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HexMapMesh.cpp
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5void buildChunkSurfaceMesh(const HexMap& map, std::int32_t chunkIndex, HexSurface surface, HexMeshData& out) {
Per-chunk mesh generation for every hex map surface.
CPU-side triangle soup for one hex chunk surface.
Definition HexMeshData.h:24
void finalize() noexcept
Computes flat per-face normals. Must be called before upload.
Definition HexMeshData.cpp:35
void clear() noexcept
Removes every vertex and index, keeping the allocated capacity.
Definition HexMeshData.cpp:7
Definition HexCell.h:9
void buildRoadMesh(const HexMap &map, std::int32_t chunkIndex, HexMeshData &out)
Builds the road surface of one chunk.
Definition HexRoadMesh.cpp:102
@ Feature
Urban, farm, plant and special decorations; built by buildFeatureMesh.
@ Terrain
@ Wall
City/farm walls, wall towers and bridges; built by buildWallMesh.
void buildChunkSurfaceMesh(const HexMap &map, std::int32_t chunkIndex, HexSurface surface, HexMeshData &out)
Builds one chunk surface by dispatching on surface.
Definition HexMapMesh.cpp:5
EVENGINE_API_WORLD void buildTerrainMesh(const HexMap &map, std::int32_t chunkIndex, HexMeshData &out)
Builds the ground, terrace and cliff surface of one chunk.
Definition HexTerrainMesh.cpp:729
void buildRiverMesh(const HexMap &map, std::int32_t chunkIndex, HexMeshData &out)
Builds the river channel surface of one chunk.
Definition HexRiverMesh.cpp:103
EVENGINE_API_WORLD void buildWaterMesh(const HexMap &map, std::int32_t chunkIndex, HexMeshData &out)
Builds the water surface and shore band of one chunk.
Definition HexWaterMesh.cpp:191