remove mesh, add a limit to voxeltraverse
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@@ -113,97 +113,11 @@ struct Vertex {
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Vertex(Vec3f pos, Vec3f norm, Vec3ui8 colr, Vec2f tex = Vec2f(0,0)) : position(pos), normal(norm), color(colr), texCoord(tex) {}
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};
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struct Tri {
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size_t v0,v1,v2;
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Tri() = default;
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Tri(size_t a, size_t b, size_t c) : v0(a), v1(b), v2(c) {}
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};
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class Mesh {
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private:
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std::vector<Vertex> vertices;
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std::vector<Tri> tris;
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Vec3f boundBoxMin;
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Vec3f boundBoxMax;
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public:
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Mesh() = default;
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void clear() {
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vertices.clear();
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tris.clear();
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boundBoxMax = Vec3f(0,0,0);
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boundBoxMin = Vec3f(0,0,0);
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}
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void addVertex(const Vertex& vertex) {
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vertices.push_back(vertex);
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boundBoxMin = boundBoxMin.min(vertex.position);
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boundBoxMax = boundBoxMax.max(vertex.position);
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}
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void addTriangle(const Tri& triangle) {
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tris.push_back(triangle);
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}
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void addTriangle(uint32_t v0, uint32_t v1, uint32_t v2) {
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tris.emplace_back(v0, v1, v2);
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}
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const std::vector<Vertex>& getVertices() const { return vertices; }
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const std::vector<Tri>& getTriangles() const { return tris; }
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size_t getVertexCount() const { return vertices.size(); }
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size_t getTriangleCount() const { return tris.size(); }
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Vec3f getBoundingBoxMin() const { return boundBoxMin; }
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Vec3f getBoundingBoxMax() const { return boundBoxMax; }
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Vec3f getBoundingBoxSize() const { return boundBoxMax - boundBoxMin; }
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Vec3f getBoundingBoxCenter() const { return (boundBoxMin + boundBoxMax) * 0.5f; }
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// Calculate normals if they're not already set
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void calculateNormals() {
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// Reset all normals to zero
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for (auto& vertex : vertices) {
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vertex.normal = Vec3f(0, 0, 0);
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}
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// Accumulate face normals to vertices
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for (const auto& tri : tris) {
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const Vec3f& v0 = vertices[tri.v0].position;
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const Vec3f& v1 = vertices[tri.v1].position;
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const Vec3f& v2 = vertices[tri.v2].position;
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Vec3f edge1 = v1 - v0;
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Vec3f edge2 = v2 - v0;
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Vec3f normal = edge1.cross(edge2).normalized();
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vertices[tri.v0].normal = vertices[tri.v0].normal + normal;
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vertices[tri.v1].normal = vertices[tri.v1].normal + normal;
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vertices[tri.v2].normal = vertices[tri.v2].normal + normal;
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}
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// Normalize all vertex normals
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for (auto& vertex : vertices) {
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if (vertex.normal.lengthSquared() > 0) {
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vertex.normal = vertex.normal.normalized();
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} else {
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vertex.normal = Vec3f(0, 1, 0); // Default up normal
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}
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}
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}
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void optimize() {
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calculateNormals();
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//optimize may have optional params later for future expansion of features
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}
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};
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class VoxelGrid {
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private:
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Vec3i gridSize;
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//int width, height, depth;
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std::vector<Voxel> voxels;
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std::unique_ptr<Mesh> cachedMesh;
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bool meshDirty = true;
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float radians(float rads) {
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@@ -328,7 +242,7 @@ public:
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visitedVoxel.push_back(cv);
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}
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while (lv != cv && inGrid(cv)) {
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while (lv != cv && inGrid(cv) && visitedVoxel.size() < 10) {
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if (get(cv).active) {
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visitedVoxel.push_back(cv);
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}
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@@ -350,7 +264,7 @@ public:
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}
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}
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}
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return; // &&visitedVoxel;
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return;
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}
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int getWidth() const {
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@@ -446,11 +360,6 @@ public:
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std::cout << "Inactive voxels: " << (totalVoxels - activeVoxels) << std::endl;
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std::cout << "Active percentage: " << activePercentage << "%" << std::endl;
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std::cout << "Memory usage (approx): " << (voxels.size() * sizeof(Voxel)) / 1024 << " KB" << std::endl;
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std::cout << "Mesh cached: " << (cachedMesh ? "Yes" : "No") << std::endl;
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if (cachedMesh) {
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std::cout << "Mesh vertices: " << cachedMesh->getVertexCount() << std::endl;
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std::cout << "Mesh triangles: " << cachedMesh->getTriangleCount() << std::endl;
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}
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std::cout << "============================" << std::endl;
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}
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@@ -542,124 +451,7 @@ private:
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return Vertex(position, normal, color);
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}
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// Helper function to add a face to the mesh
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void addFace(Mesh& mesh, const Vec3f& basePos, const Vec3f& normal,
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const Vec3ui8& color, bool flipWinding = false) {
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Vec3f right, up;
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// Determine right and up vectors based on normal
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if (std::abs(normal.x) > std::abs(normal.y)) {
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right = Vec3f(0, 0, 1);
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} else {
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right = Vec3f(1, 0, 0);
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}
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up = normal.cross(right).normalized();
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right = up.cross(normal).normalized();
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// Create face vertices
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float halfSize = binSize * 0.5f;
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Vec3f center = basePos + normal * halfSize;
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Vec3f v0 = center - right * halfSize - up * halfSize;
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Vec3f v1 = center + right * halfSize - up * halfSize;
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Vec3f v2 = center + right * halfSize + up * halfSize;
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Vec3f v3 = center - right * halfSize + up * halfSize;
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// Add vertices to mesh
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uint32_t startIndex = static_cast<uint32_t>(mesh.getVertexCount());
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mesh.addVertex(Vertex(v0, normal, color));
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mesh.addVertex(Vertex(v1, normal, color));
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mesh.addVertex(Vertex(v2, normal, color));
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mesh.addVertex(Vertex(v3, normal, color));
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// Add triangles (two triangles per quad)
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if (flipWinding) {
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mesh.addTriangle(startIndex, startIndex + 1, startIndex + 2);
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mesh.addTriangle(startIndex, startIndex + 2, startIndex + 3);
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} else {
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mesh.addTriangle(startIndex, startIndex + 2, startIndex + 1);
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mesh.addTriangle(startIndex, startIndex + 3, startIndex + 2);
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}
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}
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public:
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// Mesh generation using Naive Surface Nets (simpler than Marching Cubes)
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std::unique_ptr<Mesh> meshify() {
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TIME_FUNCTION;
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// If mesh is cached and not dirty, return it
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if (cachedMesh && !meshDirty) {
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return std::make_unique<Mesh>(*cachedMesh);
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}
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auto mesh = std::make_unique<Mesh>();
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mesh->clear();
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// For each voxel that's on the surface, create a quad
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for (int z = 0; z < gridSize.z; z++) {
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for (int y = 0; y < gridSize.y; y++) {
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for (int x = 0; x < gridSize.x; x++) {
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if (!get(x, y, z).active) continue;
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const Voxel& voxel = get(x, y, z);
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Vec3f basePos(x * binSize, y * binSize, z * binSize);
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// Check each face
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// Right face (x+)
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if (!inGrid(Vec3i(x+1, y, z)) || !get(x+1, y, z).active) {
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addFace(*mesh, basePos, Vec3f(1, 0, 0), voxel.color, true);
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}
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// Left face (x-)
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if (!inGrid(Vec3i(x-1, y, z)) || !get(x-1, y, z).active) {
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addFace(*mesh, basePos, Vec3f(-1, 0, 0), voxel.color, false);
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}
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// Top face (y+)
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if (!inGrid(Vec3i(x, y+1, z)) || !get(x, y+1, z).active) {
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addFace(*mesh, basePos, Vec3f(0, 1, 0), voxel.color, true);
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}
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// Bottom face (y-)
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if (!inGrid(Vec3i(x, y-1, z)) || !get(x, y-1, z).active) {
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addFace(*mesh, basePos, Vec3f(0, -1, 0), voxel.color, false);
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}
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// Front face (z+)
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if (!inGrid(Vec3i(x, y, z+1)) || !get(x, y, z+1).active) {
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addFace(*mesh, basePos, Vec3f(0, 0, 1), voxel.color, true);
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}
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// Back face (z-)
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if (!inGrid(Vec3i(x, y, z-1)) || !get(x, y, z-1).active) {
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addFace(*mesh, basePos, Vec3f(0, 0, -1), voxel.color, false);
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}
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}
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}
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}
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// Optimize the mesh
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mesh->optimize();
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// Cache the mesh
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cachedMesh = std::make_unique<Mesh>(*mesh);
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meshDirty = false;
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return mesh;
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}
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// Get cached mesh (regenerates if dirty)
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std::unique_ptr<Mesh> getMesh() {
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return meshify();
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}
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// Clear mesh cache
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void clearMeshCache() {
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cachedMesh.reset();
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meshDirty = true;
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}
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// Check if mesh needs regeneration
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bool isMeshDirty() const {
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return meshDirty;
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}
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std::vector<frame> genSlices(frame::colormap colorFormat = frame::colormap::RGB) const {
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TIME_FUNCTION;
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int colors;
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