 | # Recycle Bin used on file shares 180 | $RECYCLE.BIN/ 181 | 182 | # Mac crap 183 | .DS_Store 184 | 185 | 186 | ############# 187 | ## Python 188 | ############# 189 | 190 | *.py[co] 191 | 192 | # Packages 193 | *.egg 194 | *.egg-info 195 | dist/ 196 | build/ 197 | eggs/ 198 | parts/ 199 | var/ 200 | sdist/ 201 | develop-eggs/ 202 | .installed.cfg 203 | 204 | # Installer logs 205 | pip-log.txt 206 | 207 | # Unit test / coverage reports 208 | .coverage 209 | .tox 210 | 211 | #Translations 212 | *.mo 213 | 214 | #Mr Developer 215 | .mr.developer.cfg 216 | -------------------------------------------------------------------------------- /MANIFEST.MF: -------------------------------------------------------------------------------- 1 | X-Comment: Created with jMonkeyPlatform 2 | -------------------------------------------------------------------------------- /OpenAL64.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/roboleary/GreedyMesh/e65162da8a6e439e064a07ceb5752f4e92715766/OpenAL64.dll -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Greedy meshing for complex voxel data 2 | 3 | This is a Java greedy meshing implementation based on the javascript implementation written by Mikola Lysenko and described in this blog post: 4 | 5 | [http://0fps.wordpress.com/2012/06/30/meshing-in-a-minecraft-game/](http://0fps.wordpress.com/2012/06/30/meshing-in-a-minecraft-game/ "http://0fps.wordpress.com/2012/06/30/meshing-in-a-minecraft-game/") 6 | 7 | The principal changes are: 8 | 9 | * Porting to Java 10 | * Modification in order to compare *voxel faces*, rather than voxels themselves 11 | * Modification to provide for comparison based on multiple attributes simultaneously 12 | 13 | Here is a video showing this implementation being used in a complex voxel engine, to produce greedy meshes in real time. 14 | 15 | [![ScreenShot](./video-splash.png)](https://www.youtube.com/watch?v=0OZxZZCea8I) 16 | 17 | This project is set up for use in JMonkey directly - but the meshing algorithm is fully commented and should be usable on any platform. The full implementation is contained in Main.java. 18 | 19 | Enjoy! 20 | 21 | ## Author 22 | 23 | Robert O'Leary - based on the work of [Mikola Lysenko](http://0fps.wordpress.com/) -------------------------------------------------------------------------------- /build.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | Builds, tests, and runs the project BasicGameTemplate. 12 | 13 | 14 | 75 | 76 | 77 | -------------------------------------------------------------------------------- /lwjgl64.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/roboleary/GreedyMesh/e65162da8a6e439e064a07ceb5752f4e92715766/lwjgl64.dll -------------------------------------------------------------------------------- /master-application.jnlp: -------------------------------------------------------------------------------- 1 | 2 | 3 | ${APPLICATION.TITLE} 4 | ${APPLICATION.VENDOR} 5 | 6 | ${APPLICATION.DESC} 7 | ${APPLICATION.DESC.SHORT} 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | -------------------------------------------------------------------------------- /nbproject/assets-impl.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | -------------------------------------------------------------------------------- /nbproject/build-impl.xml: -------------------------------------------------------------------------------- 1 | 2 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | 136 | 137 | 138 | 139 | 140 | 141 | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | 153 | 154 | 155 | 156 | 157 | 158 | 159 | 160 | 161 | 162 | 163 | 164 | 165 | 166 | 167 | 168 | 169 | 170 | 171 | 172 | 173 | 174 | 175 | 176 | 177 | 178 | 179 | 180 | 181 | 182 | 183 | 184 | 185 | 186 | 187 | 188 | 189 | 190 | 191 | 192 | 193 | 194 | 195 | 196 | 197 | 198 | 199 | 200 | 201 | 202 | 203 | 204 | 205 | 206 | 207 | 208 | 209 | 210 | 211 | 212 | 213 | 214 | 215 | 216 | 217 | 218 | 219 | 220 | 221 | 222 | 223 | 224 | 225 | 226 | 227 | 228 | 229 | 230 | Must set src.dir 231 | Must set build.dir 232 | Must set dist.dir 233 | Must set build.classes.dir 234 | Must set dist.javadoc.dir 235 | Must set build.test.classes.dir 236 | Must set build.test.results.dir 237 | Must set build.classes.excludes 238 | Must set dist.jar 239 | 240 | 241 | 242 | 243 | 244 | 245 | 246 | 247 | 248 | 249 | 250 | 251 | 252 | 253 | 254 | 255 | 256 | 257 | 258 | 259 | 260 | 261 | 262 | 263 | 264 | 265 | 266 | 267 | 268 | 269 | 270 | 271 | 272 | 273 | 274 | 275 | 276 | 277 | 278 | 279 | 280 | 281 | 282 | 283 | 284 | 285 | 286 | 287 | 288 | 289 | 290 | 291 | 292 | 293 | 294 | 295 | 296 | 297 | 298 | 299 | 300 | 301 | 302 | 303 | 304 | 305 | 306 | 307 | 308 | 309 | 310 | 311 | 312 | 313 | 314 | 315 | 316 | 317 | 318 | 319 | 320 | 321 | 322 | 323 | 324 | 325 | 326 | 327 | 328 | 329 | 330 | 331 | 332 | 333 | 334 | 335 | 336 | 337 | Must set javac.includes 338 | 339 | 340 | 341 | 342 | 343 | 344 | 345 | 346 | 347 | 348 | 349 | 350 | 351 | 352 | 353 | 354 | 355 | 356 | 357 | 358 | 359 | 360 | 361 | 362 | 363 | 364 | 365 | 366 | 367 | 368 | 369 | 370 | 371 | 372 | 373 | 374 | 375 | 376 | 377 | 378 | 379 | 380 | 381 | 382 | 383 | 384 | 385 | 386 | 387 | 388 | 389 | 390 | 391 | 392 | 393 | 394 | 395 | 396 | 397 | 398 | 399 | 400 | 401 | 402 | 403 | 404 | 405 | 406 | 407 | 408 | 409 | 410 | 411 | 412 | 413 | 414 | 415 | 416 | 417 | 418 | 419 | 420 | 421 | 422 | 423 | 424 | 425 | 426 | 427 | 428 | 429 | 430 | 431 | 432 | 433 | 434 | 435 | 436 | 437 | 438 | 439 | 440 | 441 | 442 | 443 | 444 | 445 | 446 | 447 | 448 | 449 | 450 | 451 | 452 | 453 | 454 | 455 | 456 | 457 | 458 | 459 | No tests executed. 460 | 461 | 462 | 463 | 464 | 465 | 466 | 467 | 468 | 469 | 470 | 471 | 472 | 473 | 474 | 475 | 476 | 477 | 478 | 479 | 480 | 481 | 482 | 483 | 484 | 485 | 486 | 487 | 488 | 489 | 490 | 491 | 492 | 493 | 494 | 495 | 496 | 497 | 498 | 499 | 500 | 501 | 502 | 503 | 504 | 505 | 506 | 507 | 508 | 509 | 510 | 511 | 512 | 513 | 514 | 515 | 516 | 517 | 518 | 519 | 520 | 521 | 522 | 523 | 524 | 525 | 526 | 527 | 528 | 529 | 530 | 531 | 532 | 533 | 534 | 535 | 536 | 537 | 538 | 539 | 540 | 541 | 542 | 543 | 544 | 545 | 546 | 547 | 548 | 549 | 550 | 551 | 552 | 553 | 554 | 555 | 556 | 557 | 558 | 559 | 560 | 561 | 562 | 563 | 564 | 565 | 566 | 567 | 568 | 569 | 570 | 571 | 572 | 573 | 574 | 575 | 576 | 577 | 578 | 579 | 580 | 581 | 582 | 583 | 584 | 585 | 586 | 587 | 588 | 589 | 590 | 591 | 592 | 593 | 594 | 595 | 596 | 597 | 598 | 599 | 600 | 601 | 602 | 603 | 604 | 605 | 606 | 607 | 608 | 609 | 610 | 611 | 612 | 613 | 614 | 615 | 616 | 617 | 618 | 619 | 620 | 621 | 622 | 623 | 624 | 625 | 626 | 627 | 628 | 629 | 630 | 631 | 632 | 633 | 634 | 635 | 636 | 637 | 638 | 639 | 640 | 641 | 642 | 643 | 644 | 645 | 646 | 647 | 648 | 649 | 650 | 651 | 652 | 653 | 654 | 655 | 656 | 657 | 658 | 659 | 660 | 661 | 664 | 665 | 666 | 667 | 668 | 669 | 670 | 671 | 672 | 673 | 674 | 675 | 676 | 677 | 678 | 679 | 680 | 681 | 682 | 683 | 684 | 685 | 686 | 687 | 688 | 689 | 690 | 691 | 692 | 693 | 694 | 695 | 696 | 697 | 698 | 699 | 700 | 701 | 702 | 703 | 704 | 705 | 706 | Must set JVM to use for profiling in profiler.info.jvm 707 | Must set profiler agent JVM arguments in profiler.info.jvmargs.agent 708 | 709 | 712 | 713 | 714 | 715 | 716 | 717 | 718 | 719 | 720 | 721 | 722 | 723 | 724 | 725 | 726 | 727 | 728 | 729 | 730 | 731 | 732 | 733 | 734 | 735 | 736 | 737 | 738 | 739 | 740 | 741 | 742 | 743 | 744 | 745 | 746 | 747 | 748 | 749 | 750 | 751 | 752 | 753 | 754 | 755 | 756 | 757 | 758 | 759 | 760 | 761 | 762 | 763 | 764 | 765 | 766 | 767 | 768 | 769 | 770 | 771 | 772 | 773 | 774 | 775 | 776 | 777 | 778 | 779 | 780 | 781 | 782 | 783 | 784 | 785 | 786 | 787 | 788 | 789 | 790 | 791 | 792 | 793 | 794 | 795 | 796 | 797 | 798 | 799 | 800 | 801 | 802 | 803 | 804 | 805 | 806 | 807 | 808 | 809 | 810 | 811 | 812 | 813 | 814 | 815 | 816 | 817 | 818 | 819 | 820 | 821 | 822 | 823 | 824 | 825 | 826 | 827 | 828 | 829 | 830 | 831 | 832 | 833 | 834 | 835 | 836 | 837 | 838 | 839 | 840 | 841 | 842 | 843 | 844 | 845 | 846 | 847 | 848 | 849 | 850 | 851 | 852 | 853 | 854 | 855 | 856 | 857 | 858 | 859 | 860 | 861 | 862 | 863 | 864 | 865 | 866 | 867 | 868 | 869 | 870 | 875 | 876 | 877 | 878 | 879 | 880 | 881 | 882 | 883 | 884 | 885 | 886 | 887 | 888 | 889 | 890 | 891 | 892 | 893 | 894 | 895 | 896 | 897 | 898 | 899 | 900 | 901 | 902 | 903 | 904 | 905 | 906 | 907 | 908 | 909 | 910 | 911 | 912 | 913 | 914 | 915 | 916 | 917 | 918 | 919 | 920 | 921 | 922 | 923 | 924 | 925 | 926 | 927 | 928 | 929 | 930 | 931 | 932 | 933 | 934 | 935 | Must select some files in the IDE or set javac.includes 936 | 937 | 938 | 939 | 940 | 941 | 942 | 943 | 944 | 949 | 950 | 951 | 952 | 953 | 954 | 955 | 956 | 957 | 958 | 959 | 960 | 961 | 962 | 963 | 964 | 965 | 966 | 967 | 968 | 969 | To run this application from the command line without Ant, try: 970 | 971 | 972 | 973 | 974 | 975 | 976 | java -cp "${run.classpath.with.dist.jar}" ${main.class} 977 | 978 | 979 | 980 | 981 | 982 | 983 | 984 | 985 | 986 | 987 | 988 | 989 | 990 | 991 | 992 | 993 | 994 | 995 | 996 | 997 | 998 | 999 | 1000 | 1001 | To run this application from the command line without Ant, try: 1002 | 1003 | java -jar "${dist.jar.resolved}" 1004 | 1005 | 1006 | 1007 | 1008 | 1009 | 1010 | 1011 | 1012 | 1013 | 1014 | 1015 | 1016 | 1021 | 1022 | 1023 | 1024 | 1025 | 1026 | 1027 | 1028 | 1029 | 1030 | 1031 | 1032 | Must select one file in the IDE or set run.class 1033 | 1034 | 1035 | 1036 | Must select one file in the IDE or set run.class 1037 | 1038 | 1039 | 1044 | 1045 | 1046 | 1047 | 1048 | 1049 | 1050 | 1051 | 1052 | 1053 | 1054 | 1055 | 1056 | 1057 | 1058 | 1059 | 1060 | 1061 | 1062 | 1063 | Must select one file in the IDE or set debug.class 1064 | 1065 | 1066 | 1067 | 1068 | Must select one file in the IDE or set debug.class 1069 | 1070 | 1071 | 1072 | 1073 | Must set fix.includes 1074 | 1075 | 1076 | 1077 | 1078 | 1079 | 1080 | 1085 | 1088 | 1089 | This target only works when run from inside the NetBeans IDE. 1090 | 1091 | 1092 | 1093 | 1094 | 1095 | 1096 | 1097 | 1098 | Must select one file in the IDE or set profile.class 1099 | This target only works when run from inside the NetBeans IDE. 1100 | 1101 | 1102 | 1103 | 1104 | 1105 | 1106 | 1107 | 1108 | This target only works when run from inside the NetBeans IDE. 1109 | 1110 | 1111 | 1112 | 1113 | 1114 | 1115 | 1116 | 1117 | 1118 | 1119 | 1120 | 1121 | This target only works when run from inside the NetBeans IDE. 1122 | 1123 | 1124 | 1125 | 1126 | 1127 | 1128 | 1129 | 1130 | 1131 | 1132 | 1133 | 1134 | 1135 | 1136 | 1137 | 1138 | 1139 | 1140 | 1141 | 1142 | 1143 | 1146 | 1147 | 1148 | 1149 | 1150 | 1151 | 1152 | 1153 | 1154 | 1155 | 1156 | 1157 | 1158 | 1159 | Must select one file in the IDE or set run.class 1160 | 1161 | 1162 | 1163 | 1164 | 1165 | Must select some files in the IDE or set test.includes 1166 | 1167 | 1168 | 1169 | 1170 | Must select one file in the IDE or set run.class 1171 | 1172 | 1173 | 1174 | 1175 | Must select one file in the IDE or set applet.url 1176 | 1177 | 1178 | 1179 | 1184 | 1185 | 1186 | 1187 | 1188 | 1189 | 1190 | 1191 | 1192 | 1193 | 1194 | 1195 | 1196 | 1197 | 1198 | 1199 | 1200 | 1201 | 1202 | 1203 | 1204 | 1205 | 1206 | 1207 | 1208 | 1209 | 1210 | 1211 | 1212 | 1213 | 1214 | 1215 | 1216 | 1217 | 1218 | 1219 | 1220 | 1225 | 1226 | 1227 | 1228 | 1229 | 1230 | 1231 | 1232 | 1233 | 1234 | 1235 | 1236 | 1237 | 1238 | 1239 | 1240 | 1241 | 1242 | 1243 | 1244 | 1245 | 1246 | 1247 | 1248 | 1249 | Must select some files in the IDE or set javac.includes 1250 | 1251 | 1252 | 1253 | 1254 | 1255 | 1256 | 1257 | 1258 | 1259 | 1264 | 1265 | 1266 | 1267 | 1268 | 1269 | 1270 | 1271 | Some tests failed; see details above. 1272 | 1273 | 1274 | 1275 | 1276 | 1277 | 1278 | 1279 | 1280 | Must select some files in the IDE or set test.includes 1281 | 1282 | 1283 | 1284 | Some tests failed; see details above. 1285 | 1286 | 1287 | 1288 | Must select some files in the IDE or set test.class 1289 | Must select some method in the IDE or set test.method 1290 | 1291 | 1292 | 1293 | Some tests failed; see details above. 1294 | 1295 | 1296 | 1301 | 1302 | Must select one file in the IDE or set test.class 1303 | 1304 | 1305 | 1306 | Must select one file in the IDE or set test.class 1307 | Must select some method in the IDE or set test.method 1308 | 1309 | 1310 | 1311 | 1312 | 1313 | 1314 | 1315 | 1316 | 1317 | 1318 | 1319 | 1324 | 1325 | Must select one file in the IDE or set applet.url 1326 | 1327 | 1328 | 1329 | 1330 | 1331 | 1332 | 1337 | 1338 | Must select one file in the IDE or set applet.url 1339 | 1340 | 1341 | 1342 | 1343 | 1344 | 1345 | 1346 | 1351 | 1352 | 1353 | 1354 | 1355 | 1356 | 1357 | 1358 | 1359 | 1360 | 1361 | 1362 | 1363 | 1364 | 1365 | 1366 | 1367 | 1368 | 1369 | 1370 | 1371 | 1372 | 1373 | 1374 | 1375 | 1376 | 1377 | 1378 | 1379 | 1380 | 1381 | 1382 | 1383 | 1384 | 1385 | 1386 | 1387 | 1388 | 1389 | 1390 | 1391 | 1392 | 1393 | 1394 | 1395 | 1396 | -------------------------------------------------------------------------------- /nbproject/genfiles.properties: -------------------------------------------------------------------------------- 1 | build.xml.data.CRC32=94bf7c61 2 | build.xml.script.CRC32=79a29eb7 3 | build.xml.stylesheet.CRC32=958a1d3e@1.32.1.45 4 | # This file is used by a NetBeans-based IDE to track changes in generated files such as build-impl.xml. 5 | # Do not edit this file. You may delete it but then the IDE will never regenerate such files for you. 6 | nbproject/build-impl.xml.data.CRC32=e7a6c31e 7 | nbproject/build-impl.xml.script.CRC32=5c06ba0d 8 | nbproject/build-impl.xml.stylesheet.CRC32=c6d2a60f@1.56.1.46 9 | -------------------------------------------------------------------------------- /nbproject/private/private.properties: -------------------------------------------------------------------------------- 1 | user.properties.file=C:\\Users\\asus\\AppData\\Roaming\\.jmonkeyplatform\\3.0\\build.properties 2 | -------------------------------------------------------------------------------- /nbproject/private/private.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | -------------------------------------------------------------------------------- /nbproject/project.properties: -------------------------------------------------------------------------------- 1 | application.title=MyGame 2 | application.vendor=MyCompany 3 | assets.jar.name=assets.jar 4 | assets.excludes=**/*.j3odata,**/*.mesh,**/*.skeleton,**/*.mesh\.xml,**/*.skeleton\.xml,**/*.scene,**/*.material,**/*.obj,**/*.mtl,**/*.3ds,**/*.dae,**/*.blend,**/*.blend*[0-9] 5 | assets.folder.name=assets 6 | assets.compress=true 7 | build.classes.dir=${build.dir}/classes 8 | build.classes.excludes=**/*.java,**/*.form 9 | # This directory is removed when the project is cleaned: 10 | build.dir=build 11 | build.generated.dir=${build.dir}/generated 12 | build.generated.sources.dir=${build.dir}/generated-sources 13 | # Only compile against the classpath explicitly listed here: 14 | build.sysclasspath=ignore 15 | build.test.classes.dir=${build.dir}/test/classes 16 | build.test.results.dir=${build.dir}/test/results 17 | compile.on.save=true 18 | # Uncomment to specify the preferred debugger connection transport: 19 | #debug.transport=dt_socket 20 | debug.classpath=\ 21 | ${run.classpath} 22 | debug.test.classpath=\ 23 | ${run.test.classpath} 24 | # This directory is removed when the project is cleaned: 25 | dist.dir=dist 26 | dist.jar=${dist.dir}/${application.title}.jar 27 | dist.javadoc.dir=${dist.dir}/javadoc 28 | endorsed.classpath= 29 | excludes= 30 | includes=** 31 | jar.compress=false 32 | javac.classpath=\ 33 | ${libs.jme3.classpath}:\ 34 | ${libs.jme3-libraries.classpath} 35 | # Space-separated list of extra javac options 36 | javac.compilerargs= 37 | javac.deprecation=false 38 | javac.source=1.5 39 | javac.target=1.5 40 | javac.test.classpath=\ 41 | ${javac.classpath}:\ 42 | ${build.classes.dir} 43 | javadoc.additionalparam= 44 | javadoc.author=false 45 | javadoc.encoding=${source.encoding} 46 | javadoc.noindex=false 47 | javadoc.nonavbar=false 48 | javadoc.notree=false 49 | javadoc.private=false 50 | javadoc.splitindex=true 51 | javadoc.use=true 52 | javadoc.version=false 53 | javadoc.windowtitle= 54 | jaxbwiz.endorsed.dirs="${netbeans.home}/../ide12/modules/ext/jaxb/api" 55 | jnlp.codebase.type=local 56 | jnlp.descriptor=application 57 | jnlp.enabled=false 58 | jnlp.offline-allowed=false 59 | jnlp.signed=false 60 | main.class=mygame.Main 61 | meta.inf.dir=${src.dir}/META-INF 62 | manifest.file=MANIFEST.MF 63 | platform.active=default_platform 64 | run.classpath=\ 65 | ${javac.classpath}:\ 66 | ${build.classes.dir}:\ 67 | ${assets.folder.name} 68 | # Space-separated list of JVM arguments used when running the project 69 | # (you may also define separate properties like run-sys-prop.name=value instead of -Dname=value 70 | # or test-sys-prop.name=value to set system properties for unit tests): 71 | run.jvmargs= 72 | run.test.classpath=\ 73 | ${javac.test.classpath}:\ 74 | ${build.test.classes.dir} 75 | source.encoding=UTF-8 76 | src.dir=src 77 | -------------------------------------------------------------------------------- /nbproject/project.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | org.netbeans.modules.java.j2seproject 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | GreedyMesh 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | -------------------------------------------------------------------------------- /src/mygame/Main.java: -------------------------------------------------------------------------------- 1 | package mygame; 2 | 3 | import com.jme3.app.SimpleApplication; 4 | import com.jme3.material.Material; 5 | import com.jme3.math.Vector3f; 6 | import com.jme3.scene.Geometry; 7 | import com.jme3.scene.Mesh; 8 | import com.jme3.scene.VertexBuffer.Type; 9 | import com.jme3.system.AppSettings; 10 | import com.jme3.util.BufferUtils; 11 | 12 | /** 13 | * This is a Java greedy meshing implementation based on the javascript implementation 14 | * written by Mikola Lysenko and described in this blog post: 15 | * 16 | * http://0fps.wordpress.com/2012/06/30/meshing-in-a-minecraft-game/ 17 | * 18 | * The principal changes are: 19 | * 20 | * - Porting to Java 21 | * - Modification in order to compare *voxel faces*, rather than voxels themselves 22 | * - Modification to provide for comparison based on multiple attributes simultaneously 23 | * 24 | * This class is ready to be used on the JMonkey platform - but the algorithm should be 25 | * usable in any case. 26 | * 27 | * @author Rob O'Leary 28 | */ 29 | public class Main extends SimpleApplication { 30 | 31 | /* 32 | * In this test each voxel has a size of one world unit - in reality a voxel engine 33 | * might have larger voxels - and there's a multiplication of the vertex coordinates 34 | * below to account for this. 35 | */ 36 | private static final int VOXEL_SIZE = 1; 37 | 38 | /* 39 | * These are the chunk dimensions - it may not be the case in every voxel engine that 40 | * the data is rendered in chunks - but this demo assumes so. Anyway the chunk size is 41 | * just used to populate the sample data array. Also, in reality the chunk size will likely 42 | * be larger - for example, in my voxel engine chunks are 16x16x16 - but the small size 43 | * here allows for a simple demostration. 44 | */ 45 | private static final int CHUNK_WIDTH = 3; 46 | private static final int CHUNK_HEIGHT = 3; 47 | 48 | /* 49 | * This is a 3D array of sample data - I'm using voxel faces here because I'm returning 50 | * the same data for each face in this example - but calls to the getVoxelFace function below 51 | * will return variations on voxel data per face in a real engine. For example, in my system 52 | * each voxel has a type, temperature, humidity, etc - which are constant across all faces, and 53 | * then attributes like sunlight, artificial light which face per face or even per vertex. 54 | */ 55 | private final VoxelFace [][][] voxels = new VoxelFace [CHUNK_WIDTH][CHUNK_HEIGHT][CHUNK_WIDTH]; 56 | 57 | /* 58 | * These are just constants to keep track of which face we're dealing with - their actual 59 | * values are unimportantly - only that they're constant. 60 | */ 61 | private static final int SOUTH = 0; 62 | private static final int NORTH = 1; 63 | private static final int EAST = 2; 64 | private static final int WEST = 3; 65 | private static final int TOP = 4; 66 | private static final int BOTTOM = 5; 67 | 68 | /** 69 | * This class is used to encapsulate all information about a single voxel face. Any number of attributes can be 70 | * included - and the equals function will be called in order to compare faces. This is important because it 71 | * allows different faces of the same voxel to be merged based on varying attributes. 72 | * 73 | * Each face can contain vertex data - for example, int[] sunlight, in order to compare vertex attributes. 74 | * 75 | * Since it's optimal to combine greedy meshing with face culling, I have included a "transparent" attribute here 76 | * and the mesher skips transparent voxel faces. The getVoxelData function below - or whatever it's equivalent 77 | * might be when this algorithm is used in a real engine - could set the transparent attribute on faces based 78 | * on whether they should be visible or not. 79 | */ 80 | class VoxelFace { 81 | 82 | public boolean transparent; 83 | public int type; 84 | public int side; 85 | 86 | public boolean equals(final VoxelFace face) { return face.transparent == this.transparent && face.type == this.type; } 87 | } 88 | 89 | /** 90 | * This is just the main function used to start the demo on JMonkey. 91 | * 92 | * @param args 93 | */ 94 | public static void main(String[] args) { 95 | 96 | final Main app = new Main(); 97 | app.settings = new AppSettings(true); 98 | app.setShowSettings(false); 99 | app.settings.setResolution(1280, 720); 100 | 101 | app.start(); 102 | } 103 | 104 | /** 105 | * This is an initialization function used here to set up the sample voxel data 106 | * and launch the greedy meshing. 107 | */ 108 | @Override 109 | public void simpleInitApp() { 110 | 111 | VoxelFace face; 112 | 113 | for (int i = 0; i < CHUNK_WIDTH; i++) { 114 | 115 | for (int j = 0; j < CHUNK_HEIGHT; j++) { 116 | 117 | for (int k = 0; k < CHUNK_HEIGHT; k++) { 118 | 119 | if (i > CHUNK_WIDTH/2 && i < CHUNK_WIDTH*0.75 && 120 | j > CHUNK_HEIGHT/2 && j < CHUNK_HEIGHT*0.75 && 121 | k > CHUNK_HEIGHT/2 && k < CHUNK_HEIGHT*0.75) { 122 | 123 | /* 124 | * We add a set of voxels of type 1 at the top-right of the chunk. 125 | * 126 | */ 127 | face = new VoxelFace(); 128 | face.type = 1; 129 | 130 | /* 131 | * To see an example of face culling being used in combination with 132 | * greedy meshing, you could set the trasparent attribute to true. 133 | */ 134 | // face.transparent = true; 135 | 136 | } else if (i == 0) { 137 | 138 | /* 139 | * We add a set of voxels of type 2 on the left of the chunk. 140 | */ 141 | face = new VoxelFace(); 142 | face.type = 2; 143 | 144 | } else { 145 | 146 | /* 147 | * And the rest are set to type 3. 148 | */ 149 | face = new VoxelFace(); 150 | face.type = 3; 151 | } 152 | 153 | voxels[i][j][k] = face; 154 | } 155 | } 156 | } 157 | 158 | /* 159 | * And now that the sample data is prepared, we launch the greedy meshing. 160 | */ 161 | greedy(); 162 | } 163 | 164 | /** 165 | * 166 | */ 167 | void greedy() { 168 | 169 | /* 170 | * These are just working variables for the algorithm - almost all taken 171 | * directly from Mikola Lysenko's javascript implementation. 172 | */ 173 | int i, j, k, l, w, h, u, v, n, side = 0; 174 | 175 | final int[] x = new int []{0,0,0}; 176 | final int[] q = new int []{0,0,0}; 177 | final int[] du = new int[]{0,0,0}; 178 | final int[] dv = new int[]{0,0,0}; 179 | 180 | /* 181 | * We create a mask - this will contain the groups of matching voxel faces 182 | * as we proceed through the chunk in 6 directions - once for each face. 183 | */ 184 | final VoxelFace[] mask = new VoxelFace [CHUNK_WIDTH * CHUNK_HEIGHT]; 185 | 186 | /* 187 | * These are just working variables to hold two faces during comparison. 188 | */ 189 | VoxelFace voxelFace, voxelFace1; 190 | 191 | /** 192 | * We start with the lesser-spotted boolean for-loop (also known as the old flippy floppy). 193 | * 194 | * The variable backFace will be TRUE on the first iteration and FALSE on the second - this allows 195 | * us to track which direction the indices should run during creation of the quad. 196 | * 197 | * This loop runs twice, and the inner loop 3 times - totally 6 iterations - one for each 198 | * voxel face. 199 | */ 200 | for (boolean backFace = true, b = false; b != backFace; backFace = backFace && b, b = !b) { 201 | 202 | /* 203 | * We sweep over the 3 dimensions - most of what follows is well described by Mikola Lysenko 204 | * in his post - and is ported from his Javascript implementation. Where this implementation 205 | * diverges, I've added commentary. 206 | */ 207 | for(int d = 0; d < 3; d++) { 208 | 209 | u = (d + 1) % 3; 210 | v = (d + 2) % 3; 211 | 212 | x[0] = 0; 213 | x[1] = 0; 214 | x[2] = 0; 215 | 216 | q[0] = 0; 217 | q[1] = 0; 218 | q[2] = 0; 219 | q[d] = 1; 220 | 221 | /* 222 | * Here we're keeping track of the side that we're meshing. 223 | */ 224 | if (d == 0) { side = backFace ? WEST : EAST; } 225 | else if (d == 1) { side = backFace ? BOTTOM : TOP; } 226 | else if (d == 2) { side = backFace ? SOUTH : NORTH; } 227 | 228 | /* 229 | * We move through the dimension from front to back 230 | */ 231 | for(x[d] = -1; x[d] < CHUNK_WIDTH;) { 232 | 233 | /* 234 | * ------------------------------------------------------------------- 235 | * We compute the mask 236 | * ------------------------------------------------------------------- 237 | */ 238 | n = 0; 239 | 240 | for(x[v] = 0; x[v] < CHUNK_HEIGHT; x[v]++) { 241 | 242 | for(x[u] = 0; x[u] < CHUNK_WIDTH; x[u]++) { 243 | 244 | /* 245 | * Here we retrieve two voxel faces for comparison. 246 | */ 247 | voxelFace = (x[d] >= 0 ) ? getVoxelFace(x[0], x[1], x[2], side) : null; 248 | voxelFace1 = (x[d] < CHUNK_WIDTH - 1) ? getVoxelFace(x[0] + q[0], x[1] + q[1], x[2] + q[2], side) : null; 249 | 250 | /* 251 | * Note that we're using the equals function in the voxel face class here, which lets the faces 252 | * be compared based on any number of attributes. 253 | * 254 | * Also, we choose the face to add to the mask depending on whether we're moving through on a backface or not. 255 | */ 256 | mask[n++] = ((voxelFace != null && voxelFace1 != null && voxelFace.equals(voxelFace1))) 257 | ? null 258 | : backFace ? voxelFace1 : voxelFace; 259 | } 260 | } 261 | 262 | x[d]++; 263 | 264 | /* 265 | * Now we generate the mesh for the mask 266 | */ 267 | n = 0; 268 | 269 | for(j = 0; j < CHUNK_HEIGHT; j++) { 270 | 271 | for(i = 0; i < CHUNK_WIDTH;) { 272 | 273 | if(mask[n] != null) { 274 | 275 | /* 276 | * We compute the width 277 | */ 278 | for(w = 1; i + w < CHUNK_WIDTH && mask[n + w] != null && mask[n + w].equals(mask[n]); w++) {} 279 | 280 | /* 281 | * Then we compute height 282 | */ 283 | boolean done = false; 284 | 285 | for(h = 1; j + h < CHUNK_HEIGHT; h++) { 286 | 287 | for(k = 0; k < w; k++) { 288 | 289 | if(mask[n + k + h * CHUNK_WIDTH] == null || !mask[n + k + h * CHUNK_WIDTH].equals(mask[n])) { done = true; break; } 290 | } 291 | 292 | if(done) { break; } 293 | } 294 | 295 | /* 296 | * Here we check the "transparent" attribute in the VoxelFace class to ensure that we don't mesh 297 | * any culled faces. 298 | */ 299 | if (!mask[n].transparent) { 300 | /* 301 | * Add quad 302 | */ 303 | x[u] = i; 304 | x[v] = j; 305 | 306 | du[0] = 0; 307 | du[1] = 0; 308 | du[2] = 0; 309 | du[u] = w; 310 | 311 | dv[0] = 0; 312 | dv[1] = 0; 313 | dv[2] = 0; 314 | dv[v] = h; 315 | 316 | /* 317 | * And here we call the quad function in order to render a merged quad in the scene. 318 | * 319 | * We pass mask[n] to the function, which is an instance of the VoxelFace class containing 320 | * all the attributes of the face - which allows for variables to be passed to shaders - for 321 | * example lighting values used to create ambient occlusion. 322 | */ 323 | quad(new Vector3f(x[0], x[1], x[2]), 324 | new Vector3f(x[0] + du[0], x[1] + du[1], x[2] + du[2]), 325 | new Vector3f(x[0] + du[0] + dv[0], x[1] + du[1] + dv[1], x[2] + du[2] + dv[2]), 326 | new Vector3f(x[0] + dv[0], x[1] + dv[1], x[2] + dv[2]), 327 | w, 328 | h, 329 | mask[n], 330 | backFace); 331 | } 332 | 333 | /* 334 | * We zero out the mask 335 | */ 336 | for(l = 0; l < h; ++l) { 337 | 338 | for(k = 0; k < w; ++k) { mask[n + k + l * CHUNK_WIDTH] = null; } 339 | } 340 | 341 | /* 342 | * And then finally increment the counters and continue 343 | */ 344 | i += w; 345 | n += w; 346 | 347 | } else { 348 | 349 | i++; 350 | n++; 351 | } 352 | } 353 | } 354 | } 355 | } 356 | } 357 | } 358 | 359 | /** 360 | * This function returns an instance of VoxelFace containing the attributes for 361 | * one side of a voxel. In this simple demo we just return a value from the 362 | * sample data array. However, in an actual voxel engine, this function would 363 | * check if the voxel face should be culled, and set per-face and per-vertex 364 | * values as well as voxel values in the returned instance. 365 | * 366 | * @param x 367 | * @param y 368 | * @param z 369 | * @param face 370 | * @return 371 | */ 372 | VoxelFace getVoxelFace(final int x, final int y, final int z, final int side) { 373 | 374 | VoxelFace voxelFace = voxels[x][y][z]; 375 | 376 | voxelFace.side = side; 377 | 378 | return voxelFace; 379 | } 380 | 381 | /** 382 | * This function renders a single quad in the scene. This quad may represent many adjacent voxel 383 | * faces - so in order to create the illusion of many faces, you might consider using a tiling 384 | * function in your voxel shader. For this reason I've included the quad width and height as parameters. 385 | * 386 | * For example, if your texture coordinates for a single voxel face were 0 - 1 on a given axis, they should now 387 | * be 0 - width or 0 - height. Then you can calculate the correct texture coordinate in your fragement 388 | * shader using coord.xy = fract(coord.xy). 389 | * 390 | * 391 | * @param bottomLeft 392 | * @param topLeft 393 | * @param topRight 394 | * @param bottomRight 395 | * @param width 396 | * @param height 397 | * @param voxel 398 | * @param backFace 399 | */ 400 | void quad(final Vector3f bottomLeft, 401 | final Vector3f topLeft, 402 | final Vector3f topRight, 403 | final Vector3f bottomRight, 404 | final int width, 405 | final int height, 406 | final VoxelFace voxel, 407 | final boolean backFace) { 408 | 409 | final Vector3f [] vertices = new Vector3f[4]; 410 | 411 | vertices[2] = topLeft.multLocal(VOXEL_SIZE); 412 | vertices[3] = topRight.multLocal(VOXEL_SIZE); 413 | vertices[0] = bottomLeft.multLocal(VOXEL_SIZE); 414 | vertices[1] = bottomRight.multLocal(VOXEL_SIZE); 415 | 416 | final int [] indexes = backFace ? new int[] { 2,0,1, 1,3,2 } : new int[]{ 2,3,1, 1,0,2 }; 417 | 418 | final float[] colorArray = new float[4*4]; 419 | 420 | for (int i = 0; i < colorArray.length; i+=4) { 421 | 422 | /* 423 | * Here I set different colors for quads depending on the "type" attribute, just 424 | * so that the different groups of voxels can be clearly seen. 425 | * 426 | */ 427 | if (voxel.type == 1) { 428 | 429 | colorArray[i] = 1.0f; 430 | colorArray[i+1] = 0.0f; 431 | colorArray[i+2] = 0.0f; 432 | colorArray[i+3] = 1.0f; 433 | 434 | } else if (voxel.type == 2) { 435 | 436 | colorArray[i] = 0.0f; 437 | colorArray[i+1] = 1.0f; 438 | colorArray[i+2] = 0.0f; 439 | colorArray[i+3] = 1.0f; 440 | 441 | } else { 442 | 443 | colorArray[i] = 0.0f; 444 | colorArray[i+1] = 0.0f; 445 | colorArray[i+2] = 1.0f; 446 | colorArray[i+3] = 1.0f; 447 | } 448 | } 449 | 450 | Mesh mesh = new Mesh(); 451 | 452 | mesh.setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertices)); 453 | mesh.setBuffer(Type.Color, 4, colorArray); 454 | mesh.setBuffer(Type.Index, 3, BufferUtils.createIntBuffer(indexes)); 455 | mesh.updateBound(); 456 | 457 | Geometry geo = new Geometry("ColoredMesh", mesh); 458 | Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); 459 | mat.setBoolean("VertexColor", true); 460 | 461 | /* 462 | * To see the actual rendered quads rather than the wireframe, just comment outthis line. 463 | */ 464 | mat.getAdditionalRenderState().setWireframe(true); 465 | 466 | geo.setMaterial(mat); 467 | 468 | rootNode.attachChild(geo); 469 | } 470 | } -------------------------------------------------------------------------------- /video-splash.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/roboleary/GreedyMesh/e65162da8a6e439e064a07ceb5752f4e92715766/video-splash.png --------------------------------------------------------------------------------