voxel, animation, and pathfinding combined demo
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6 changed files with 730 additions and 2 deletions
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@ -64,6 +64,7 @@ private:
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mutable bool meshDirty_ = true;
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mutable std::vector<MeshVertex> cachedVertices_;
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bool greedyMeshing_ = false; // Use greedy meshing algorithm
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bool visible_ = true; // Visibility toggle for rendering
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// Index calculation (row-major: X varies fastest, then Y, then Z)
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inline size_t index(int x, int y, int z) const {
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@ -163,6 +164,10 @@ public:
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void setGreedyMeshing(bool enabled) { greedyMeshing_ = enabled; markDirty(); }
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bool isGreedyMeshingEnabled() const { return greedyMeshing_; }
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/// Show/hide this voxel grid in rendering
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void setVisible(bool v) { visible_ = v; }
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bool isVisible() const { return visible_; }
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// Memory info (for debugging)
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size_t memoryUsageBytes() const {
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return data_.size() + materials_.size() * sizeof(VoxelMaterial);
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