Update Markdown API docs

master
Marc Gilleron 2022-08-20 14:48:11 +01:00
parent b6517fdc36
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@ -31,13 +31,14 @@ nav:
- '___.md'
- 'Scripting API':
# <generated_class_list>
- api/FastNoiseLite.md
- api/FastNoiseLiteGradient.md
- api/Voxel.md
- api/VoxelBlockSerializer.md
- api/VoxelBlockyLibrary.md
- api/VoxelBlockyModel.md
- api/VoxelBoxMover.md
- api/VoxelBuffer.md
- api/VoxelColorPalette.md
- api/VoxelDataBlockEnterInfo.md
- api/VoxelEngine.md
- api/VoxelGenerator.md
- api/VoxelGeneratorFlat.md
- api/VoxelGeneratorGraph.md
@ -47,24 +48,26 @@ nav:
- api/VoxelGeneratorNoise2D.md
- api/VoxelGeneratorScript.md
- api/VoxelGeneratorWaves.md
- api/VoxelInstanceComponent.md
- api/VoxelInstanceGenerator.md
- api/VoxelInstanceLibrary.md
- api/VoxelInstanceLibraryItem.md
- api/VoxelInstanceLibraryItemBase.md
- api/VoxelInstanceLibraryMultiMeshItem.md
- api/VoxelInstanceLibrarySceneItem.md
- api/VoxelInstancer.md
- api/VoxelLibrary.md
- api/VoxelLodTerrain.md
- api/VoxelMeshSDF.md
- api/VoxelMesher.md
- api/VoxelMesherBlocky.md
- api/VoxelMesherCubes.md
- api/VoxelMesherDMC.md
- api/VoxelMesherTransvoxel.md
- api/VoxelModifier.md
- api/VoxelModifierMesh.md
- api/VoxelModifierSphere.md
- api/VoxelNode.md
- api/VoxelRaycastResult.md
- api/VoxelEngine.md
- api/VoxelStream.md
- api/VoxelStreamBlockFiles.md
- api/VoxelStreamRegionFiles.md
- api/VoxelStreamSQLite.md
- api/VoxelStreamScript.md
@ -75,6 +78,9 @@ nav:
- api/VoxelToolTerrain.md
- api/VoxelViewer.md
- api/VoxelVoxLoader.md
- api/ZN_FastNoiseLite.md
- api/ZN_FastNoiseLiteGradient.md
- api/ZN_ThreadedTask.md
# </generated_class_list>
- 'Serialization formats':
- 'specs/block_format_v1.md'

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# Voxel
Inherits: [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html)
Model stored in [VoxelLibrary](VoxelLibrary.md) and used by [VoxelMesherBlocky](VoxelMesherBlocky.md).
## Description:
Represents a model to be used for voxels of a specific TYPE value. Such models must be contained within a [VoxelLibrary](VoxelLibrary.md) to be used with [VoxelTerrain](VoxelTerrain.md) or directly with a [VoxelMesherBlocky](VoxelMesherBlocky.md).
Some other various properties also exist to make it easier to implement games based on this technique (such as Minecraft).
## Properties:
Type | Name | Default
--------- | -------------------------------------------- | --------------------
`Array` | [collision_aabbs](#i_collision_aabbs) | [ ]
`int` | [collision_mask](#i_collision_mask) | 1
`Color` | [color](#i_color) | Color( 1, 1, 1, 1 )
`Mesh` | [custom_mesh](#i_custom_mesh) |
`int` | [geometry_type](#i_geometry_type) | 0
`int` | [material_id](#i_material_id) | 0
`bool` | [random_tickable](#i_random_tickable) | false
`int` | [transparency_index](#i_transparency_index) | 0
`bool` | [transparent](#i_transparent) | false
`String` | [voxel_name](#i_voxel_name) | ""
<p></p>
## Methods:
Return | Signature
----------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_id](#i_get_id) ( ) const
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [is_empty](#i_is_empty) ( ) const
[void](#) | [set_id](#i_set_id) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
<p></p>
## Enumerations:
enum **GeometryType**:
- **GEOMETRY_NONE** = **0** --- Don't produce any geometry. The voxel will be invisible.
- **GEOMETRY_CUBE** = **1** --- Use the shape of a generated cube. It is useful for testing and quick configuration.
- **GEOMETRY_CUSTOM_MESH** = **2** --- Use the mesh specified in the [member mesh] property. This is the most versatile way to create shapes.
- **GEOMETRY_MAX** = **3** --- How many geometry modes there are.
enum **Side**:
- **SIDE_NEGATIVE_X** = **1**
- **SIDE_POSITIVE_X** = **0**
- **SIDE_NEGATIVE_Y** = **2**
- **SIDE_POSITIVE_Y** = **3**
- **SIDE_NEGATIVE_Z** = **4**
- **SIDE_POSITIVE_Z** = **5**
- **SIDE_COUNT** = **6**
## Property Descriptions
- [Array](https://docs.godotengine.org/en/stable/classes/class_array.html)<span id="i_collision_aabbs"></span> **collision_aabbs** = [ ]
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_collision_mask"></span> **collision_mask** = 1
- [Color](https://docs.godotengine.org/en/stable/classes/class_color.html)<span id="i_color"></span> **color** = Color( 1, 1, 1, 1 )
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_custom_mesh"></span> **custom_mesh**
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_geometry_type"></span> **geometry_type** = 0
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_material_id"></span> **material_id** = 0
ID of the material that will be used. It corresponds to the index of materials found on [VoxelTerrain](VoxelTerrain.md).
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_random_tickable"></span> **random_tickable** = false
If enabled, voxels having this ID in the TYPE channel will be used by method VoxelToolTerrain.run_blocky_random_tick.
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_transparency_index"></span> **transparency_index** = 0
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_transparent"></span> **transparent** = false
- [String](https://docs.godotengine.org/en/stable/classes/class_string.html)<span id="i_voxel_name"></span> **voxel_name** = ""
Name that can be used for convenience, when looking up a specific [Voxel](Voxel.md) from [VoxelLibrary](VoxelLibrary.md).
## Method Descriptions
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_id"></span> **get_id**( )
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_is_empty"></span> **is_empty**( )
- [void](#)<span id="i_set_id"></span> **set_id**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
_Generated on Nov 06, 2021_

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# VoxelBlockSerializer
Inherits: [Reference](https://docs.godotengine.org/en/stable/classes/class_reference.html)
Inherits: [RefCounted](https://docs.godotengine.org/en/stable/classes/class_refcounted.html)
@ -50,6 +50,6 @@ Reads the data of a [VoxelBuffer](VoxelBuffer.md) from a [StreamPeer](https://do
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_serialize"></span> **serialize**( [StreamPeer](https://docs.godotengine.org/en/stable/classes/class_streampeer.html) peer, [VoxelBuffer](VoxelBuffer.md) voxel_buffer, [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) compress )
Stores the data of a [VoxelBuffer](VoxelBuffer.md) into a [StreamPeer](https://docs.godotengine.org/en/stable/classes/class_streampeer.html).
Stores the data of a [VoxelBuffer](VoxelBuffer.md) into a [StreamPeer](https://docs.godotengine.org/en/stable/classes/class_streampeer.html). Returns the number of written bytes.
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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# VoxelBlockyLibrary
Inherits: [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html)
## Properties:
Type | Name | Default
------- | ---------------------------------- | --------
`int` | [atlas_size](#i_atlas_size) | 16
`bool` | [bake_tangents](#i_bake_tangents) | true
`int` | [voxel_count](#i_voxel_count) | 0
<p></p>
## Methods:
Return | Signature
----------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [bake](#i_bake) ( )
[VoxelBlockyModel](VoxelBlockyModel.md) | [create_voxel](#i_create_voxel) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id, [String](https://docs.godotengine.org/en/stable/classes/class_string.html) name )
[Material[]](https://docs.godotengine.org/en/stable/classes/class_material[].html) | [get_materials](#i_get_materials) ( ) const
[VoxelBlockyModel](VoxelBlockyModel.md) | [get_voxel](#i_get_voxel) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
[VoxelBlockyModel](VoxelBlockyModel.md) | [get_voxel_by_name](#i_get_voxel_by_name) ( [StringName](https://docs.godotengine.org/en/stable/classes/class_stringname.html) name )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_voxel_index_from_name](#i_get_voxel_index_from_name) ( [StringName](https://docs.godotengine.org/en/stable/classes/class_stringname.html) name ) const
<p></p>
## Constants:
- **MAX_VOXEL_TYPES** = **65536**
## Property Descriptions
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_atlas_size"></span> **atlas_size** = 16
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_bake_tangents"></span> **bake_tangents** = true
Enable this option if you need normal mapping on your voxels. If you don't need it, disabling can reduce memory usage and give a small speed boost.
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_voxel_count"></span> **voxel_count** = 0
## Method Descriptions
- [void](#)<span id="i_bake"></span> **bake**( )
- [VoxelBlockyModel](VoxelBlockyModel.md)<span id="i_create_voxel"></span> **create_voxel**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id, [String](https://docs.godotengine.org/en/stable/classes/class_string.html) name )
- [Material[]](https://docs.godotengine.org/en/stable/classes/class_material[].html)<span id="i_get_materials"></span> **get_materials**( )
- [VoxelBlockyModel](VoxelBlockyModel.md)<span id="i_get_voxel"></span> **get_voxel**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
- [VoxelBlockyModel](VoxelBlockyModel.md)<span id="i_get_voxel_by_name"></span> **get_voxel_by_name**( [StringName](https://docs.godotengine.org/en/stable/classes/class_stringname.html) name )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_voxel_index_from_name"></span> **get_voxel_index_from_name**( [StringName](https://docs.godotengine.org/en/stable/classes/class_stringname.html) name )
_Generated on Aug 20, 2022_

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# VoxelBlockyModel
Inherits: [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html)
Model stored in [VoxelBlockyLibrary](VoxelBlockyLibrary.md) and used by [VoxelMesherBlocky](VoxelMesherBlocky.md).
## Description:
Represents a model to be used for voxels of a specific TYPE value. Such models must be contained within a [VoxelBlockyLibrary](VoxelBlockyLibrary.md) to be used with [VoxelTerrain](VoxelTerrain.md) or directly with a [VoxelMesherBlocky](VoxelMesherBlocky.md).
Some other various properties also exist to make it easier to implement games based on this technique (such as Minecraft).
## Properties:
Type | Name | Default
------------- | -------------------------------------------- | ------------------
`Array` | [collision_aabbs](#i_collision_aabbs) | []
`int` | [collision_mask](#i_collision_mask) | 1
`Color` | [color](#i_color) | Color(1, 1, 1, 1)
`Mesh` | [custom_mesh](#i_custom_mesh) |
`int` | [geometry_type](#i_geometry_type) | 0
`bool` | [random_tickable](#i_random_tickable) | false
`int` | [transparency_index](#i_transparency_index) | 0
`bool` | [transparent](#i_transparent) | false
`StringName` | [voxel_name](#i_voxel_name) | &""
<p></p>
## Methods:
Return | Signature
------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_id](#i_get_id) ( ) const
[Material](https://docs.godotengine.org/en/stable/classes/class_material.html) | [get_material_override](#i_get_material_override) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) index ) const
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [is_empty](#i_is_empty) ( ) const
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [is_mesh_collision_enabled](#i_is_mesh_collision_enabled) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) arg0 ) const
[void](#) | [set_id](#i_set_id) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
[void](#) | [set_material_override](#i_set_material_override) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) index, [Material](https://docs.godotengine.org/en/stable/classes/class_material.html) material )
[void](#) | [set_mesh_collision_enabled](#i_set_mesh_collision_enabled) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) surface_index, [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
<p></p>
## Enumerations:
enum **GeometryType**:
- **GEOMETRY_NONE** = **0** --- Don't produce any geometry. The voxel will be invisible.
- **GEOMETRY_CUBE** = **1** --- Use the shape of a generated cube. It is useful for testing and quick configuration.
- **GEOMETRY_CUSTOM_MESH** = **2** --- Use the mesh specified in the [member mesh] property. This is the most versatile way to create shapes.
- **GEOMETRY_MAX** = **3** --- How many geometry modes there are.
enum **Side**:
- **SIDE_NEGATIVE_X** = **1**
- **SIDE_POSITIVE_X** = **0**
- **SIDE_NEGATIVE_Y** = **2**
- **SIDE_POSITIVE_Y** = **3**
- **SIDE_NEGATIVE_Z** = **4**
- **SIDE_POSITIVE_Z** = **5**
- **SIDE_COUNT** = **6**
## Property Descriptions
- [Array](https://docs.godotengine.org/en/stable/classes/class_array.html)<span id="i_collision_aabbs"></span> **collision_aabbs** = []
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_collision_mask"></span> **collision_mask** = 1
- [Color](https://docs.godotengine.org/en/stable/classes/class_color.html)<span id="i_color"></span> **color** = Color(1, 1, 1, 1)
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_custom_mesh"></span> **custom_mesh**
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_geometry_type"></span> **geometry_type** = 0
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_random_tickable"></span> **random_tickable** = false
If enabled, voxels having this ID in the TYPE channel will be used by method VoxelToolTerrain.run_blocky_random_tick.
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_transparency_index"></span> **transparency_index** = 0
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_transparent"></span> **transparent** = false
- [StringName](https://docs.godotengine.org/en/stable/classes/class_stringname.html)<span id="i_voxel_name"></span> **voxel_name** = &""
Name that can be used for convenience, when looking up a specific [VoxelBlockyModel](VoxelBlockyModel.md) from [VoxelBlockyLibrary](VoxelBlockyLibrary.md).
## Method Descriptions
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_id"></span> **get_id**( )
- [Material](https://docs.godotengine.org/en/stable/classes/class_material.html)<span id="i_get_material_override"></span> **get_material_override**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) index )
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_is_empty"></span> **is_empty**( )
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_is_mesh_collision_enabled"></span> **is_mesh_collision_enabled**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) arg0 )
- [void](#)<span id="i_set_id"></span> **set_id**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
- [void](#)<span id="i_set_material_override"></span> **set_material_override**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) index, [Material](https://docs.godotengine.org/en/stable/classes/class_material.html) material )
- [void](#)<span id="i_set_mesh_collision_enabled"></span> **set_mesh_collision_enabled**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) surface_index, [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
_Generated on Aug 20, 2022_

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# VoxelBoxMover
Inherits: [Reference](https://docs.godotengine.org/en/stable/classes/class_reference.html)
Inherits: [RefCounted](https://docs.godotengine.org/en/stable/classes/class_refcounted.html)
@ -24,8 +24,13 @@ global_translate(motion)
Return | Signature
----------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_collision_mask](#i_get_collision_mask) ( ) const
[float](https://docs.godotengine.org/en/stable/classes/class_float.html) | [get_max_step_height](#i_get_max_step_height) ( ) const
[Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) | [get_motion](#i_get_motion) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) motion, [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) aabb, [Node](https://docs.godotengine.org/en/stable/classes/class_node.html) terrain )
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [has_stepped_up](#i_has_stepped_up) ( ) const
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [is_step_climbing_enabled](#i_is_step_climbing_enabled) ( ) const
[void](#) | [set_collision_mask](#i_set_collision_mask) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mask )
[void](#) | [set_max_step_height](#i_set_max_step_height) ( [float](https://docs.godotengine.org/en/stable/classes/class_float.html) height )
[void](#) | [set_step_climbing_enabled](#i_set_step_climbing_enabled) ( [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
<p></p>
## Method Descriptions
@ -33,11 +38,26 @@ Return |
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_collision_mask"></span> **get_collision_mask**( )
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_get_max_step_height"></span> **get_max_step_height**( )
- [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html)<span id="i_get_motion"></span> **get_motion**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) motion, [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) aabb, [Node](https://docs.godotengine.org/en/stable/classes/class_node.html) terrain )
Given a motion vector, returns a modified vector telling you by how much to move your character. This is similar to method KinematicBody.move_and_slide, except you have to apply the movement.
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_has_stepped_up"></span> **has_stepped_up**( )
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_is_step_climbing_enabled"></span> **is_step_climbing_enabled**( )
- [void](#)<span id="i_set_collision_mask"></span> **set_collision_mask**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mask )
_Generated on Nov 06, 2021_
- [void](#)<span id="i_set_max_step_height"></span> **set_max_step_height**( [float](https://docs.godotengine.org/en/stable/classes/class_float.html) height )
- [void](#)<span id="i_set_step_climbing_enabled"></span> **set_step_climbing_enabled**( [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
_Generated on Aug 20, 2022_

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@ -1,6 +1,6 @@
# VoxelBuffer
Inherits: [Reference](https://docs.godotengine.org/en/stable/classes/class_reference.html)
Inherits: [RefCounted](https://docs.godotengine.org/en/stable/classes/class_refcounted.html)
3D grid storing voxel data.
@ -14,40 +14,42 @@ Arbitrary metadata can also be stored, either for the whole buffer, or per-voxel
## Methods:
Return | Signature
----------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [clear](#i_clear) ( )
[void](#) | [clear_voxel_metadata](#i_clear_voxel_metadata) ( )
[void](#) | [clear_voxel_metadata_in_area](#i_clear_voxel_metadata_in_area) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) min_pos, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) max_pos )
[void](#) | [copy_channel_from](#i_copy_channel_from) ( [VoxelBuffer](VoxelBuffer.md) other, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel )
[void](#) | [copy_channel_from_area](#i_copy_channel_from_area) ( [VoxelBuffer](VoxelBuffer.md) other, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_min, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_max, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) dst_min, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel )
[void](#) | [copy_voxel_metadata_in_area](#i_copy_voxel_metadata_in_area) ( [VoxelBuffer](VoxelBuffer.md) src_buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_min_pos, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_max_pos, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) dst_min_pos )
[void](#) | [create](#i_create) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) sx, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) sy, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) sz )
[void](#) | [downscale_to](#i_downscale_to) ( [VoxelBuffer](VoxelBuffer.md) dst, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_min, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_max, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) dst_min ) const
[void](#) | [fill](#i_fill) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) value, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
[void](#) | [fill_area](#i_fill_area) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) value, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) min, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) max, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
[void](#) | [fill_f](#i_fill_f) ( [float](https://docs.godotengine.org/en/stable/classes/class_float.html) value, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
[void](#) | [for_each_voxel_metadata](#i_for_each_voxel_metadata) ( [FuncRef](https://docs.godotengine.org/en/stable/classes/class_funcref.html) callback ) const
[void](#) | [for_each_voxel_metadata_in_area](#i_for_each_voxel_metadata_in_area) ( [FuncRef](https://docs.godotengine.org/en/stable/classes/class_funcref.html) callback, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) min_pos, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) max_pos )
[Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) | [get_block_metadata](#i_get_block_metadata) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_channel_compression](#i_get_channel_compression) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_channel_depth](#i_get_channel_depth) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel ) const
[Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) | [get_size](#i_get_size) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_size_x](#i_get_size_x) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_size_y](#i_get_size_y) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_size_z](#i_get_size_z) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_voxel](#i_get_voxel) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) x, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) y, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) z, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 ) const
[float](https://docs.godotengine.org/en/stable/classes/class_float.html) | [get_voxel_f](#i_get_voxel_f) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) x, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) y, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) z, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 ) const
[Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) | [get_voxel_metadata](#i_get_voxel_metadata) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos ) const
[VoxelTool](VoxelTool.md) | [get_voxel_tool](#i_get_voxel_tool) ( )
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [is_uniform](#i_is_uniform) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel ) const
[void](#) | [optimize](#i_optimize) ( )
[void](#) | [set_block_metadata](#i_set_block_metadata) ( [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) meta )
[void](#) | [set_channel_depth](#i_set_channel_depth) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) depth )
[void](#) | [set_voxel](#i_set_voxel) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) value, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) x, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) y, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) z, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
[void](#) | [set_voxel_f](#i_set_voxel_f) ( [float](https://docs.godotengine.org/en/stable/classes/class_float.html) value, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) x, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) y, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) z, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
[void](#) | [set_voxel_metadata](#i_set_voxel_metadata) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) value )
[void](#) | [set_voxel_v](#i_set_voxel_v) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) value, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
Return | Signature
------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [clear](#i_clear) ( )
[void](#) | [clear_voxel_metadata](#i_clear_voxel_metadata) ( )
[void](#) | [clear_voxel_metadata_in_area](#i_clear_voxel_metadata_in_area) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) min_pos, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) max_pos )
[void](#) | [compress_uniform_channels](#i_compress_uniform_channels) ( )
[void](#) | [copy_channel_from](#i_copy_channel_from) ( [VoxelBuffer](VoxelBuffer.md) other, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel )
[void](#) | [copy_channel_from_area](#i_copy_channel_from_area) ( [VoxelBuffer](VoxelBuffer.md) other, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_min, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_max, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) dst_min, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel )
[void](#) | [copy_voxel_metadata_in_area](#i_copy_voxel_metadata_in_area) ( [VoxelBuffer](VoxelBuffer.md) src_buffer, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_min_pos, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_max_pos, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) dst_min_pos )
[void](#) | [create](#i_create) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) sx, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) sy, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) sz )
[Array](https://docs.godotengine.org/en/stable/classes/class_array.html) | [debug_print_sdf_y_slices](#i_debug_print_sdf_y_slices) ( [float](https://docs.godotengine.org/en/stable/classes/class_float.html) scale ) const
[void](#) | [downscale_to](#i_downscale_to) ( [VoxelBuffer](VoxelBuffer.md) dst, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_min, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_max, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) dst_min ) const
[void](#) | [fill](#i_fill) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) value, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
[void](#) | [fill_area](#i_fill_area) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) value, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) min, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) max, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
[void](#) | [fill_f](#i_fill_f) ( [float](https://docs.godotengine.org/en/stable/classes/class_float.html) value, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
[void](#) | [for_each_voxel_metadata](#i_for_each_voxel_metadata) ( [Callable](https://docs.godotengine.org/en/stable/classes/class_callable.html) callback ) const
[void](#) | [for_each_voxel_metadata_in_area](#i_for_each_voxel_metadata_in_area) ( [Callable](https://docs.godotengine.org/en/stable/classes/class_callable.html) callback, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) min_pos, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) max_pos )
[Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) | [get_block_metadata](#i_get_block_metadata) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_channel_compression](#i_get_channel_compression) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_channel_depth](#i_get_channel_depth) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel ) const
[Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) | [get_size](#i_get_size) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_size_x](#i_get_size_x) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_size_y](#i_get_size_y) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_size_z](#i_get_size_z) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_voxel](#i_get_voxel) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) x, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) y, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) z, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 ) const
[float](https://docs.godotengine.org/en/stable/classes/class_float.html) | [get_voxel_f](#i_get_voxel_f) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) x, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) y, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) z, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 ) const
[Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) | [get_voxel_metadata](#i_get_voxel_metadata) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos ) const
[VoxelTool](VoxelTool.md) | [get_voxel_tool](#i_get_voxel_tool) ( )
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [is_uniform](#i_is_uniform) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel ) const
[void](#) | [optimize](#i_optimize) ( )
[void](#) | [set_block_metadata](#i_set_block_metadata) ( [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) meta )
[void](#) | [set_channel_depth](#i_set_channel_depth) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) depth )
[void](#) | [set_voxel](#i_set_voxel) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) value, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) x, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) y, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) z, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
[void](#) | [set_voxel_f](#i_set_voxel_f) ( [float](https://docs.godotengine.org/en/stable/classes/class_float.html) value, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) x, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) y, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) z, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
[void](#) | [set_voxel_metadata](#i_set_voxel_metadata) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) value )
[void](#) | [set_voxel_v](#i_set_voxel_v) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) value, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
<p></p>
## Enumerations:
@ -93,15 +95,18 @@ Erases all contents of the buffer and resets its size to zero. Channel depths an
Erases all per-voxel metadata.
- [void](#)<span id="i_clear_voxel_metadata_in_area"></span> **clear_voxel_metadata_in_area**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) min_pos, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) max_pos )
- [void](#)<span id="i_clear_voxel_metadata_in_area"></span> **clear_voxel_metadata_in_area**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) min_pos, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) max_pos )
Erases per-voxel metadata within the specified area.
- [void](#)<span id="i_compress_uniform_channels"></span> **compress_uniform_channels**( )
- [void](#)<span id="i_copy_channel_from"></span> **copy_channel_from**( [VoxelBuffer](VoxelBuffer.md) other, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel )
Copies all values from the channel of another [VoxelBuffer](VoxelBuffer.md) into the same channel for the current buffer. The depth formats must match.
- [void](#)<span id="i_copy_channel_from_area"></span> **copy_channel_from_area**( [VoxelBuffer](VoxelBuffer.md) other, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_min, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_max, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) dst_min, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel )
- [void](#)<span id="i_copy_channel_from_area"></span> **copy_channel_from_area**( [VoxelBuffer](VoxelBuffer.md) other, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_min, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_max, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) dst_min, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel )
Copies values from a channel's sub-region of another [VoxelBuffer](VoxelBuffer.md) into the same channel for the current buffer, at a specific location. The depth formats must match.
@ -111,7 +116,7 @@ If coordinates are entirely or partially out of bounds, they will be clipped aut
Copying across the same buffer to overlapping areas is not supported. You may use an intermediary buffer in this case.
- [void](#)<span id="i_copy_voxel_metadata_in_area"></span> **copy_voxel_metadata_in_area**( [VoxelBuffer](VoxelBuffer.md) src_buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_min_pos, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_max_pos, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) dst_min_pos )
- [void](#)<span id="i_copy_voxel_metadata_in_area"></span> **copy_voxel_metadata_in_area**( [VoxelBuffer](VoxelBuffer.md) src_buffer, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_min_pos, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_max_pos, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) dst_min_pos )
Copies per-voxel metadata from a sub-region of another [VoxelBuffer](VoxelBuffer.md) into the the current buffer, at a specific location. Values will be a shallow copy.
@ -125,7 +130,10 @@ Copying across the same buffer to overlapping areas is not supported. You may us
Clears the buffer and gives it the specified size.
- [void](#)<span id="i_downscale_to"></span> **downscale_to**( [VoxelBuffer](VoxelBuffer.md) dst, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_min, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_max, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) dst_min )
- [Array](https://docs.godotengine.org/en/stable/classes/class_array.html)<span id="i_debug_print_sdf_y_slices"></span> **debug_print_sdf_y_slices**( [float](https://docs.godotengine.org/en/stable/classes/class_float.html) scale )
- [void](#)<span id="i_downscale_to"></span> **downscale_to**( [VoxelBuffer](VoxelBuffer.md) dst, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_min, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_max, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) dst_min )
Produces a downscaled version of this buffer, by a factor of 2, without any form of interpolation (i.e using nearest-neighbor).
@ -135,7 +143,7 @@ Metadata is not copied.
Fills one channel of this buffer with a specific raw value.
- [void](#)<span id="i_fill_area"></span> **fill_area**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) value, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) min, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) max, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
- [void](#)<span id="i_fill_area"></span> **fill_area**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) value, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) min, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) max, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
Fills an area of a channel in this buffer with a specific raw value.
@ -143,11 +151,15 @@ Fills an area of a channel in this buffer with a specific raw value.
Fills one channel of this buffer with a specific float value.
- [void](#)<span id="i_for_each_voxel_metadata"></span> **for_each_voxel_metadata**( [FuncRef](https://docs.godotengine.org/en/stable/classes/class_funcref.html) callback )
- [void](#)<span id="i_for_each_voxel_metadata"></span> **for_each_voxel_metadata**( [Callable](https://docs.godotengine.org/en/stable/classes/class_callable.html) callback )
Executes a function on every voxel in this buffer which have associated metadata.
- [void](#)<span id="i_for_each_voxel_metadata_in_area"></span> **for_each_voxel_metadata_in_area**( [FuncRef](https://docs.godotengine.org/en/stable/classes/class_funcref.html) callback, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) min_pos, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) max_pos )
The function's arguments must be (position: Vector3i, metadata: Variant).
IMPORTANT: inserting new or removing metadata from inside this function is not allowed.
- [void](#)<span id="i_for_each_voxel_metadata_in_area"></span> **for_each_voxel_metadata_in_area**( [Callable](https://docs.godotengine.org/en/stable/classes/class_callable.html) callback, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) min_pos, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) max_pos )
Executes a function on every voxel in this buffer which have associated metadata, within the specified area.
@ -163,7 +175,7 @@ Gets which compression mode the specified channel has.
Gets which bit depth the specified channel has.
- [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html)<span id="i_get_size"></span> **get_size**( )
- [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html)<span id="i_get_size"></span> **get_size**( )
Gets the 3D size of the buffer in voxels.
@ -187,7 +199,7 @@ Gets the raw value of a voxel within this buffer.
Gets the float value of a voxel within this buffer. You may use this function if you work with SDF volumes (smooth voxels).
- [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html)<span id="i_get_voxel_metadata"></span> **get_voxel_metadata**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos )
- [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html)<span id="i_get_voxel_metadata"></span> **get_voxel_metadata**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos )
Gets the metadata attached to a specific voxel in this buffer.
@ -220,13 +232,13 @@ Sets the raw value of a voxel. If you use smooth voxels, you may prefer using me
Sets the float value of a voxel. This method should be used if you work on SDF data (smooth voxels).
- [void](#)<span id="i_set_voxel_metadata"></span> **set_voxel_metadata**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) value )
- [void](#)<span id="i_set_voxel_metadata"></span> **set_voxel_metadata**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) value )
Attaches arbitrary data on a specific voxel. Old data is replaced.
If this [VoxelBuffer](VoxelBuffer.md) is saved, this metadata will also be saved along voxels, so make sure the data supports serialization (i.e you can't put nodes or arbitrary objects in it).
- [void](#)<span id="i_set_voxel_v"></span> **set_voxel_v**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) value, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
- [void](#)<span id="i_set_voxel_v"></span> **set_voxel_v**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) value, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channel=0 )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

View File

@ -8,10 +8,10 @@ Inherits: [Resource](https://docs.godotengine.org/en/stable/classes/class_resour
## Properties:
Type | Name | Default
----------------- | -------------------- | -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
`PoolColorArray` | [colors](#i_colors) | PoolColorArray( 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1 )
`PoolIntArray` | [data](#i_data) | PoolIntArray( 0, -1, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255 )
Type | Name | Default
------------------- | -------------------- | -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
`PackedColorArray` | [colors](#i_colors) | PackedColorArray(0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
`PackedInt32Array` | [data](#i_data) | PackedInt32Array(0, -1, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255)
<p></p>
## Methods:
@ -29,10 +29,10 @@ Return | Sign
## Property Descriptions
- [PoolColorArray](https://docs.godotengine.org/en/stable/classes/class_poolcolorarray.html)<span id="i_colors"></span> **colors** = PoolColorArray( 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1 )
- [PackedColorArray](https://docs.godotengine.org/en/stable/classes/class_packedcolorarray.html)<span id="i_colors"></span> **colors** = PackedColorArray(0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- [PoolIntArray](https://docs.godotengine.org/en/stable/classes/class_poolintarray.html)<span id="i_data"></span> **data** = PoolIntArray( 0, -1, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255 )
- [PackedInt32Array](https://docs.godotengine.org/en/stable/classes/class_packedint32array.html)<span id="i_data"></span> **data** = PackedInt32Array(0, -1, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255)
## Method Descriptions
@ -43,4 +43,4 @@ Return | Sign
- [void](#)<span id="i_set_color"></span> **set_color**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) color, [Color](https://docs.godotengine.org/en/stable/classes/class_color.html) arg1 )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -0,0 +1,37 @@
# VoxelDataBlockEnterInfo
Inherits: [Object](https://docs.godotengine.org/en/stable/classes/class_object.html)
## Methods:
Return | Signature
------------------------------------------------------------------------------- | --------------------------------------------------------
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [are_voxels_edited](#i_are_voxels_edited) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_lod_index](#i_get_lod_index) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_network_peer_id](#i_get_network_peer_id) ( ) const
[Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) | [get_position](#i_get_position) ( ) const
[VoxelBuffer](VoxelBuffer.md) | [get_voxels](#i_get_voxels) ( ) const
<p></p>
## Method Descriptions
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_are_voxels_edited"></span> **are_voxels_edited**( )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_lod_index"></span> **get_lod_index**( )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_network_peer_id"></span> **get_network_peer_id**( )
- [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html)<span id="i_get_position"></span> **get_position**( )
- [VoxelBuffer](VoxelBuffer.md)<span id="i_get_voxels"></span> **get_voxels**( )
_Generated on Aug 20, 2022_

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@ -3,14 +3,14 @@
Inherits: [Object](https://docs.godotengine.org/en/stable/classes/class_object.html)
Singleton handling common voxel processing in background threads.
Singleton handling common voxel processing tasks in background threads.
## Methods:
Return | Signature
----------------------------------------------------------------------------------- | -------------------------------
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [get_stats](#i_get_stats) ( )
Return | Signature
----------------------------------------------------------------------------------- | ------------------------------------
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [get_stats](#i_get_stats) ( ) const
<p></p>
## Method Descriptions
@ -48,4 +48,4 @@ The returned dictionary has the following structure:
```
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -25,4 +25,4 @@ Generates a block of voxels within the specified world area.
`lod`: Level of detail index to use for this block. Some generators might not support LOD, in which case it can be left 0.
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -26,4 +26,4 @@ Type | Name | Default
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_voxel_type"></span> **voxel_type** = 1
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -29,34 +29,39 @@ Type | Name | Defa
## Methods:
Return | Signature
--------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [add_connection](#i_add_connection) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_port_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) dst_node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) dst_port_index )
[void](#) | [bake_sphere_bumpmap](#i_bake_sphere_bumpmap) ( [Image](https://docs.godotengine.org/en/stable/classes/class_image.html) im, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) ref_radius, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) sdf_min, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) sdf_max )
[void](#) | [bake_sphere_normalmap](#i_bake_sphere_normalmap) ( [Image](https://docs.godotengine.org/en/stable/classes/class_image.html) im, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) ref_radius, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) strength )
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [can_connect](#i_can_connect) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_port_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) dst_node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) dst_port_index ) const
[void](#) | [clear](#i_clear) ( )
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [compile](#i_compile) ( )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [create_node](#i_create_node) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) type_id, [Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html) position, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id=0 )
[Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html) | [debug_analyze_range](#i_debug_analyze_range) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) min_pos, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) max_pos ) const
[void](#) | [debug_load_waves_preset](#i_debug_load_waves_preset) ( )
[float](https://docs.godotengine.org/en/stable/classes/class_float.html) | [debug_measure_microseconds_per_voxel](#i_debug_measure_microseconds_per_voxel) ( [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) use_singular_queries )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [find_node_by_name](#i_find_node_by_name) ( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) name ) const
[float](https://docs.godotengine.org/en/stable/classes/class_float.html) | [generate_single](#i_generate_single) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) arg0 )
[Array](https://docs.godotengine.org/en/stable/classes/class_array.html) | [get_connections](#i_get_connections) ( ) const
[Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) | [get_node_default_input](#i_get_node_default_input) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) input_index ) const
[Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html) | [get_node_gui_position](#i_get_node_gui_position) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id ) const
[PoolIntArray](https://docs.godotengine.org/en/stable/classes/class_poolintarray.html) | [get_node_ids](#i_get_node_ids) ( ) const
[Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) | [get_node_param](#i_get_node_param) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) param_index ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_node_type_count](#i_get_node_type_count) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_node_type_id](#i_get_node_type_id) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id ) const
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [get_node_type_info](#i_get_node_type_info) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) type_id ) const
[void](#) | [remove_connection](#i_remove_connection) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_port_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) dst_node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) dst_port_index )
[void](#) | [remove_node](#i_remove_node) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id )
[void](#) | [set_node_default_input](#i_set_node_default_input) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) input_index, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) value )
[void](#) | [set_node_gui_position](#i_set_node_gui_position) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html) position )
[void](#) | [set_node_param](#i_set_node_param) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) param_index, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) value )
[void](#) | [set_node_param_null](#i_set_node_param_null) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) param_index )
Return | Signature
----------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [add_connection](#i_add_connection) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_port_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) dst_node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) dst_port_index )
[void](#) | [bake_sphere_bumpmap](#i_bake_sphere_bumpmap) ( [Image](https://docs.godotengine.org/en/stable/classes/class_image.html) im, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) ref_radius, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) sdf_min, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) sdf_max )
[void](#) | [bake_sphere_normalmap](#i_bake_sphere_normalmap) ( [Image](https://docs.godotengine.org/en/stable/classes/class_image.html) im, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) ref_radius, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) strength )
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [can_connect](#i_can_connect) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_port_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) dst_node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) dst_port_index ) const
[void](#) | [clear](#i_clear) ( )
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [compile](#i_compile) ( )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [create_node](#i_create_node) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) type_id, [Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html) position, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id=0 )
[Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html) | [debug_analyze_range](#i_debug_analyze_range) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) min_pos, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) max_pos ) const
[void](#) | [debug_load_waves_preset](#i_debug_load_waves_preset) ( )
[float](https://docs.godotengine.org/en/stable/classes/class_float.html) | [debug_measure_microseconds_per_voxel](#i_debug_measure_microseconds_per_voxel) ( [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) use_singular_queries )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [find_node_by_name](#i_find_node_by_name) ( [StringName](https://docs.godotengine.org/en/stable/classes/class_stringname.html) name ) const
[String](https://docs.godotengine.org/en/stable/classes/class_string.html) | [generate_shader](#i_generate_shader) ( )
[Array](https://docs.godotengine.org/en/stable/classes/class_array.html) | [get_connections](#i_get_connections) ( ) const
[Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) | [get_node_default_input](#i_get_node_default_input) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) input_index ) const
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [get_node_default_inputs_autoconnect](#i_get_node_default_inputs_autoconnect) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id ) const
[Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html) | [get_node_gui_position](#i_get_node_gui_position) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id ) const
[PackedInt32Array](https://docs.godotengine.org/en/stable/classes/class_packedint32array.html) | [get_node_ids](#i_get_node_ids) ( ) const
[StringName](https://docs.godotengine.org/en/stable/classes/class_stringname.html) | [get_node_name](#i_get_node_name) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id ) const
[Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) | [get_node_param](#i_get_node_param) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) param_index ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_node_type_count](#i_get_node_type_count) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_node_type_id](#i_get_node_type_id) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id ) const
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [get_node_type_info](#i_get_node_type_info) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) type_id ) const
[void](#) | [remove_connection](#i_remove_connection) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_port_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) dst_node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) dst_port_index )
[void](#) | [remove_node](#i_remove_node) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id )
[void](#) | [set_expression_node_inputs](#i_set_expression_node_inputs) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [PackedStringArray](https://docs.godotengine.org/en/stable/classes/class_packedstringarray.html) names )
[void](#) | [set_node_default_input](#i_set_node_default_input) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) input_index, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) value )
[void](#) | [set_node_default_inputs_autoconnect](#i_set_node_default_inputs_autoconnect) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
[void](#) | [set_node_gui_position](#i_set_node_gui_position) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html) position )
[void](#) | [set_node_name](#i_set_node_name) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [StringName](https://docs.godotengine.org/en/stable/classes/class_stringname.html) name )
[void](#) | [set_node_param](#i_set_node_param) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) param_index, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) value )
[void](#) | [set_node_param_null](#i_set_node_param_null) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) param_index )
<p></p>
## Signals:
@ -88,29 +93,33 @@ enum **NodeTypeID**:
- **NODE_DISTANCE_2D** = **18**
- **NODE_DISTANCE_3D** = **19**
- **NODE_CLAMP** = **20**
- **NODE_MIX** = **21**
- **NODE_REMAP** = **22**
- **NODE_SMOOTHSTEP** = **23**
- **NODE_CURVE** = **24**
- **NODE_SELECT** = **25**
- **NODE_NOISE_2D** = **26**
- **NODE_NOISE_3D** = **27**
- **NODE_IMAGE_2D** = **28**
- **NODE_SDF_PLANE** = **29**
- **NODE_SDF_BOX** = **30**
- **NODE_SDF_SPHERE** = **31**
- **NODE_SDF_TORUS** = **32**
- **NODE_SDF_PREVIEW** = **33**
- **NODE_SDF_SPHERE_HEIGHTMAP** = **34**
- **NODE_SDF_SMOOTH_UNION** = **35**
- **NODE_SDF_SMOOTH_SUBTRACT** = **36**
- **NODE_NORMALIZE_3D** = **37**
- **NODE_FAST_NOISE_2D** = **38**
- **NODE_FAST_NOISE_3D** = **39**
- **NODE_FAST_NOISE_GRADIENT_2D** = **40**
- **NODE_FAST_NOISE_GRADIENT_3D** = **41**
- **NODE_OUTPUT_WEIGHT** = **42**
- **NODE_TYPE_COUNT** = **43**
- **NODE_MIX** = **22**
- **NODE_REMAP** = **23**
- **NODE_SMOOTHSTEP** = **24**
- **NODE_CURVE** = **25**
- **NODE_SELECT** = **26**
- **NODE_NOISE_2D** = **27**
- **NODE_NOISE_3D** = **28**
- **NODE_IMAGE_2D** = **29**
- **NODE_SDF_PLANE** = **30**
- **NODE_SDF_BOX** = **31**
- **NODE_SDF_SPHERE** = **32**
- **NODE_SDF_TORUS** = **33**
- **NODE_SDF_PREVIEW** = **34**
- **NODE_SDF_SPHERE_HEIGHTMAP** = **35**
- **NODE_SDF_SMOOTH_UNION** = **36**
- **NODE_SDF_SMOOTH_SUBTRACT** = **37**
- **NODE_NORMALIZE_3D** = **38**
- **NODE_FAST_NOISE_2D** = **39**
- **NODE_FAST_NOISE_3D** = **40**
- **NODE_FAST_NOISE_GRADIENT_2D** = **41**
- **NODE_FAST_NOISE_GRADIENT_3D** = **42**
- **NODE_OUTPUT_WEIGHT** = **43**
- **NODE_OUTPUT_SINGLE_TEXTURE** = **45**
- **NODE_EXPRESSION** = **46**
- **NODE_POWI** = **47**
- **NODE_POW** = **48**
- **NODE_TYPE_COUNT** = **49**
## Property Descriptions
@ -195,10 +204,10 @@ This function then returns the ID of the node, which may be useful to modify oth
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_debug_measure_microseconds_per_voxel"></span> **debug_measure_microseconds_per_voxel**( [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) use_singular_queries )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_find_node_by_name"></span> **find_node_by_name**( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) name )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_find_node_by_name"></span> **find_node_by_name**( [StringName](https://docs.godotengine.org/en/stable/classes/class_stringname.html) name )
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_generate_single"></span> **generate_single**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) arg0 )
- [String](https://docs.godotengine.org/en/stable/classes/class_string.html)<span id="i_generate_shader"></span> **generate_shader**( )
- [Array](https://docs.godotengine.org/en/stable/classes/class_array.html)<span id="i_get_connections"></span> **get_connections**( )
@ -207,10 +216,16 @@ This function then returns the ID of the node, which may be useful to modify oth
- [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html)<span id="i_get_node_default_input"></span> **get_node_default_input**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) input_index )
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_get_node_default_inputs_autoconnect"></span> **get_node_default_inputs_autoconnect**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id )
- [Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html)<span id="i_get_node_gui_position"></span> **get_node_gui_position**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id )
- [PoolIntArray](https://docs.godotengine.org/en/stable/classes/class_poolintarray.html)<span id="i_get_node_ids"></span> **get_node_ids**( )
- [PackedInt32Array](https://docs.godotengine.org/en/stable/classes/class_packedint32array.html)<span id="i_get_node_ids"></span> **get_node_ids**( )
- [StringName](https://docs.godotengine.org/en/stable/classes/class_stringname.html)<span id="i_get_node_name"></span> **get_node_name**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id )
- [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html)<span id="i_get_node_param"></span> **get_node_param**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) param_index )
@ -231,16 +246,25 @@ This function then returns the ID of the node, which may be useful to modify oth
- [void](#)<span id="i_remove_node"></span> **remove_node**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id )
- [void](#)<span id="i_set_expression_node_inputs"></span> **set_expression_node_inputs**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [PackedStringArray](https://docs.godotengine.org/en/stable/classes/class_packedstringarray.html) names )
- [void](#)<span id="i_set_node_default_input"></span> **set_node_default_input**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) input_index, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) value )
- [void](#)<span id="i_set_node_default_inputs_autoconnect"></span> **set_node_default_inputs_autoconnect**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
- [void](#)<span id="i_set_node_gui_position"></span> **set_node_gui_position**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html) position )
- [void](#)<span id="i_set_node_name"></span> **set_node_name**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [StringName](https://docs.godotengine.org/en/stable/classes/class_stringname.html) name )
- [void](#)<span id="i_set_node_param"></span> **set_node_param**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) param_index, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) value )
- [void](#)<span id="i_set_node_param_null"></span> **set_node_param_null**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) node_id, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) param_index )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -35,4 +35,4 @@ Minimum height where the surface will generate.
Scale applied to the signed distance field. This is useful when smooth voxels are used, to reduce blockyness over large distances.
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -26,4 +26,4 @@ Type | Name | Default
- [Image](https://docs.godotengine.org/en/stable/classes/class_image.html)<span id="i_image"></span> **image**
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -8,12 +8,12 @@ Inherits: [VoxelGenerator](VoxelGenerator.md)
## Properties:
Type | Name | Default
------------------- | -------------------------------- | --------
`int` | [channel](#i_channel) | 1
`float` | [height_range](#i_height_range) | 300.0
`float` | [height_start](#i_height_start) | 0.0
`OpenSimplexNoise` | [noise](#i_noise) |
Type | Name | Default
-------- | -------------------------------- | --------
`int` | [channel](#i_channel) | 1
`float` | [height_range](#i_height_range) | 300.0
`float` | [height_start](#i_height_start) | 0.0
`Noise` | [noise](#i_noise) |
<p></p>
## Property Descriptions
@ -27,7 +27,7 @@ Type | Name | Default
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_height_start"></span> **height_start** = 0.0
- [OpenSimplexNoise](https://docs.godotengine.org/en/stable/classes/class_opensimplexnoise.html)<span id="i_noise"></span> **noise**
- [Noise](https://docs.godotengine.org/en/stable/classes/class_noise.html)<span id="i_noise"></span> **noise**
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -8,11 +8,11 @@ Inherits: [VoxelGeneratorHeightmap](VoxelGeneratorHeightmap.md)
## Properties:
Type | Name | Default
------------------- | -------------------------------- | --------
`Curve` | [curve](#i_curve) |
`float` | [height_range](#i_height_range) | 200.0
`OpenSimplexNoise` | [noise](#i_noise) |
Type | Name | Default
-------- | -------------------------------- | --------
`Curve` | [curve](#i_curve) |
`float` | [height_range](#i_height_range) | 200.0
`Noise` | [noise](#i_noise) |
<p></p>
## Property Descriptions
@ -23,7 +23,7 @@ Type | Name | Default
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_height_range"></span> **height_range** = 200.0
- [OpenSimplexNoise](https://docs.godotengine.org/en/stable/classes/class_opensimplexnoise.html)<span id="i_noise"></span> **noise**
- [Noise](https://docs.godotengine.org/en/stable/classes/class_noise.html)<span id="i_noise"></span> **noise**
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -10,15 +10,15 @@ Important: this engine makes heavy use of threads. Generators will run in one of
## Methods:
Return | Signature
--------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [_generate_block](#i__generate_block) ( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod ) virtual
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [_get_used_channels_mask](#i__get_used_channels_mask) ( ) virtual
Return | Signature
--------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [_generate_block](#i__generate_block) ( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod ) virtual
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [_get_used_channels_mask](#i__get_used_channels_mask) ( ) virtual const
<p></p>
## Method Descriptions
- [void](#)<span id="i__generate_block"></span> **_generate_block**( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
- [void](#)<span id="i__generate_block"></span> **_generate_block**( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
`out_buffer`: Buffer in which to populate voxel data. It will never be `null` and will have the requested size. It is only valid for this function, do not store it anywhere after the end.
@ -30,4 +30,4 @@ Return | Signatur
Use this to indicate which channels your generator will use. It returns a bitmask, so for example you may provide information like this: `(1 << channel1) | (1 << channel2)`
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -8,18 +8,18 @@ Inherits: [VoxelGeneratorHeightmap](VoxelGeneratorHeightmap.md)
## Properties:
Type | Name | Default
---------- | ------------------------------------ | ------------------
`Vector2` | [pattern_offset](#i_pattern_offset) | Vector2( 0, 0 )
`Vector2` | [pattern_size](#i_pattern_size) | Vector2( 30, 30 )
Type | Name | Default
---------- | ------------------------------------ | ----------------
`Vector2` | [pattern_offset](#i_pattern_offset) | Vector2(0, 0)
`Vector2` | [pattern_size](#i_pattern_size) | Vector2(30, 30)
<p></p>
## Property Descriptions
- [Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html)<span id="i_pattern_offset"></span> **pattern_offset** = Vector2( 0, 0 )
- [Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html)<span id="i_pattern_offset"></span> **pattern_offset** = Vector2(0, 0)
- [Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html)<span id="i_pattern_size"></span> **pattern_size** = Vector2( 30, 30 )
- [Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html)<span id="i_pattern_size"></span> **pattern_size** = Vector2(30, 30)
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -0,0 +1,8 @@
# VoxelInstanceComponent
Inherits: [Node](https://docs.godotengine.org/en/stable/classes/class_node.html)
_Generated on Aug 20, 2022_

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@ -14,24 +14,24 @@ Note: to generate voxels, see [VoxelGenerator](VoxelGenerator.md).
## Properties:
Type | Name | Default
---------------- | ------------------------------------------------ | ------------
`float` | [density](#i_density) | 0.1
`int` | [emit_mode](#i_emit_mode) | 0
`float` | [max_height](#i_max_height) | 3.40282e+38
`float` | [max_scale](#i_max_scale) | 1.0
`float` | [max_slope_degrees](#i_max_slope_degrees) | 180.0
`float` | [min_height](#i_min_height) | 1.17549e-38
`float` | [min_scale](#i_min_scale) | 1.0
`float` | [min_slope_degrees](#i_min_slope_degrees) | 0.0
`FastNoiseLite` | [noise](#i_noise) |
`int` | [noise_dimension](#i_noise_dimension) | 1
`float` | [noise_on_scale](#i_noise_on_scale) | 0.0
`float` | [offset_along_normal](#i_offset_along_normal) | 0.0
`bool` | [random_rotation](#i_random_rotation) | true
`bool` | [random_vertical_flip](#i_random_vertical_flip) | false
`int` | [scale_distribution](#i_scale_distribution) | 1
`float` | [vertical_alignment](#i_vertical_alignment) | 1.0
Type | Name | Default
-------- | ------------------------------------------------ | ------------
`float` | [density](#i_density) | 0.1
`int` | [emit_mode](#i_emit_mode) | 0
`float` | [max_height](#i_max_height) | 3.40282e+38
`float` | [max_scale](#i_max_scale) | 1.0
`float` | [max_slope_degrees](#i_max_slope_degrees) | 180.0
`float` | [min_height](#i_min_height) | 1.17549e-38
`float` | [min_scale](#i_min_scale) | 1.0
`float` | [min_slope_degrees](#i_min_slope_degrees) | 0.0
`Noise` | [noise](#i_noise) |
`int` | [noise_dimension](#i_noise_dimension) | 1
`float` | [noise_on_scale](#i_noise_on_scale) | 0.0
`float` | [offset_along_normal](#i_offset_along_normal) | 0.0
`bool` | [random_rotation](#i_random_rotation) | true
`bool` | [random_vertical_flip](#i_random_vertical_flip) | false
`int` | [scale_distribution](#i_scale_distribution) | 1
`float` | [vertical_alignment](#i_vertical_alignment) | 1.0
<p></p>
## Enumerations:
@ -84,7 +84,7 @@ enum **Dimension**:
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_min_slope_degrees"></span> **min_slope_degrees** = 0.0
- [FastNoiseLite](FastNoiseLite.md)<span id="i_noise"></span> **noise**
- [Noise](https://docs.godotengine.org/en/stable/classes/class_noise.html)<span id="i_noise"></span> **noise**
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_noise_dimension"></span> **noise_dimension** = 1
@ -108,4 +108,4 @@ enum **Dimension**:
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_vertical_alignment"></span> **vertical_alignment** = 1.0
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -8,13 +8,13 @@ Contains a list of models that can be used by [VoxelInstancer](VoxelInstancer.md
## Methods:
Return | Signature
--------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [add_item](#i_add_item) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id, [VoxelInstanceLibraryItemBase](VoxelInstanceLibraryItemBase.md) arg1 )
[void](#) | [clear](#i_clear) ( )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [find_item_by_name](#i_find_item_by_name) ( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) name ) const
[VoxelInstanceLibraryItemBase](VoxelInstanceLibraryItemBase.md) | [get_item](#i_get_item) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
[void](#) | [remove_item](#i_remove_item) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
Return | Signature
--------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [add_item](#i_add_item) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id, [VoxelInstanceLibraryItem](VoxelInstanceLibraryItem.md) arg1 )
[void](#) | [clear](#i_clear) ( )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [find_item_by_name](#i_find_item_by_name) ( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) name ) const
[VoxelInstanceLibraryItem](VoxelInstanceLibraryItem.md) | [get_item](#i_get_item) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id ) const
[void](#) | [remove_item](#i_remove_item) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
<p></p>
## Constants:
@ -23,7 +23,7 @@ Return | Signatur
## Method Descriptions
- [void](#)<span id="i_add_item"></span> **add_item**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id, [VoxelInstanceLibraryItemBase](VoxelInstanceLibraryItemBase.md) arg1 )
- [void](#)<span id="i_add_item"></span> **add_item**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id, [VoxelInstanceLibraryItem](VoxelInstanceLibraryItem.md) arg1 )
- [void](#)<span id="i_clear"></span> **clear**( )
@ -32,10 +32,10 @@ Return | Signatur
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_find_item_by_name"></span> **find_item_by_name**( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) name )
- [VoxelInstanceLibraryItemBase](VoxelInstanceLibraryItemBase.md)<span id="i_get_item"></span> **get_item**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
- [VoxelInstanceLibraryItem](VoxelInstanceLibraryItem.md)<span id="i_get_item"></span> **get_item**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
- [void](#)<span id="i_remove_item"></span> **remove_item**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -1,6 +1,6 @@
# VoxelInstanceLibraryItem
Inherits: [VoxelInstanceLibraryItemBase](VoxelInstanceLibraryItemBase.md)
Inherits: [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html)
Settings for a model that can be used by [VoxelInstancer](VoxelInstancer.md)
@ -8,71 +8,26 @@ Settings for a model that can be used by [VoxelInstancer](VoxelInstancer.md)
## Properties:
Type | Name | Default
----------- | ------------------------------------------ | --------
`int` | [cast_shadow](#i_cast_shadow) | 1
`int` | [collision_layer](#i_collision_layer) | 1
`int` | [collision_mask](#i_collision_mask) | 1
`Array` | [collision_shapes](#i_collision_shapes) | [ ]
`Material` | [material_override](#i_material_override) |
`Mesh` | [mesh](#i_mesh) |
`Mesh` | [mesh_lod1](#i_mesh_lod1) |
`Mesh` | [mesh_lod2](#i_mesh_lod2) |
`Mesh` | [mesh_lod3](#i_mesh_lod3) |
Type | Name | Default
------------------------- | ---------------------------- | --------
`VoxelInstanceGenerator` | [generator](#i_generator) |
`int` | [lod_index](#i_lod_index) | 0
`String` | [name](#i_name) | ""
`bool` | [persistent](#i_persistent) | false
<p></p>
## Methods:
Return | Signature
----------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html) | [get_mesh](#i_get_mesh) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mesh_lod_index ) const
[void](#) | [set_mesh](#i_set_mesh) ( [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html) mesh, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mesh_lod_index )
[void](#) | [setup_from_template](#i_setup_from_template) ( [Node](https://docs.godotengine.org/en/stable/classes/class_node.html) node )
<p></p>
## Constants:
- **MAX_MESH_LODS** = **4**
## Property Descriptions
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_cast_shadow"></span> **cast_shadow** = 1
- [VoxelInstanceGenerator](VoxelInstanceGenerator.md)<span id="i_generator"></span> **generator**
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_collision_layer"></span> **collision_layer** = 1
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_lod_index"></span> **lod_index** = 0
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_collision_mask"></span> **collision_mask** = 1
- [String](https://docs.godotengine.org/en/stable/classes/class_string.html)<span id="i_name"></span> **name** = ""
- [Array](https://docs.godotengine.org/en/stable/classes/class_array.html)<span id="i_collision_shapes"></span> **collision_shapes** = [ ]
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_persistent"></span> **persistent** = false
- [Material](https://docs.godotengine.org/en/stable/classes/class_material.html)<span id="i_material_override"></span> **material_override**
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_mesh"></span> **mesh**
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_mesh_lod1"></span> **mesh_lod1**
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_mesh_lod2"></span> **mesh_lod2**
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_mesh_lod3"></span> **mesh_lod3**
## Method Descriptions
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_get_mesh"></span> **get_mesh**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mesh_lod_index )
- [void](#)<span id="i_set_mesh"></span> **set_mesh**( [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html) mesh, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mesh_lod_index )
- [void](#)<span id="i_setup_from_template"></span> **setup_from_template**( [Node](https://docs.godotengine.org/en/stable/classes/class_node.html) node )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -1,33 +0,0 @@
# VoxelInstanceLibraryItemBase
Inherits: [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html)
## Properties:
Type | Name | Default
------------------------- | ---------------------------- | --------
`VoxelInstanceGenerator` | [generator](#i_generator) |
`int` | [lod_index](#i_lod_index) | 0
`String` | [name](#i_name) | ""
`bool` | [persistent](#i_persistent) | false
<p></p>
## Property Descriptions
- [VoxelInstanceGenerator](VoxelInstanceGenerator.md)<span id="i_generator"></span> **generator**
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_lod_index"></span> **lod_index** = 0
- [String](https://docs.godotengine.org/en/stable/classes/class_string.html)<span id="i_name"></span> **name** = ""
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_persistent"></span> **persistent** = false
_Generated on Nov 06, 2021_

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@ -0,0 +1,78 @@
# VoxelInstanceLibraryMultiMeshItem
Inherits: [VoxelInstanceLibraryItem](VoxelInstanceLibraryItem.md)
## Properties:
Type | Name | Default
----------- | ------------------------------------------ | --------
`int` | [cast_shadow](#i_cast_shadow) | 1
`int` | [collision_layer](#i_collision_layer) | 1
`int` | [collision_mask](#i_collision_mask) | 1
`Array` | [collision_shapes](#i_collision_shapes) | []
`Material` | [material_override](#i_material_override) |
`Mesh` | [mesh](#i_mesh) |
`Mesh` | [mesh_lod1](#i_mesh_lod1) |
`Mesh` | [mesh_lod2](#i_mesh_lod2) |
`Mesh` | [mesh_lod3](#i_mesh_lod3) |
<p></p>
## Methods:
Return | Signature
----------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html) | [get_mesh](#i_get_mesh) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mesh_lod_index ) const
[void](#) | [set_mesh](#i_set_mesh) ( [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html) mesh, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mesh_lod_index )
[void](#) | [setup_from_template](#i_setup_from_template) ( [Node](https://docs.godotengine.org/en/stable/classes/class_node.html) node )
<p></p>
## Constants:
- **MAX_MESH_LODS** = **4**
## Property Descriptions
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_cast_shadow"></span> **cast_shadow** = 1
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_collision_layer"></span> **collision_layer** = 1
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_collision_mask"></span> **collision_mask** = 1
- [Array](https://docs.godotengine.org/en/stable/classes/class_array.html)<span id="i_collision_shapes"></span> **collision_shapes** = []
- [Material](https://docs.godotengine.org/en/stable/classes/class_material.html)<span id="i_material_override"></span> **material_override**
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_mesh"></span> **mesh**
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_mesh_lod1"></span> **mesh_lod1**
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_mesh_lod2"></span> **mesh_lod2**
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_mesh_lod3"></span> **mesh_lod3**
## Method Descriptions
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_get_mesh"></span> **get_mesh**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mesh_lod_index )
- [void](#)<span id="i_set_mesh"></span> **set_mesh**( [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html) mesh, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mesh_lod_index )
- [void](#)<span id="i_setup_from_template"></span> **setup_from_template**( [Node](https://docs.godotengine.org/en/stable/classes/class_node.html) node )
_Generated on Aug 20, 2022_

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@ -1,6 +1,6 @@
# VoxelInstanceLibrarySceneItem
Inherits: [VoxelInstanceLibraryItemBase](VoxelInstanceLibraryItemBase.md)
Inherits: [VoxelInstanceLibraryItem](VoxelInstanceLibraryItem.md)
@ -18,4 +18,4 @@ Type | Name | Default
- [PackedScene](https://docs.godotengine.org/en/stable/classes/class_packedscene.html)<span id="i_scene"></span> **scene**
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -1,6 +1,6 @@
# VoxelInstancer
Inherits: [Spatial](https://docs.godotengine.org/en/stable/classes/class_spatial.html)
Inherits: [Node3D](https://docs.godotengine.org/en/stable/classes/class_node3d.html)
Spawns items on top of voxel surfaces.
@ -21,10 +21,15 @@ Type | Name | Default
## Methods:
Return | Signature
----------------------------------------------------------------------------------- | --------------------------------------------------------------------
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [debug_get_block_count](#i_debug_get_block_count) ( ) const
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [debug_get_instance_counts](#i_debug_get_instance_counts) ( ) const
Return | Signature
----------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [debug_dump_as_scene](#i_debug_dump_as_scene) ( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) fpath ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [debug_get_block_count](#i_debug_get_block_count) ( ) const
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [debug_get_draw_flag](#i_debug_get_draw_flag) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) flag ) const
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [debug_get_instance_counts](#i_debug_get_instance_counts) ( ) const
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [debug_is_draw_enabled](#i_debug_is_draw_enabled) ( ) const
[void](#) | [debug_set_draw_enabled](#i_debug_set_draw_enabled) ( [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
[void](#) | [debug_set_draw_flag](#i_debug_set_draw_flag) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) flag, [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
<p></p>
## Enumerations:
@ -34,6 +39,12 @@ enum **UpMode**:
- **UP_MODE_POSITIVE_Y** = **0**
- **UP_MODE_SPHERE** = **1**
enum **DebugDrawFlag**:
- **DEBUG_DRAW_ALL_BLOCKS** = **0**
- **DEBUG_DRAW_EDITED_BLOCKS** = **1**
- **DEBUG_DRAW_FLAGS_COUNT** = **2**
## Constants:
@ -49,10 +60,25 @@ enum **UpMode**:
## Method Descriptions
- [void](#)<span id="i_debug_dump_as_scene"></span> **debug_dump_as_scene**( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) fpath )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_debug_get_block_count"></span> **debug_get_block_count**( )
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_debug_get_draw_flag"></span> **debug_get_draw_flag**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) flag )
- [Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html)<span id="i_debug_get_instance_counts"></span> **debug_get_instance_counts**( )
_Generated on Nov 06, 2021_
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_debug_is_draw_enabled"></span> **debug_is_draw_enabled**( )
- [void](#)<span id="i_debug_set_draw_enabled"></span> **debug_set_draw_enabled**( [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
- [void](#)<span id="i_debug_set_draw_flag"></span> **debug_set_draw_flag**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) flag, [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
_Generated on Aug 20, 2022_

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@ -1,63 +0,0 @@
# VoxelLibrary
Inherits: [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html)
## Properties:
Type | Name | Default
------- | ---------------------------------- | --------
`int` | [atlas_size](#i_atlas_size) | 16
`bool` | [bake_tangents](#i_bake_tangents) | true
`int` | [voxel_count](#i_voxel_count) | 0
<p></p>
## Methods:
Return | Signature
--------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [bake](#i_bake) ( )
[Voxel](Voxel.md) | [create_voxel](#i_create_voxel) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id, [String](https://docs.godotengine.org/en/stable/classes/class_string.html) name )
[Voxel](Voxel.md) | [get_voxel](#i_get_voxel) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
[Voxel](Voxel.md) | [get_voxel_by_name](#i_get_voxel_by_name) ( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) name )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_voxel_index_from_name](#i_get_voxel_index_from_name) ( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) name ) const
<p></p>
## Constants:
- **MAX_VOXEL_TYPES** = **65536**
## Property Descriptions
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_atlas_size"></span> **atlas_size** = 16
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_bake_tangents"></span> **bake_tangents** = true
Enable this option if you need normal mapping on your voxels. If you don't need it, disabling can reduce memory usage and give a small speed boost.
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_voxel_count"></span> **voxel_count** = 0
## Method Descriptions
- [void](#)<span id="i_bake"></span> **bake**( )
- [Voxel](Voxel.md)<span id="i_create_voxel"></span> **create_voxel**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id, [String](https://docs.godotengine.org/en/stable/classes/class_string.html) name )
- [Voxel](Voxel.md)<span id="i_get_voxel"></span> **get_voxel**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
- [Voxel](Voxel.md)<span id="i_get_voxel_by_name"></span> **get_voxel_by_name**( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) name )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_voxel_index_from_name"></span> **get_voxel_index_from_name**( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) name )
_Generated on Nov 06, 2021_

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@ -8,23 +8,24 @@ Voxel volume using variable level of detail.
## Properties:
Type | Name | Default
-------------- | ---------------------------------------------------- | ----------------------------------------------------------------------------------------
`int` | [collision_layer](#i_collision_layer) | 1
`int` | [collision_lod_count](#i_collision_lod_count) | 0
`float` | [collision_margin](#i_collision_margin) | 0.04
`int` | [collision_mask](#i_collision_mask) | 1
`int` | [collision_update_delay](#i_collision_update_delay) | 0
`bool` | [generate_collisions](#i_generate_collisions) | true
`int` | [lod_count](#i_lod_count) | 4
`float` | [lod_distance](#i_lod_distance) | 48.0
`float` | [lod_fade_duration](#i_lod_fade_duration) | 0.0
`Material` | [material](#i_material) |
`int` | [mesh_block_size](#i_mesh_block_size) | 16
`VoxelMesher` | [mesher](#i_mesher) |
`bool` | [run_stream_in_editor](#i_run_stream_in_editor) | true
`int` | [view_distance](#i_view_distance) | 512
`AABB` | [voxel_bounds](#i_voxel_bounds) | AABB( -5.36871e+08, -5.36871e+08, -5.36871e+08, 1.07374e+09, 1.07374e+09, 1.07374e+09 )
Type | Name | Default
----------- | ------------------------------------------------------ | --------------------------------------------------------------------------------------
`int` | [collision_layer](#i_collision_layer) | 1
`int` | [collision_lod_count](#i_collision_lod_count) | 0
`float` | [collision_margin](#i_collision_margin) | 0.04
`int` | [collision_mask](#i_collision_mask) | 1
`int` | [collision_update_delay](#i_collision_update_delay) | 0
`bool` | [full_load_mode_enabled](#i_full_load_mode_enabled) | false
`bool` | [generate_collisions](#i_generate_collisions) | true
`int` | [lod_count](#i_lod_count) | 4
`float` | [lod_distance](#i_lod_distance) | 48.0
`float` | [lod_fade_duration](#i_lod_fade_duration) | 0.0
`Material` | [material](#i_material) |
`int` | [mesh_block_size](#i_mesh_block_size) | 16
`bool` | [run_stream_in_editor](#i_run_stream_in_editor) | true
`bool` | [threaded_update_enabled](#i_threaded_update_enabled) | false
`int` | [view_distance](#i_view_distance) | 512
`AABB` | [voxel_bounds](#i_voxel_bounds) | AABB(-5.36871e+08, -5.36871e+08, -5.36871e+08, 1.07374e+09, 1.07374e+09, 1.07374e+09)
<p></p>
## Methods:
@ -32,32 +33,46 @@ Type | Name | Default
Return | Signature
----------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [debug_dump_as_scene](#i_debug_dump_as_scene) ( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) path ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [debug_dump_as_scene](#i_debug_dump_as_scene) ( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) path, [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) include_instancer ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [debug_get_data_block_count](#i_debug_get_data_block_count) ( ) const
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [debug_get_data_block_info](#i_debug_get_data_block_info) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) block_pos, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod ) const
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [debug_get_draw_flag](#i_debug_get_draw_flag) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) flag_index ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [debug_get_mesh_block_count](#i_debug_get_mesh_block_count) ( ) const
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [debug_get_mesh_block_info](#i_debug_get_mesh_block_info) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) block_pos, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod ) const
[Array](https://docs.godotengine.org/en/stable/classes/class_array.html) | [debug_get_octrees_detailed](#i_debug_get_octrees_detailed) ( ) const
[Array](https://docs.godotengine.org/en/stable/classes/class_array.html) | [debug_print_sdf_top_down](#i_debug_print_sdf_top_down) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) center, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) extents ) const
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [debug_is_draw_enabled](#i_debug_is_draw_enabled) ( ) const
[Array](https://docs.godotengine.org/en/stable/classes/class_array.html) | [debug_print_sdf_top_down](#i_debug_print_sdf_top_down) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) center, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) extents )
[Array](https://docs.godotengine.org/en/stable/classes/class_array.html) | [debug_raycast_mesh_block](#i_debug_raycast_mesh_block) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) dir ) const
[void](#) | [debug_set_draw_enabled](#i_debug_set_draw_enabled) ( [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
[void](#) | [debug_set_draw_flag](#i_debug_set_draw_flag) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) flag_index, [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_data_block_region_extent](#i_get_data_block_region_extent) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_data_block_size](#i_get_data_block_size) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_process_mode](#i_get_process_mode) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_process_callback](#i_get_process_callback) ( ) const
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [get_statistics](#i_get_statistics) ( ) const
[VoxelTool](VoxelTool.md) | [get_voxel_tool](#i_get_voxel_tool) ( )
[void](#) | [save_modified_blocks](#i_save_modified_blocks) ( )
[void](#) | [set_process_mode](#i_set_process_mode) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mode )
[Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) | [voxel_to_data_block_position](#i_voxel_to_data_block_position) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) lod_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) arg1 ) const
[Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) | [voxel_to_mesh_block_position](#i_voxel_to_mesh_block_position) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) lod_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) arg1 ) const
[void](#) | [set_process_callback](#i_set_process_callback) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mode )
[Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) | [voxel_to_data_block_position](#i_voxel_to_data_block_position) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) lod_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) arg1 ) const
[Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) | [voxel_to_mesh_block_position](#i_voxel_to_mesh_block_position) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) lod_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) arg1 ) const
<p></p>
## Enumerations:
enum **ProcessMode**:
enum **ProcessCallback**:
- **PROCESS_MODE_IDLE** = **0**
- **PROCESS_MODE_PHYSICS** = **1**
- **PROCESS_MODE_DISABLED** = **2**
- **PROCESS_CALLBACK_IDLE** = **0**
- **PROCESS_CALLBACK_PHYSICS** = **1**
- **PROCESS_CALLBACK_DISABLED** = **2**
enum **DebugDrawFlag**:
- **DEBUG_DRAW_OCTREE_NODES** = **0**
- **DEBUG_DRAW_OCTREE_BOUNDS** = **1**
- **DEBUG_DRAW_MESH_UPDATES** = **2**
- **DEBUG_DRAW_EDIT_BOXES** = **3**
- **DEBUG_DRAW_VOLUME_BOUNDS** = **4**
- **DEBUG_DRAW_EDITED_BLOCKS** = **5**
- **DEBUG_DRAW_FLAGS_COUNT** = **6**
## Property Descriptions
@ -77,6 +92,9 @@ enum **ProcessMode**:
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_collision_update_delay"></span> **collision_update_delay** = 0
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_full_load_mode_enabled"></span> **full_load_mode_enabled** = false
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_generate_collisions"></span> **generate_collisions** = true
@ -95,21 +113,21 @@ enum **ProcessMode**:
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_mesh_block_size"></span> **mesh_block_size** = 16
- [VoxelMesher](VoxelMesher.md)<span id="i_mesher"></span> **mesher**
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_run_stream_in_editor"></span> **run_stream_in_editor** = true
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_threaded_update_enabled"></span> **threaded_update_enabled** = false
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_view_distance"></span> **view_distance** = 512
- [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html)<span id="i_voxel_bounds"></span> **voxel_bounds** = AABB( -5.36871e+08, -5.36871e+08, -5.36871e+08, 1.07374e+09, 1.07374e+09, 1.07374e+09 )
- [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html)<span id="i_voxel_bounds"></span> **voxel_bounds** = AABB(-5.36871e+08, -5.36871e+08, -5.36871e+08, 1.07374e+09, 1.07374e+09, 1.07374e+09)
## Method Descriptions
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_debug_dump_as_scene"></span> **debug_dump_as_scene**( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) path )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_debug_dump_as_scene"></span> **debug_dump_as_scene**( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) path, [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) include_instancer )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_debug_get_data_block_count"></span> **debug_get_data_block_count**( )
@ -118,6 +136,9 @@ enum **ProcessMode**:
- [Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html)<span id="i_debug_get_data_block_info"></span> **debug_get_data_block_info**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) block_pos, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_debug_get_draw_flag"></span> **debug_get_draw_flag**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) flag_index )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_debug_get_mesh_block_count"></span> **debug_get_mesh_block_count**( )
@ -127,19 +148,28 @@ enum **ProcessMode**:
- [Array](https://docs.godotengine.org/en/stable/classes/class_array.html)<span id="i_debug_get_octrees_detailed"></span> **debug_get_octrees_detailed**( )
- [Array](https://docs.godotengine.org/en/stable/classes/class_array.html)<span id="i_debug_print_sdf_top_down"></span> **debug_print_sdf_top_down**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) center, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) extents )
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_debug_is_draw_enabled"></span> **debug_is_draw_enabled**( )
- [Array](https://docs.godotengine.org/en/stable/classes/class_array.html)<span id="i_debug_print_sdf_top_down"></span> **debug_print_sdf_top_down**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) center, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) extents )
- [Array](https://docs.godotengine.org/en/stable/classes/class_array.html)<span id="i_debug_raycast_mesh_block"></span> **debug_raycast_mesh_block**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) dir )
- [void](#)<span id="i_debug_set_draw_enabled"></span> **debug_set_draw_enabled**( [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
- [void](#)<span id="i_debug_set_draw_flag"></span> **debug_set_draw_flag**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) flag_index, [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_data_block_region_extent"></span> **get_data_block_region_extent**( )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_data_block_size"></span> **get_data_block_size**( )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_process_mode"></span> **get_process_mode**( )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_process_callback"></span> **get_process_callback**( )
- [Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html)<span id="i_get_statistics"></span> **get_statistics**( )
@ -170,13 +200,13 @@ The returned dictionary has the following structure:
- [void](#)<span id="i_save_modified_blocks"></span> **save_modified_blocks**( )
- [void](#)<span id="i_set_process_mode"></span> **set_process_mode**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mode )
- [void](#)<span id="i_set_process_callback"></span> **set_process_callback**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) mode )
- [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html)<span id="i_voxel_to_data_block_position"></span> **voxel_to_data_block_position**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) lod_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) arg1 )
- [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html)<span id="i_voxel_to_data_block_position"></span> **voxel_to_data_block_position**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) lod_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) arg1 )
- [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html)<span id="i_voxel_to_mesh_block_position"></span> **voxel_to_mesh_block_position**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) lod_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) arg1 )
- [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html)<span id="i_voxel_to_mesh_block_position"></span> **voxel_to_mesh_block_position**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) lod_index, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) arg1 )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

View File

@ -0,0 +1,89 @@
# VoxelMeshSDF
Inherits: [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html)
## Properties:
Type | Name | Default
------------- | ---------------------------------------------------------- | --------
`Dictionary` | [_data](#i__data) | {}
`int` | [bake_mode](#i_bake_mode) | 1
`bool` | [boundary_sign_fix_enabled](#i_boundary_sign_fix_enabled) | true
`int` | [cell_count](#i_cell_count) | 64
`float` | [margin_ratio](#i_margin_ratio) | 0.25
`Mesh` | [mesh](#i_mesh) |
`int` | [partition_subdiv](#i_partition_subdiv) | 32
<p></p>
## Methods:
Return | Signature
------------------------------------------------------------------------- | -----------------------------------------------------------------------------------------------------------------------------
[void](#) | [bake](#i_bake) ( )
[void](#) | [bake_async](#i_bake_async) ( [SceneTree](https://docs.godotengine.org/en/stable/classes/class_scenetree.html) scene_tree )
[Array](https://docs.godotengine.org/en/stable/classes/class_array.html) | [debug_check_sdf](#i_debug_check_sdf) ( [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html) mesh )
[AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) | [get_aabb](#i_get_aabb) ( ) const
[VoxelBuffer](VoxelBuffer.md) | [get_voxel_buffer](#i_get_voxel_buffer) ( ) const
<p></p>
## Signals:
- baked( )
## Enumerations:
enum **BakeMode**:
- **BAKE_MODE_ACCURATE_NAIVE** = **0**
- **BAKE_MODE_ACCURATE_PARTITIONED** = **1**
- **BAKE_MODE_APPROX_INTERP** = **2**
- **BAKE_MODE_APPROX_FLOODFILL** = **3**
- **BAKE_MODE_COUNT** = **4**
## Property Descriptions
- [Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html)<span id="i__data"></span> **_data** = {}
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_bake_mode"></span> **bake_mode** = 1
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_boundary_sign_fix_enabled"></span> **boundary_sign_fix_enabled** = true
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_cell_count"></span> **cell_count** = 64
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_margin_ratio"></span> **margin_ratio** = 0.25
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_mesh"></span> **mesh**
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_partition_subdiv"></span> **partition_subdiv** = 32
## Method Descriptions
- [void](#)<span id="i_bake"></span> **bake**( )
- [void](#)<span id="i_bake_async"></span> **bake_async**( [SceneTree](https://docs.godotengine.org/en/stable/classes/class_scenetree.html) scene_tree )
- [Array](https://docs.godotengine.org/en/stable/classes/class_array.html)<span id="i_debug_check_sdf"></span> **debug_check_sdf**( [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html) mesh )
- [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html)<span id="i_get_aabb"></span> **get_aabb**( )
- [VoxelBuffer](VoxelBuffer.md)<span id="i_get_voxel_buffer"></span> **get_voxel_buffer**( )
_Generated on Aug 20, 2022_

View File

@ -12,16 +12,16 @@ In order to be rendered by Godot, voxels can be transformed into a mesh. There a
## Methods:
Return | Signature
----------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------
[Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html) | [build_mesh](#i_build_mesh) ( [VoxelBuffer](VoxelBuffer.md) voxel_buffer, [Array](https://docs.godotengine.org/en/stable/classes/class_array.html) materials )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_maximum_padding](#i_get_maximum_padding) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_minimum_padding](#i_get_minimum_padding) ( ) const
Return | Signature
----------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html) | [build_mesh](#i_build_mesh) ( [VoxelBuffer](VoxelBuffer.md) voxel_buffer, [Material[]](https://docs.godotengine.org/en/stable/classes/class_material[].html) materials )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_maximum_padding](#i_get_maximum_padding) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_minimum_padding](#i_get_minimum_padding) ( ) const
<p></p>
## Method Descriptions
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_build_mesh"></span> **build_mesh**( [VoxelBuffer](VoxelBuffer.md) voxel_buffer, [Array](https://docs.godotengine.org/en/stable/classes/class_array.html) materials )
- [Mesh](https://docs.godotengine.org/en/stable/classes/class_mesh.html)<span id="i_build_mesh"></span> **build_mesh**( [VoxelBuffer](VoxelBuffer.md) voxel_buffer, [Material[]](https://docs.godotengine.org/en/stable/classes/class_material[].html) materials )
Builds a mesh from the provided voxels. Materials will be attached to each surface based on the provided array. The way materials are used can depend on the type of mesher.
@ -33,4 +33,4 @@ Gets by how much voxels must be padded before their lower corner in order for th
Gets by how much voxels must be padded after their upper corner in order for the mesher to work.
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

View File

@ -7,21 +7,21 @@ Produces a mesh by batching models corresponding to each voxel value, similar to
## Description:
Occluded faces are removed from the result, and some degree of ambient occlusion can be baked on the edges. Values are expected to be in the constant VoxelBuffer.CHANNEL_TYPE channel. Models are defined with a [VoxelLibrary](VoxelLibrary.md), in which model indices correspond to the voxel values. Models don't have to be cubes.
Occluded faces are removed from the result, and some degree of ambient occlusion can be baked on the edges. Values are expected to be in the constant VoxelBuffer.CHANNEL_TYPE channel. Models are defined with a [VoxelBlockyLibrary](VoxelBlockyLibrary.md), in which model indices correspond to the voxel values. Models don't have to be cubes.
## Properties:
Type | Name | Default
--------------- | -------------------------------------------- | --------
`VoxelLibrary` | [library](#i_library) |
`float` | [occlusion_darkness](#i_occlusion_darkness) | 0.8
`bool` | [occlusion_enabled](#i_occlusion_enabled) | true
Type | Name | Default
--------------------- | -------------------------------------------- | --------
`VoxelBlockyLibrary` | [library](#i_library) |
`float` | [occlusion_darkness](#i_occlusion_darkness) | 0.8
`bool` | [occlusion_enabled](#i_occlusion_enabled) | true
<p></p>
## Property Descriptions
- [VoxelLibrary](VoxelLibrary.md)<span id="i_library"></span> **library**
- [VoxelBlockyLibrary](VoxelBlockyLibrary.md)<span id="i_library"></span> **library**
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_occlusion_darkness"></span> **occlusion_darkness** = 0.8
@ -30,4 +30,4 @@ Type | Name | Default
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_occlusion_enabled"></span> **occlusion_enabled** = true
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -12,7 +12,17 @@ Type | Name | De
-------------------- | ---------------------------------------------------- | --------
`int` | [color_mode](#i_color_mode) | 0
`bool` | [greedy_meshing_enabled](#i_greedy_meshing_enabled) | true
`Material` | [opaque_material](#i_opaque_material) |
`VoxelColorPalette` | [palette](#i_palette) |
`Material` | [transparent_material](#i_transparent_material) |
<p></p>
## Methods:
Return | Signature
---------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [set_material_by_index](#i_set_material_by_index) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id, [Material](https://docs.godotengine.org/en/stable/classes/class_material.html) material )
<p></p>
## Enumerations:
@ -38,7 +48,18 @@ enum **ColorMode**:
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_greedy_meshing_enabled"></span> **greedy_meshing_enabled** = true
- [Material](https://docs.godotengine.org/en/stable/classes/class_material.html)<span id="i_opaque_material"></span> **opaque_material**
- [VoxelColorPalette](VoxelColorPalette.md)<span id="i_palette"></span> **palette**
_Generated on Nov 06, 2021_
- [Material](https://docs.godotengine.org/en/stable/classes/class_material.html)<span id="i_transparent_material"></span> **transparent_material**
## Method Descriptions
- [void](#)<span id="i_set_material_by_index"></span> **set_material_by_index**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id, [Material](https://docs.godotengine.org/en/stable/classes/class_material.html) material )
_Generated on Aug 20, 2022_

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@ -72,4 +72,4 @@ enum **SeamMode**:
- [void](#)<span id="i_set_geometric_error"></span> **set_geometric_error**( [float](https://docs.godotengine.org/en/stable/classes/class_float.html) error )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -10,10 +10,12 @@ Implements isosurface generation (smooth voxels) using the [Transvoxel](https://
Type | Name | Default
-------- | -------------------------------------------------------------------------- | --------
`bool` | [deep_sampling_enabled](#i_deep_sampling_enabled) | false
`bool` | [mesh_optimization_enabled](#i_mesh_optimization_enabled) | false
`float` | [mesh_optimization_error_threshold](#i_mesh_optimization_error_threshold) | 0.005
`float` | [mesh_optimization_target_ratio](#i_mesh_optimization_target_ratio) | 0.0
`int` | [texturing_mode](#i_texturing_mode) | 0
`bool` | [transitions_enabled](#i_transitions_enabled) | true
<p></p>
## Methods:
@ -34,6 +36,9 @@ enum **TexturingMode**:
## Property Descriptions
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_deep_sampling_enabled"></span> **deep_sampling_enabled** = false
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_mesh_optimization_enabled"></span> **mesh_optimization_enabled** = false
@ -46,9 +51,12 @@ enum **TexturingMode**:
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_texturing_mode"></span> **texturing_mode** = 0
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_transitions_enabled"></span> **transitions_enabled** = true
## Method Descriptions
- [ArrayMesh](https://docs.godotengine.org/en/stable/classes/class_arraymesh.html)<span id="i_build_transition_mesh"></span> **build_transition_mesh**( [VoxelBuffer](VoxelBuffer.md) voxel_buffer, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) direction )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -0,0 +1,25 @@
# VoxelModifier
Inherits: [Node3D](https://docs.godotengine.org/en/stable/classes/class_node3d.html)
## Properties:
Type | Name | Default
-------- | ---------------------------- | --------
`int` | [operation](#i_operation) | 0
`float` | [smoothness](#i_smoothness) | 0.0
<p></p>
## Property Descriptions
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_operation"></span> **operation** = 0
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_smoothness"></span> **smoothness** = 0.0
_Generated on Aug 20, 2022_

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@ -0,0 +1,25 @@
# VoxelModifierMesh
Inherits: [VoxelModifier](VoxelModifier.md)
## Properties:
Type | Name | Default
--------------- | ------------------------ | --------
`float` | [isolevel](#i_isolevel) | 0.0
`VoxelMeshSDF` | [mesh_sdf](#i_mesh_sdf) |
<p></p>
## Property Descriptions
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_isolevel"></span> **isolevel** = 0.0
- [VoxelMeshSDF](VoxelMeshSDF.md)<span id="i_mesh_sdf"></span> **mesh_sdf**
_Generated on Aug 20, 2022_

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@ -0,0 +1,21 @@
# VoxelModifierSphere
Inherits: [VoxelModifier](VoxelModifier.md)
## Properties:
Type | Name | Default
-------- | -------------------- | --------
`float` | [radius](#i_radius) | 10.0
<p></p>
## Property Descriptions
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_radius"></span> **radius** = 10.0
_Generated on Aug 20, 2022_

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@ -1,6 +1,6 @@
# VoxelNode
Inherits: [Spatial](https://docs.godotengine.org/en/stable/classes/class_spatial.html)
Inherits: [Node3D](https://docs.godotengine.org/en/stable/classes/class_node3d.html)
Base class for voxel volumes.
@ -11,6 +11,7 @@ Base class for voxel volumes.
Type | Name | Default
----------------- | -------------------------- | --------
`VoxelGenerator` | [generator](#i_generator) |
`int` | [gi_mode](#i_gi_mode) | 0
`VoxelMesher` | [mesher](#i_mesher) |
`VoxelStream` | [stream](#i_stream) |
<p></p>
@ -21,6 +22,9 @@ Type | Name | Default
Procedural generator used to load voxel blocks when not present in the stream.
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_gi_mode"></span> **gi_mode** = 0
- [VoxelMesher](VoxelMesher.md)<span id="i_mesher"></span> **mesher**
Defines how voxels are transformed into visible meshes.
@ -29,4 +33,4 @@ Defines how voxels are transformed into visible meshes.
Primary source of persistent voxel data. If left unassigned, the whole volume will use the generator.
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -1,6 +1,6 @@
# VoxelRaycastResult
Inherits: [Reference](https://docs.godotengine.org/en/stable/classes/class_reference.html)
Inherits: [RefCounted](https://docs.godotengine.org/en/stable/classes/class_refcounted.html)
Result of a raycast performed with method VoxelTool.raycast
@ -8,24 +8,24 @@ Result of a raycast performed with method VoxelTool.raycast
## Properties:
Type | Name | Default
---------- | ------------------------------------------ | -------------------
`float` | [distance](#i_distance) | 2.94273e-44
`Vector3` | [position](#i_position) | Vector3( 0, 0, 0 )
`Vector3` | [previous_position](#i_previous_position) | Vector3( 0, 0, 0 )
Type | Name | Default
----------- | ------------------------------------------ | ------------------
`float` | [distance](#i_distance) | 0.0
`Vector3i` | [position](#i_position) | Vector3i(0, 0, 0)
`Vector3i` | [previous_position](#i_previous_position) | Vector3i(0, 0, 0)
<p></p>
## Property Descriptions
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_distance"></span> **distance** = 2.94273e-44
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_distance"></span> **distance** = 0.0
- [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html)<span id="i_position"></span> **position** = Vector3( 0, 0, 0 )
- [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html)<span id="i_position"></span> **position** = Vector3i(0, 0, 0)
Integer position of the voxel that was hit.
- [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html)<span id="i_previous_position"></span> **previous_position** = Vector3( 0, 0, 0 )
- [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html)<span id="i_previous_position"></span> **previous_position** = Vector3i(0, 0, 0)
Integer position of the previous voxel along the ray before the final hit.
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -16,17 +16,19 @@ Type | Name | Default
## Methods:
Return | Signature
----------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [emerge_block](#i_emerge_block) ( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
[Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) | [get_block_size](#i_get_block_size) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_used_channels_mask](#i_get_used_channels_mask) ( ) const
[void](#) | [immerge_block](#i_immerge_block) ( [VoxelBuffer](VoxelBuffer.md) buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
Return | Signature
----------------------------------------------------------------------------- | -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [emerge_block](#i_emerge_block) ( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
[Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) | [get_block_size](#i_get_block_size) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_used_channels_mask](#i_get_used_channels_mask) ( ) const
[void](#) | [immerge_block](#i_immerge_block) ( [VoxelBuffer](VoxelBuffer.md) buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [load_voxel_block](#i_load_voxel_block) ( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
[void](#) | [save_voxel_block](#i_save_voxel_block) ( [VoxelBuffer](VoxelBuffer.md) buffer, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
<p></p>
## Enumerations:
enum **Result**:
enum **ResultCode**:
- **RESULT_ERROR** = **0** --- An error occurred when loading the block. The request will be aborted.
- **RESULT_BLOCK_FOUND** = **2** --- The block was found.
@ -54,4 +56,10 @@ When this is enabled, if a block cannot be found in the stream and it gets gener
`buffer`: Block of voxels to save. It is strongly recommended to not keep a reference to that data afterward, because streams are allowed to cache it, and saved data must represent either snapshots (copies) or last references to the data after the volume they belonged to is destroyed.
_Generated on Nov 06, 2021_
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_load_voxel_block"></span> **load_voxel_block**( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
- [void](#)<span id="i_save_voxel_block"></span> **save_voxel_block**( [VoxelBuffer](VoxelBuffer.md) buffer, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
_Generated on Aug 20, 2022_

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@ -62,4 +62,4 @@ Directory under which the data is saved.
- [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html)<span id="i_get_region_size"></span> **get_region_size**( )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -13,10 +13,27 @@ Type | Name | Default
`String` | [database_path](#i_database_path) | ""
<p></p>
## Methods:
Return | Signature
----------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [is_key_cache_enabled](#i_is_key_cache_enabled) ( ) const
[void](#) | [set_key_cache_enabled](#i_set_key_cache_enabled) ( [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
<p></p>
## Property Descriptions
- [String](https://docs.godotengine.org/en/stable/classes/class_string.html)<span id="i_database_path"></span> **database_path** = ""
Path to the database file. `res://` and `user://` are not supported at the moment. The path can be relative to the game's executable. Directories in the path must exist. If the file does not exist, it will be created.
_Generated on Nov 06, 2021_
## Method Descriptions
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_is_key_cache_enabled"></span> **is_key_cache_enabled**( )
- [void](#)<span id="i_set_key_cache_enabled"></span> **set_key_cache_enabled**( [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) enabled )
_Generated on Aug 20, 2022_

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@ -8,24 +8,22 @@ Base class for custom streams defined with a script.
## Methods:
Return | Signature
--------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [_emerge_block](#i__emerge_block) ( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod ) virtual
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [_get_used_channels_mask](#i__get_used_channels_mask) ( ) virtual
[void](#) | [_immerge_block](#i__immerge_block) ( [VoxelBuffer](VoxelBuffer.md) buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod ) virtual
Return | Signature
--------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [_get_used_channels_mask](#i__get_used_channels_mask) ( ) virtual const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [_load_voxel_block](#i__load_voxel_block) ( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod ) virtual
[void](#) | [_save_voxel_block](#i__save_voxel_block) ( [VoxelBuffer](VoxelBuffer.md) buffer, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod ) virtual
<p></p>
## Method Descriptions
- [void](#)<span id="i__emerge_block"></span> **_emerge_block**( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
`out_buffer`: Buffer in which to populate voxel data. It will never be `null` and will have the requested size. It is only valid for this function, do not store it anywhere after the end.
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i__get_used_channels_mask"></span> **_get_used_channels_mask**( )
- [void](#)<span id="i__immerge_block"></span> **_immerge_block**( [VoxelBuffer](VoxelBuffer.md) buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i__load_voxel_block"></span> **_load_voxel_block**( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
`buffer`: Buffer of voxel data to save. It is allowed to keep a reference to it for caching purposes, as saved data will either be snapshots or only references left after removal of a volume.
_Generated on Nov 06, 2021_
- [void](#)<span id="i__save_voxel_block"></span> **_save_voxel_block**( [VoxelBuffer](VoxelBuffer.md) buffer, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
_Generated on Aug 20, 2022_

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@ -8,32 +8,39 @@ Voxel volume using constant level of detail.
## Properties:
Type | Name | Default
-------- | ------------------------------------------------ | ----------------------------------------------------------------------------------------
`AABB` | [bounds](#i_bounds) | AABB( -5.36871e+08, -5.36871e+08, -5.36871e+08, 1.07374e+09, 1.07374e+09, 1.07374e+09 )
`int` | [collision_layer](#i_collision_layer) | 1
`float` | [collision_margin](#i_collision_margin) | 0.04
`int` | [collision_mask](#i_collision_mask) | 1
`bool` | [generate_collisions](#i_generate_collisions) | true
`int` | [max_view_distance](#i_max_view_distance) | 128
`int` | [mesh_block_size](#i_mesh_block_size) | 16
`bool` | [run_stream_in_editor](#i_run_stream_in_editor) | true
Type | Name | Default
----------- | ------------------------------------------------------------------------ | --------------------------------------------------------------------------------------
`bool` | [area_edit_notification_enabled](#i_area_edit_notification_enabled) | false
`bool` | [automatic_loading_enabled](#i_automatic_loading_enabled) | true
`bool` | [block_enter_notification_enabled](#i_block_enter_notification_enabled) | false
`AABB` | [bounds](#i_bounds) | AABB(-5.36871e+08, -5.36871e+08, -5.36871e+08, 1.07374e+09, 1.07374e+09, 1.07374e+09)
`int` | [collision_layer](#i_collision_layer) | 1
`float` | [collision_margin](#i_collision_margin) | 0.04
`int` | [collision_mask](#i_collision_mask) | 1
`bool` | [generate_collisions](#i_generate_collisions) | true
`Material` | [material_override](#i_material_override) |
`int` | [max_view_distance](#i_max_view_distance) | 128
`int` | [mesh_block_size](#i_mesh_block_size) | 16
`bool` | [run_stream_in_editor](#i_run_stream_in_editor) | true
<p></p>
## Methods:
Return | Signature
----------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) | [data_block_to_voxel](#i_data_block_to_voxel) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) block_pos ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_data_block_size](#i_get_data_block_size) ( ) const
[Material](https://docs.godotengine.org/en/stable/classes/class_material.html) | [get_material](#i_get_material) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id ) const
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [get_statistics](#i_get_statistics) ( ) const
[VoxelTool](VoxelTool.md) | [get_voxel_tool](#i_get_voxel_tool) ( )
[void](#) | [save_block](#i_save_block) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) position )
[void](#) | [save_modified_blocks](#i_save_modified_blocks) ( )
[void](#) | [set_material](#i_set_material) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id, [Material](https://docs.godotengine.org/en/stable/classes/class_material.html) material )
[Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) | [voxel_to_data_block](#i_voxel_to_data_block) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) voxel_pos ) const
Return | Signature
----------------------------------------------------------------------------------------------- | -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [_on_area_edited](#i__on_area_edited) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) area_origin, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) area_size ) virtual
[void](#) | [_on_data_block_entered](#i__on_data_block_entered) ( [VoxelDataBlockEnterInfo](VoxelDataBlockEnterInfo.md) info ) virtual
[Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) | [data_block_to_voxel](#i_data_block_to_voxel) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) block_pos ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_data_block_size](#i_get_data_block_size) ( ) const
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [get_statistics](#i_get_statistics) ( ) const
[PackedInt32Array](https://docs.godotengine.org/en/stable/classes/class_packedint32array.html) | [get_viewer_network_peer_ids_in_area](#i_get_viewer_network_peer_ids_in_area) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) area_origin, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) area_size ) const
[VoxelTool](VoxelTool.md) | [get_voxel_tool](#i_get_voxel_tool) ( )
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [has_data_block](#i_has_data_block) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) block_position ) const
[void](#) | [save_block](#i_save_block) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) position )
[void](#) | [save_modified_blocks](#i_save_modified_blocks) ( )
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [try_set_block_data](#i_try_set_block_data) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) position, [VoxelBuffer](VoxelBuffer.md) voxels )
[Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) | [voxel_to_data_block](#i_voxel_to_data_block) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) voxel_pos ) const
<p></p>
## Signals:
@ -50,7 +57,16 @@ Emitted when a data block is unloaded due to being outside view distance.
## Property Descriptions
- [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html)<span id="i_bounds"></span> **bounds** = AABB( -5.36871e+08, -5.36871e+08, -5.36871e+08, 1.07374e+09, 1.07374e+09, 1.07374e+09 )
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_area_edit_notification_enabled"></span> **area_edit_notification_enabled** = false
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_automatic_loading_enabled"></span> **automatic_loading_enabled** = true
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_block_enter_notification_enabled"></span> **block_enter_notification_enabled** = false
- [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html)<span id="i_bounds"></span> **bounds** = AABB(-5.36871e+08, -5.36871e+08, -5.36871e+08, 1.07374e+09, 1.07374e+09, 1.07374e+09)
Defines the bounds within which the terrain is allowed to have voxels. If an infinite world generator is used, blocks will only generate within this region. Everything outside will be left empty.
@ -71,6 +87,9 @@ Note 1: you also need [VoxelViewer](VoxelViewer.md) to request collisions, other
Note 2: If you need simple Minecraft/AABB physics, you can use [VoxelBoxMover](VoxelBoxMover.md) which may perform better in blocky worlds.
- [Material](https://docs.godotengine.org/en/stable/classes/class_material.html)<span id="i_material_override"></span> **material_override**
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_max_view_distance"></span> **max_view_distance** = 128
Sets the maximum distance this terrain can support. If a [VoxelViewer](VoxelViewer.md) requests more, it will be clamped.
@ -88,16 +107,19 @@ Important: this option will turn off automatically if you setup a script world g
## Method Descriptions
- [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html)<span id="i_data_block_to_voxel"></span> **data_block_to_voxel**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) block_pos )
- [void](#)<span id="i__on_area_edited"></span> **_on_area_edited**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) area_origin, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) area_size )
- [void](#)<span id="i__on_data_block_entered"></span> **_on_data_block_entered**( [VoxelDataBlockEnterInfo](VoxelDataBlockEnterInfo.md) info )
- [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html)<span id="i_data_block_to_voxel"></span> **data_block_to_voxel**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) block_pos )
Converts data block coordinates into voxel coordinates. Voxel coordinates of a block correspond to its lowest corner.
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_data_block_size"></span> **get_data_block_size**( )
- [Material](https://docs.godotengine.org/en/stable/classes/class_material.html)<span id="i_get_material"></span> **get_material**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
- [Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html)<span id="i_get_statistics"></span> **get_statistics**( )
Gets debug information about how much time is spent processing the terrain.
@ -119,13 +141,19 @@ The returned dictionary has the following structure:
```
- [PackedInt32Array](https://docs.godotengine.org/en/stable/classes/class_packedint32array.html)<span id="i_get_viewer_network_peer_ids_in_area"></span> **get_viewer_network_peer_ids_in_area**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) area_origin, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) area_size )
- [VoxelTool](VoxelTool.md)<span id="i_get_voxel_tool"></span> **get_voxel_tool**( )
Creates an instance of [VoxelTool](VoxelTool.md) bound to this node, to access voxels and edition methods.
You can keep it in a member variable to avoid creating one again, as long as the node still exists.
- [void](#)<span id="i_save_block"></span> **save_block**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) position )
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_has_data_block"></span> **has_data_block**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) block_position )
- [void](#)<span id="i_save_block"></span> **save_block**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) position )
Forces a specific block to be saved.
@ -145,10 +173,10 @@ Note 2: this will only have an effect if the stream setup on this terrain suppor
Note 3: saving is asynchronous and won't block the game. the save may complete only a short time after you call this method.
- [void](#)<span id="i_set_material"></span> **set_material**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id, [Material](https://docs.godotengine.org/en/stable/classes/class_material.html) material )
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_try_set_block_data"></span> **try_set_block_data**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) position, [VoxelBuffer](VoxelBuffer.md) voxels )
- [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html)<span id="i_voxel_to_data_block"></span> **voxel_to_data_block**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) voxel_pos )
- [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html)<span id="i_voxel_to_data_block"></span> **voxel_to_data_block**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) voxel_pos )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -1,6 +1,6 @@
# VoxelTool
Inherits: [Reference](https://docs.godotengine.org/en/stable/classes/class_reference.html)
Inherits: [RefCounted](https://docs.godotengine.org/en/stable/classes/class_refcounted.html)
Helper class to easily access and modify voxels
@ -20,6 +20,7 @@ Type | Name | Default
`int` | [eraser_value](#i_eraser_value) |
`int` | [mode](#i_mode) |
`float` | [sdf_scale](#i_sdf_scale) |
`float` | [sdf_strength](#i_sdf_strength) |
`float` | [texture_falloff](#i_texture_falloff) |
`int` | [texture_index](#i_texture_index) |
`float` | [texture_opacity](#i_texture_opacity) |
@ -31,19 +32,20 @@ Type | Name | Default
Return | Signature
----------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [copy](#i_copy) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_pos, [Reference](https://docs.godotengine.org/en/stable/classes/class_reference.html) dst_buffer, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channels_mask )
[void](#) | [do_box](#i_do_box) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) begin, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) end )
[void](#) | [do_point](#i_do_point) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [color_to_u16](#i_color_to_u16) ( [Color](https://docs.godotengine.org/en/stable/classes/class_color.html) color ) static
[void](#) | [copy](#i_copy) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_pos, [VoxelBuffer](VoxelBuffer.md) dst_buffer, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channels_mask )
[void](#) | [do_box](#i_do_box) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) begin, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) end )
[void](#) | [do_point](#i_do_point) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos )
[void](#) | [do_sphere](#i_do_sphere) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) center, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) radius )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_voxel](#i_get_voxel) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos )
[float](https://docs.godotengine.org/en/stable/classes/class_float.html) | [get_voxel_f](#i_get_voxel_f) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos )
[Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) | [get_voxel_metadata](#i_get_voxel_metadata) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_voxel](#i_get_voxel) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos )
[float](https://docs.godotengine.org/en/stable/classes/class_float.html) | [get_voxel_f](#i_get_voxel_f) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos )
[Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) | [get_voxel_metadata](#i_get_voxel_metadata) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos ) const
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [is_area_editable](#i_is_area_editable) ( [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) box ) const
[void](#) | [paste](#i_paste) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) dst_pos, [Reference](https://docs.godotengine.org/en/stable/classes/class_reference.html) src_buffer, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channels_mask, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_mask_value )
[void](#) | [paste](#i_paste) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) dst_pos, [VoxelBuffer](VoxelBuffer.md) src_buffer, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channels_mask, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_mask_value )
[VoxelRaycastResult](VoxelRaycastResult.md) | [raycast](#i_raycast) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) direction, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) max_distance=10.0, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) collision_mask=4294967295 )
[void](#) | [set_voxel](#i_set_voxel) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) v )
[void](#) | [set_voxel_f](#i_set_voxel_f) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) v )
[void](#) | [set_voxel_metadata](#i_set_voxel_metadata) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) meta )
[void](#) | [set_voxel](#i_set_voxel) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) v )
[void](#) | [set_voxel_f](#i_set_voxel_f) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) v )
[void](#) | [set_voxel_metadata](#i_set_voxel_metadata) ( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) meta )
<p></p>
## Enumerations:
@ -78,6 +80,9 @@ When working with smooth voxels, applies a scale to the signed distance field. A
This is related to the enum VoxelBuffer.Depth configuration on voxels. For 8-bit and 16-bit, there is a limited range of values the Signed Distance Field can take, and by default it is clamped to -1..1, so the gradient can only range across 2 voxels. But when LOD is used, it is better to stretch that range over a longer distance, and this is achieved by scaling SDF values.
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_sdf_strength"></span> **sdf_strength**
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_texture_falloff"></span> **texture_falloff**
@ -93,44 +98,47 @@ Sets which voxel value will be used. This is not relevant when editing enum Voxe
## Method Descriptions
- [void](#)<span id="i_copy"></span> **copy**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) src_pos, [Reference](https://docs.godotengine.org/en/stable/classes/class_reference.html) dst_buffer, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channels_mask )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_color_to_u16"></span> **color_to_u16**( [Color](https://docs.godotengine.org/en/stable/classes/class_color.html) color )
- [void](#)<span id="i_do_box"></span> **do_box**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) begin, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) end )
- [void](#)<span id="i_copy"></span> **copy**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) src_pos, [VoxelBuffer](VoxelBuffer.md) dst_buffer, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channels_mask )
- [void](#)<span id="i_do_box"></span> **do_box**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) begin, [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) end )
Operate on a rectangular cuboid section of the terrain. `begin` and `end` are inclusive. Choose operation and which voxel to use by setting `value` and `mode` before calling this function.
- [void](#)<span id="i_do_point"></span> **do_point**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos )
- [void](#)<span id="i_do_point"></span> **do_point**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos )
- [void](#)<span id="i_do_sphere"></span> **do_sphere**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) center, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) radius )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_voxel"></span> **get_voxel**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_voxel"></span> **get_voxel**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos )
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_get_voxel_f"></span> **get_voxel_f**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos )
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_get_voxel_f"></span> **get_voxel_f**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos )
- [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html)<span id="i_get_voxel_metadata"></span> **get_voxel_metadata**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos )
- [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html)<span id="i_get_voxel_metadata"></span> **get_voxel_metadata**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos )
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_is_area_editable"></span> **is_area_editable**( [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) box )
- [void](#)<span id="i_paste"></span> **paste**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) dst_pos, [Reference](https://docs.godotengine.org/en/stable/classes/class_reference.html) src_buffer, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channels_mask, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_mask_value )
- [void](#)<span id="i_paste"></span> **paste**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) dst_pos, [VoxelBuffer](VoxelBuffer.md) src_buffer, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) channels_mask, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) src_mask_value )
- [VoxelRaycastResult](VoxelRaycastResult.md)<span id="i_raycast"></span> **raycast**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) direction, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) max_distance=10.0, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) collision_mask=4294967295 )
- [void](#)<span id="i_set_voxel"></span> **set_voxel**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) v )
- [void](#)<span id="i_set_voxel"></span> **set_voxel**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) v )
- [void](#)<span id="i_set_voxel_f"></span> **set_voxel_f**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) v )
- [void](#)<span id="i_set_voxel_f"></span> **set_voxel_f**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) v )
- [void](#)<span id="i_set_voxel_metadata"></span> **set_voxel_metadata**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) pos, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) meta )
- [void](#)<span id="i_set_voxel_metadata"></span> **set_voxel_metadata**( [Vector3i](https://docs.godotengine.org/en/stable/classes/class_vector3i.html) pos, [Variant](https://docs.godotengine.org/en/stable/classes/class_variant.html) meta )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -5,4 +5,4 @@ Inherits: [VoxelTool](VoxelTool.md)
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -12,16 +12,25 @@ It's not a class to instantiate alone, you may get it from [VoxelLodTerrain](Vox
## Methods:
Return | Signature
------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_raycast_binary_search_iterations](#i_get_raycast_binary_search_iterations) ( ) const
[float](https://docs.godotengine.org/en/stable/classes/class_float.html) | [get_voxel_f_interpolated](#i_get_voxel_f_interpolated) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) position ) const
[Array](https://docs.godotengine.org/en/stable/classes/class_array.html) | [separate_floating_chunks](#i_separate_floating_chunks) ( [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) box, [Node](https://docs.godotengine.org/en/stable/classes/class_node.html) parent_node )
[void](#) | [set_raycast_binary_search_iterations](#i_set_raycast_binary_search_iterations) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) iterations )
Return | Signature
------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [do_hemisphere](#i_do_hemisphere) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) center, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) radius, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) flat_direction, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) smoothness=0.0 )
[void](#) | [do_sphere_async](#i_do_sphere_async) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) center, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) radius )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_raycast_binary_search_iterations](#i_get_raycast_binary_search_iterations) ( ) const
[float](https://docs.godotengine.org/en/stable/classes/class_float.html) | [get_voxel_f_interpolated](#i_get_voxel_f_interpolated) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) position ) const
[Array](https://docs.godotengine.org/en/stable/classes/class_array.html) | [separate_floating_chunks](#i_separate_floating_chunks) ( [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) box, [Node](https://docs.godotengine.org/en/stable/classes/class_node.html) parent_node )
[void](#) | [set_raycast_binary_search_iterations](#i_set_raycast_binary_search_iterations) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) iterations )
[void](#) | [stamp_sdf](#i_stamp_sdf) ( [VoxelMeshSDF](VoxelMeshSDF.md) mesh_sdf, [Transform3D](https://docs.godotengine.org/en/stable/classes/class_transform3d.html) transform, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) isolevel, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) sdf_scale )
<p></p>
## Method Descriptions
- [void](#)<span id="i_do_hemisphere"></span> **do_hemisphere**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) center, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) radius, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) flat_direction, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) smoothness=0.0 )
- [void](#)<span id="i_do_sphere_async"></span> **do_sphere_async**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) center, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) radius )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_raycast_binary_search_iterations"></span> **get_raycast_binary_search_iterations**( )
@ -39,4 +48,7 @@ This algorithm can become expensive quickly, so the box should not be too big. A
- [void](#)<span id="i_set_raycast_binary_search_iterations"></span> **set_raycast_binary_search_iterations**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) iterations )
_Generated on Nov 06, 2021_
- [void](#)<span id="i_stamp_sdf"></span> **stamp_sdf**( [VoxelMeshSDF](VoxelMeshSDF.md) mesh_sdf, [Transform3D](https://docs.godotengine.org/en/stable/classes/class_transform3d.html) transform, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) isolevel, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) sdf_scale )
_Generated on Aug 20, 2022_

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@ -12,19 +12,30 @@ It's not a class to instantiate alone, you may get it from [VoxelTerrain](VoxelT
## Methods:
Return | Signature
---------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [for_each_voxel_metadata_in_area](#i_for_each_voxel_metadata_in_area) ( [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) voxel_area, [FuncRef](https://docs.godotengine.org/en/stable/classes/class_funcref.html) callback )
[void](#) | [run_blocky_random_tick](#i_run_blocky_random_tick) ( [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) area, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) voxel_count, [FuncRef](https://docs.godotengine.org/en/stable/classes/class_funcref.html) callback, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) batch_count=16 ) const
Return | Signature
---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [do_hemisphere](#i_do_hemisphere) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) center, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) radius, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) flat_direction, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) smoothness=0.0 )
[void](#) | [for_each_voxel_metadata_in_area](#i_for_each_voxel_metadata_in_area) ( [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) voxel_area, [Callable](https://docs.godotengine.org/en/stable/classes/class_callable.html) callback )
[void](#) | [run_blocky_random_tick](#i_run_blocky_random_tick) ( [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) area, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) voxel_count, [Callable](https://docs.godotengine.org/en/stable/classes/class_callable.html) callback, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) batch_count=16 ) const
<p></p>
## Method Descriptions
- [void](#)<span id="i_for_each_voxel_metadata_in_area"></span> **for_each_voxel_metadata_in_area**( [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) voxel_area, [FuncRef](https://docs.godotengine.org/en/stable/classes/class_funcref.html) callback )
- [void](#)<span id="i_do_hemisphere"></span> **do_hemisphere**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) center, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) radius, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) flat_direction, [float](https://docs.godotengine.org/en/stable/classes/class_float.html) smoothness=0.0 )
- [void](#)<span id="i_run_blocky_random_tick"></span> **run_blocky_random_tick**( [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) area, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) voxel_count, [FuncRef](https://docs.godotengine.org/en/stable/classes/class_funcref.html) callback, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) batch_count=16 )
- [void](#)<span id="i_for_each_voxel_metadata_in_area"></span> **for_each_voxel_metadata_in_area**( [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) voxel_area, [Callable](https://docs.godotengine.org/en/stable/classes/class_callable.html) callback )
Executes a function for each voxel holding metadata in the given area.
The given callback takes two arguments: voxel position (Vector3i), voxel metadata (Variant).
IMPORTANT: inserting new or removing metadata from inside this function is not allowed.
- [void](#)<span id="i_run_blocky_random_tick"></span> **run_blocky_random_tick**( [AABB](https://docs.godotengine.org/en/stable/classes/class_aabb.html) area, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) voxel_count, [Callable](https://docs.godotengine.org/en/stable/classes/class_callable.html) callback, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) batch_count=16 )
Picks random voxels within the specified area and executes a function on them. This only works for terrains using [VoxelMesherBlocky](VoxelMesherBlocky.md). Only voxels where member Voxel.random_tickable is `true` will be picked.
_Generated on Nov 06, 2021_
The given callback takes two arguments: voxel position (Vector3i), voxel value (int).
_Generated on Aug 20, 2022_

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@ -1,6 +1,6 @@
# VoxelViewer
Inherits: [Spatial](https://docs.godotengine.org/en/stable/classes/class_spatial.html)
Inherits: [Node3D](https://docs.godotengine.org/en/stable/classes/class_node3d.html)
Attach this as a child node of characters, so the voxel world will know where to load blocks around them.
@ -14,11 +14,21 @@ The voxel world uses the position and options of all the [VoxelViewer](VoxelView
## Properties:
Type | Name | Default
------- | ---------------------------------------------- | --------
`bool` | [requires_collisions](#i_requires_collisions) | true
`bool` | [requires_visuals](#i_requires_visuals) | true
`int` | [view_distance](#i_view_distance) | 128
Type | Name | Default
------- | -------------------------------------------------------------------------- | --------
`bool` | [requires_collisions](#i_requires_collisions) | true
`bool` | [requires_data_block_notifications](#i_requires_data_block_notifications) | false
`bool` | [requires_visuals](#i_requires_visuals) | true
`int` | [view_distance](#i_view_distance) | 128
<p></p>
## Methods:
Return | Signature
--------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_network_peer_id](#i_get_network_peer_id) ( ) const
[void](#) | [set_network_peer_id](#i_set_network_peer_id) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
<p></p>
## Property Descriptions
@ -27,6 +37,9 @@ Type | Name | Default
If set to `true`, the engine will generate classic collision shapes around this viewer.
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_requires_data_block_notifications"></span> **requires_data_block_notifications** = false
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_requires_visuals"></span> **requires_visuals** = true
If set to `true`, the engine will generate meshes around this viewer. This may be enabled for the local player.
@ -35,4 +48,12 @@ If set to `true`, the engine will generate meshes around this viewer. This may b
How far should voxels generate around this viewer.
_Generated on Nov 06, 2021_
## Method Descriptions
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_network_peer_id"></span> **get_network_peer_id**( )
- [void](#)<span id="i_set_network_peer_id"></span> **set_network_peer_id**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
_Generated on Aug 20, 2022_

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@ -1,6 +1,6 @@
# VoxelVoxLoader
Inherits: [Reference](https://docs.godotengine.org/en/stable/classes/class_reference.html)
Inherits: [RefCounted](https://docs.godotengine.org/en/stable/classes/class_refcounted.html)
@ -18,4 +18,4 @@ Return | Signatur
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_load_from_file"></span> **load_from_file**( [String](https://docs.godotengine.org/en/stable/classes/class_string.html) fpath, [VoxelBuffer](VoxelBuffer.md) voxels, [VoxelColorPalette](VoxelColorPalette.md) arg2 )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -1,4 +1,4 @@
# FastNoiseLite
# ZN_FastNoiseLite
Inherits: [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html)
@ -8,22 +8,22 @@ Generates coherent and fractal noise using the [FastNoiseLite](https://github.co
## Properties:
Type | Name | Default
------------------------ | ------------------------------------------------------------ | --------
`int` | [cellular_distance_function](#i_cellular_distance_function) | 1
`float` | [cellular_jitter](#i_cellular_jitter) | 1.0
`int` | [cellular_return_type](#i_cellular_return_type) | 1
`float` | [fractal_gain](#i_fractal_gain) | 0.5
`float` | [fractal_lacunarity](#i_fractal_lacunarity) | 2.0
`int` | [fractal_octaves](#i_fractal_octaves) | 3
`float` | [fractal_ping_pong_strength](#i_fractal_ping_pong_strength) | 2.0
`int` | [fractal_type](#i_fractal_type) | 1
`float` | [fractal_weighted_strength](#i_fractal_weighted_strength) | 0.0
`int` | [noise_type](#i_noise_type) | 0
`float` | [period](#i_period) | 64.0
`int` | [rotation_type_3d](#i_rotation_type_3d) | 0
`int` | [seed](#i_seed) | 0
`FastNoiseLiteGradient` | [warp_noise](#i_warp_noise) |
Type | Name | Default
--------------------------- | ------------------------------------------------------------ | --------
`int` | [cellular_distance_function](#i_cellular_distance_function) | 1
`float` | [cellular_jitter](#i_cellular_jitter) | 1.0
`int` | [cellular_return_type](#i_cellular_return_type) | 1
`float` | [fractal_gain](#i_fractal_gain) | 0.5
`float` | [fractal_lacunarity](#i_fractal_lacunarity) | 2.0
`int` | [fractal_octaves](#i_fractal_octaves) | 3
`float` | [fractal_ping_pong_strength](#i_fractal_ping_pong_strength) | 2.0
`int` | [fractal_type](#i_fractal_type) | 1
`float` | [fractal_weighted_strength](#i_fractal_weighted_strength) | 0.0
`int` | [noise_type](#i_noise_type) | 0
`float` | [period](#i_period) | 64.0
`int` | [rotation_type_3d](#i_rotation_type_3d) | 0
`int` | [seed](#i_seed) | 0
`ZN_FastNoiseLiteGradient` | [warp_noise](#i_warp_noise) |
<p></p>
## Methods:
@ -120,7 +120,7 @@ enum **CellularReturnType**:
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_seed"></span> **seed** = 0
- [FastNoiseLiteGradient](FastNoiseLiteGradient.md)<span id="i_warp_noise"></span> **warp_noise**
- [ZN_FastNoiseLiteGradient](ZN_FastNoiseLiteGradient.md)<span id="i_warp_noise"></span> **warp_noise**
## Method Descriptions
@ -137,4 +137,4 @@ enum **CellularReturnType**:
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_get_noise_3dv"></span> **get_noise_3dv**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) position )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -1,4 +1,4 @@
# FastNoiseLiteGradient
# ZN_FastNoiseLiteGradient
Inherits: [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html)
@ -88,4 +88,4 @@ enum **RotationType3D**:
- [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html)<span id="i_warp_3d"></span> **warp_3d**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) position )
_Generated on Nov 06, 2021_
_Generated on Aug 20, 2022_

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@ -0,0 +1,33 @@
# ZN_ThreadedTask
Inherits: [RefCounted](https://docs.godotengine.org/en/stable/classes/class_refcounted.html)
## Methods:
Return | Signature
----------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [_get_priority](#i__get_priority) ( ) virtual
[bool](https://docs.godotengine.org/en/stable/classes/class_bool.html) | [_is_cancelled](#i__is_cancelled) ( ) virtual
[void](#) | [_run](#i__run) ( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) thread_index ) virtual
<p></p>
## Signals:
- completed( )
## Method Descriptions
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i__get_priority"></span> **_get_priority**( )
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i__is_cancelled"></span> **_is_cancelled**( )
- [void](#)<span id="i__run"></span> **_run**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) thread_index )
_Generated on Aug 20, 2022_