体素游戏的网格生成算法
Mesh generating algorithm for a voxel game
我目前正在使用 DirectX11 制作像 Minecraft 这样的体素游戏来获得乐趣。
游戏像任何其他体素游戏一样使用块系统,但我当前用于生成块网格的算法不可扩展。
块 class 有一些属性,例如块满和网格类型。
class Block
{
public:
bool isFull = true;
MeshType type = MeshType::FullBlock;
Vector2i texture = { 9, 1 };
Vector2i topTexture = { 9, 1 };
const char* sound;
Block(){}
Block(bool isFull, MeshType type, Vector2i texture, Vector2i topTexture, const char* sound): isFull(isFull), type(type), texture(texture), topTexture(topTexture), sound(sound){}
Block(bool isFull, MeshType type, Vector2i texture, const char* sound) : isFull(isFull), type(type), texture(texture), topTexture(texture), sound(sound) {}
Block(bool isFull, MeshType type, Vector2i texture) : isFull(isFull), type(type), texture(texture), topTexture(texture) {}
};
然后在向量中初始化每个块
blocks.reserve(64);
Block air(false, MeshType::Empty, {0 ,0});
blocks.emplace_back(air);
Block grass(true, MeshType::FullBlock, { 3, 0 }, { 0, 0 }, "Audio/grass1.ogg");
blocks.emplace_back(grass);
Block stone(true, MeshType::FullBlock, { 1, 0 }, "Audio/stone1.ogg");
blocks.emplace_back(stone);
Block rose(false, MeshType::Cross, { 12 ,0 }, "Audio/grass1.ogg");
blocks.emplace_back(rose);
Block wheat(false, MeshType::Hash, { 8 ,3 });
blocks.emplace_back(wheat);
//and so on...
我有一个接受顶点向量和块数据的函数。
该函数通过一些优化循环遍历所有块,并将数据放回发送到缓冲区的向量中。
for (int x = 0; x < ChunkWidth; x++)
{
for (int y = 0; y < ChunkHeight; y++)
{
for (int z = 0; z < ChunkWidth; z++)
{
if (IsDrawable[x][y][z] == 1)
{
switch (blocks[chunk->BlockID[x + 16 * y + 16 * 256 * z]].type)
{
case MeshType::FullBlock:
BuildBlock(chunk, vertices, x, y, z);
break;
case MeshType::Cross:
FillCross(vertices, blocks[chunk->BlockID[x + 16 * y + 16 * 256 * z]], x + chunk->x * ChunkWidth, y, z + chunk->z * ChunkWidth);
break;
case MeshType::Hash:
FillHash(vertices, blocks[chunk->BlockID[x + 16 * y + 16 * 256 * z]], x + chunk->x * ChunkWidth, y, z + chunk->z * ChunkWidth);
break;
}
}
}
}
}
对于每一种新的网格类型,switch 语句都会变大,我认为这不是可行的方法。
我问是否有更好的方法来做到这一点。
我先谢谢你了。
我认为 不同派生 classes 与 共同父 class Block
是去这里的路。您在其中添加一个 virtual
方法 ,其行为在派生的 classes 中被覆盖。然后你把它们放在一个 std::shared_ptr<Block>
的多态向量中并调用它们。如果您担心由于某种原因这可能太慢,您可以将虚函数替换为 Curiously Recurring Template Pattern (CRTP) 以实现静态多态性。所以像:
基础的实现 class Block
:可以与添加一个 virtual
方法 draw(...)
大致相同,它是所有派生 [=] 的公共接口49=]es:
class Block {
public:
bool isFull = true;
Vector2i texture = { 9, 1 };
Vector2i topTexture = { 9, 1 };
const char* sound;
Block() {
return;
}
Block(bool isFull, Vector2i const& texture, Vector2i const& topTexture, const char* sound)
: isFull(isFull), texture(texture), topTexture(topTexture), sound(sound) {
return;
}
Block(bool isFull, Vector2i const& texture, const char* sound)
: isFull(isFull), texture(texture), topTexture(texture), sound(sound) {
return;
}
Block(bool const& isFull, Vector2i const& texture)
: isFull(isFull), texture(texture), topTexture(texture) {
return;
}
// Virtual method that every derived class should override
// Could contain default behaviour but here I declared it as pure virtual method (therefore the = 0)
// Didn't know the data types for chunk and vertices so I used Chunk and Vertices respectively
virtual void draw(Chunk const& chunk, Vertices const& vertices, int x, int y, int z, int chunkWidth) = 0;
};
不同类型的块作为派生的 classes 引入,它们继承了构造函数(或者您也可以实现一个新的构造函数)和 override
draw(...)
的行为class。如果您不打算继承此派生 class,那么您可以将其标记为 final
,或者如果您不打算在派生 class 中覆盖 draw
,您可以将其标记为只有 draw
作为 final
class Empty: public Block {
public:
using Block::Block; // Use the constructor of the base class
// Overwrite behaviour of the base class here
void draw(Chunk const& chunk, Vertices const& vertices, int x, int y, int z, int chunkWidth) override {
return;
}
};
class FullBlock: public Block {
public:
using Block::Block;
void draw(Chunk const& chunk, Vertices const& vertices, int x, int y, int z, int chunkWidth) override {
// Move contents of BuildBlock here
BuildBlock(chunk, vertices, x, y, z);
return;
}
};
class Cross final: public Block {
public:
using Block::Block;
void draw(Chunk const& chunk, Vertices const& vertices, int x, int y, int z, int chunkWidth) override {
// Move contents of FillCross here! No need to pass blocks[i] or rewrite FillCross to take something else than a Block, e.g. a std::shared_ptr<Block>
FillCross(vertices, *this, x + chunk->x * chunkWidth, y, z + chunk->z * chunkWidth);
return;
}
};
class Hash final: public Block {
public:
using Block::Block;
void draw(Chunk const& chunk, Vertices const& vertices, int x, int y, int z, int chunkWidth) override {
// Same here
FillHash(vertices, *this, x + chunk->x * chunkWidth, y, z + chunk->z * chunkWidth);
return;
}
};
然后将所有块添加为 std::shared_ptr
或更好的 std::unique_ptr
如果资源不共享! (来自 #include <memory>
的普通指针的包装)
// Consider using std::unique_ptr if you are not using the individual objects outside of the std::vector
std::vector<std::shared_ptr<Block>> blocks = {};
blocks.reserve(64);
auto air = std::make_shared<Empty>(false, {0 ,0});
blocks.emplace_back(air);
auto grass = std::make_shared<FullBlock>(true, { 3, 0 }, { 0, 0 }, "Audio/grass1.ogg");
blocks.emplace_back(grass);
auto stone = std::make_shared<FullBlock>(true, { 1, 0 }, "Audio/stone1.ogg");
blocks.emplace_back(stone);
auto rose = std::make_shared<Cross>(false, { 12 ,0 }, "Audio/grass1.ogg");
blocks.emplace_back(rose);
auto wheat = std::make_shared<Hash>(false, { 8 ,3 });
blocks.emplace_back(wheat);
您可以调用不同的派生 classes 的实现,如下所示:
for (int x = 0; x < chunkWidth; x++) {
for (int y = 0; y < chunkHeight; y++) {
for (int z = 0; z < chunkWidth; z++) {
if (IsDrawable[x][y][z] == 1) {
blocks[chunk->BlockID[x + 16 * y + 16 * 256 * z]]->draw(chunk, vertices, x, y, z, chunkWidth);
}
}
}
}
Here 我整理了一个简化的工作示例,以便在在线编译器中试用。
我目前正在使用 DirectX11 制作像 Minecraft 这样的体素游戏来获得乐趣。 游戏像任何其他体素游戏一样使用块系统,但我当前用于生成块网格的算法不可扩展。 块 class 有一些属性,例如块满和网格类型。
class Block
{
public:
bool isFull = true;
MeshType type = MeshType::FullBlock;
Vector2i texture = { 9, 1 };
Vector2i topTexture = { 9, 1 };
const char* sound;
Block(){}
Block(bool isFull, MeshType type, Vector2i texture, Vector2i topTexture, const char* sound): isFull(isFull), type(type), texture(texture), topTexture(topTexture), sound(sound){}
Block(bool isFull, MeshType type, Vector2i texture, const char* sound) : isFull(isFull), type(type), texture(texture), topTexture(texture), sound(sound) {}
Block(bool isFull, MeshType type, Vector2i texture) : isFull(isFull), type(type), texture(texture), topTexture(texture) {}
};
然后在向量中初始化每个块
blocks.reserve(64);
Block air(false, MeshType::Empty, {0 ,0});
blocks.emplace_back(air);
Block grass(true, MeshType::FullBlock, { 3, 0 }, { 0, 0 }, "Audio/grass1.ogg");
blocks.emplace_back(grass);
Block stone(true, MeshType::FullBlock, { 1, 0 }, "Audio/stone1.ogg");
blocks.emplace_back(stone);
Block rose(false, MeshType::Cross, { 12 ,0 }, "Audio/grass1.ogg");
blocks.emplace_back(rose);
Block wheat(false, MeshType::Hash, { 8 ,3 });
blocks.emplace_back(wheat);
//and so on...
我有一个接受顶点向量和块数据的函数。 该函数通过一些优化循环遍历所有块,并将数据放回发送到缓冲区的向量中。
for (int x = 0; x < ChunkWidth; x++)
{
for (int y = 0; y < ChunkHeight; y++)
{
for (int z = 0; z < ChunkWidth; z++)
{
if (IsDrawable[x][y][z] == 1)
{
switch (blocks[chunk->BlockID[x + 16 * y + 16 * 256 * z]].type)
{
case MeshType::FullBlock:
BuildBlock(chunk, vertices, x, y, z);
break;
case MeshType::Cross:
FillCross(vertices, blocks[chunk->BlockID[x + 16 * y + 16 * 256 * z]], x + chunk->x * ChunkWidth, y, z + chunk->z * ChunkWidth);
break;
case MeshType::Hash:
FillHash(vertices, blocks[chunk->BlockID[x + 16 * y + 16 * 256 * z]], x + chunk->x * ChunkWidth, y, z + chunk->z * ChunkWidth);
break;
}
}
}
}
}
对于每一种新的网格类型,switch 语句都会变大,我认为这不是可行的方法。 我问是否有更好的方法来做到这一点。 我先谢谢你了。
我认为 不同派生 classes 与 共同父 class Block
是去这里的路。您在其中添加一个 virtual
方法 ,其行为在派生的 classes 中被覆盖。然后你把它们放在一个 std::shared_ptr<Block>
的多态向量中并调用它们。如果您担心由于某种原因这可能太慢,您可以将虚函数替换为 Curiously Recurring Template Pattern (CRTP) 以实现静态多态性。所以像:
基础的实现 class Block
:可以与添加一个 virtual
方法 draw(...)
大致相同,它是所有派生 [=] 的公共接口49=]es:
class Block {
public:
bool isFull = true;
Vector2i texture = { 9, 1 };
Vector2i topTexture = { 9, 1 };
const char* sound;
Block() {
return;
}
Block(bool isFull, Vector2i const& texture, Vector2i const& topTexture, const char* sound)
: isFull(isFull), texture(texture), topTexture(topTexture), sound(sound) {
return;
}
Block(bool isFull, Vector2i const& texture, const char* sound)
: isFull(isFull), texture(texture), topTexture(texture), sound(sound) {
return;
}
Block(bool const& isFull, Vector2i const& texture)
: isFull(isFull), texture(texture), topTexture(texture) {
return;
}
// Virtual method that every derived class should override
// Could contain default behaviour but here I declared it as pure virtual method (therefore the = 0)
// Didn't know the data types for chunk and vertices so I used Chunk and Vertices respectively
virtual void draw(Chunk const& chunk, Vertices const& vertices, int x, int y, int z, int chunkWidth) = 0;
};
不同类型的块作为派生的 classes 引入,它们继承了构造函数(或者您也可以实现一个新的构造函数)和 override
draw(...)
的行为class。如果您不打算继承此派生 class,那么您可以将其标记为 final
,或者如果您不打算在派生 class 中覆盖 draw
,您可以将其标记为只有 draw
作为 final
class Empty: public Block {
public:
using Block::Block; // Use the constructor of the base class
// Overwrite behaviour of the base class here
void draw(Chunk const& chunk, Vertices const& vertices, int x, int y, int z, int chunkWidth) override {
return;
}
};
class FullBlock: public Block {
public:
using Block::Block;
void draw(Chunk const& chunk, Vertices const& vertices, int x, int y, int z, int chunkWidth) override {
// Move contents of BuildBlock here
BuildBlock(chunk, vertices, x, y, z);
return;
}
};
class Cross final: public Block {
public:
using Block::Block;
void draw(Chunk const& chunk, Vertices const& vertices, int x, int y, int z, int chunkWidth) override {
// Move contents of FillCross here! No need to pass blocks[i] or rewrite FillCross to take something else than a Block, e.g. a std::shared_ptr<Block>
FillCross(vertices, *this, x + chunk->x * chunkWidth, y, z + chunk->z * chunkWidth);
return;
}
};
class Hash final: public Block {
public:
using Block::Block;
void draw(Chunk const& chunk, Vertices const& vertices, int x, int y, int z, int chunkWidth) override {
// Same here
FillHash(vertices, *this, x + chunk->x * chunkWidth, y, z + chunk->z * chunkWidth);
return;
}
};
然后将所有块添加为 std::shared_ptr
或更好的 std::unique_ptr
如果资源不共享! (来自 #include <memory>
的普通指针的包装)
// Consider using std::unique_ptr if you are not using the individual objects outside of the std::vector
std::vector<std::shared_ptr<Block>> blocks = {};
blocks.reserve(64);
auto air = std::make_shared<Empty>(false, {0 ,0});
blocks.emplace_back(air);
auto grass = std::make_shared<FullBlock>(true, { 3, 0 }, { 0, 0 }, "Audio/grass1.ogg");
blocks.emplace_back(grass);
auto stone = std::make_shared<FullBlock>(true, { 1, 0 }, "Audio/stone1.ogg");
blocks.emplace_back(stone);
auto rose = std::make_shared<Cross>(false, { 12 ,0 }, "Audio/grass1.ogg");
blocks.emplace_back(rose);
auto wheat = std::make_shared<Hash>(false, { 8 ,3 });
blocks.emplace_back(wheat);
您可以调用不同的派生 classes 的实现,如下所示:
for (int x = 0; x < chunkWidth; x++) {
for (int y = 0; y < chunkHeight; y++) {
for (int z = 0; z < chunkWidth; z++) {
if (IsDrawable[x][y][z] == 1) {
blocks[chunk->BlockID[x + 16 * y + 16 * 256 * z]]->draw(chunk, vertices, x, y, z, chunkWidth);
}
}
}
}
Here 我整理了一个简化的工作示例,以便在在线编译器中试用。