Updated API docs

master
Marc Gilleron 2021-05-31 17:23:29 +01:00
parent 1ee5bcb80d
commit fa2f93c099
82 changed files with 448 additions and 166 deletions

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="FastNoiseLite" inherits="Resource" version="3.2">
<class name="FastNoiseLite" inherits="Resource" version="3.4">
<brief_description>
Generates coherent and fractal noise using the [url=https://github.com/Auburn/FastNoise]FastNoiseLite[/url] library.
</brief_description>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="FastNoiseLiteGradient" inherits="Resource" version="3.2">
<class name="FastNoiseLiteGradient" inherits="Resource" version="3.4">
<brief_description>
Generates coherent and fractal noise gradients using the [url=https://github.com/Auburn/FastNoise]FastNoiseLite[/url] library.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Voxel" inherits="Resource" version="3.2">
<class name="Voxel" inherits="Resource" version="3.4">
<brief_description>
Model stored in [VoxelLibrary] and used by [VoxelMesherBlocky].
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelBlockSerializer" inherits="Reference" version="3.2">
<class name="VoxelBlockSerializer" inherits="Reference" version="3.4">
<brief_description>
</brief_description>
<description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelBoxMover" inherits="Reference" version="3.2">
<class name="VoxelBoxMover" inherits="Reference" version="3.4">
<brief_description>
</brief_description>
<description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelBuffer" inherits="Reference" version="3.2">
<class name="VoxelBuffer" inherits="Reference" version="3.4">
<brief_description>
3D grid storing voxel data.
</brief_description>
@ -376,11 +376,9 @@
<constant name="CHANNEL_COLOR" value="2" enum="ChannelId">
Channel used to store color data. Used by [VoxelMesherCubes].
</constant>
<constant name="CHANNEL_DATA3" value="3" enum="ChannelId">
Free channel. Not used by the engine yet.
<constant name="CHANNEL_INDICES" value="3" enum="ChannelId">
</constant>
<constant name="CHANNEL_DATA4" value="4" enum="ChannelId">
Free channel. Not used by the engine yet.
<constant name="CHANNEL_WEIGHTS" value="4" enum="ChannelId">
</constant>
<constant name="CHANNEL_DATA5" value="5" enum="ChannelId">
Free channel. Not used by the engine yet.

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelColorPalette" inherits="Resource" version="3.2">
<class name="VoxelColorPalette" inherits="Resource" version="3.4">
<brief_description>
</brief_description>
<description>
@ -27,7 +27,9 @@
</method>
</methods>
<members>
<member name="data" type="PoolIntArray" setter="set_data" getter="get_data" default="PoolIntArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 )">
<member name="colors" type="PoolColorArray" setter="set_colors" getter="get_colors" default="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 )">
</member>
<member name="data" type="PoolIntArray" setter="set_data" getter="get_data" default="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 )">
</member>
</members>
<constants>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelGenerator" inherits="Resource" version="3.2">
<class name="VoxelGenerator" inherits="Resource" version="3.4">
<brief_description>
Base class to all voxel procedural generators. If you want to define a custom one with a script, this is the class you should extend from. All implementations must be thread safe.
</brief_description>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelGeneratorFlat" inherits="VoxelGenerator" version="3.2">
<class name="VoxelGeneratorFlat" inherits="VoxelGenerator" version="3.4">
<brief_description>
</brief_description>
<description>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelGeneratorGraph" inherits="VoxelGenerator" version="3.2">
<class name="VoxelGeneratorGraph" inherits="VoxelGenerator" version="3.4">
<brief_description>
Graph-based generator for smooth voxel worlds.
</brief_description>
@ -88,6 +88,16 @@
<description>
</description>
</method>
<method name="debug_analyze_range" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="min_pos" type="Vector3">
</argument>
<argument index="1" name="max_pos" type="Vector3">
</argument>
<description>
</description>
</method>
<method name="debug_load_waves_preset">
<return type="void">
</return>
@ -247,6 +257,20 @@
</description>
</method>
</methods>
<members>
<member name="debug_block_clipping" type="bool" setter="set_debug_clipped_blocks" getter="is_debug_clipped_blocks" default="false">
</member>
<member name="sdf_clip_threshold" type="float" setter="set_sdf_clip_threshold" getter="get_sdf_clip_threshold" default="1.5">
</member>
<member name="subdivision_size" type="int" setter="set_subdivision_size" getter="get_subdivision_size" default="16">
</member>
<member name="use_optimized_execution_map" type="bool" setter="set_use_optimized_execution_map" getter="is_using_optimized_execution_map" default="true">
</member>
<member name="use_subdivision" type="bool" setter="set_use_subdivision" getter="is_using_subdivision" default="true">
</member>
<member name="use_xz_caching" type="bool" setter="set_use_xz_caching" getter="is_using_xz_caching" default="true">
</member>
</members>
<signals>
<signal name="node_name_changed">
<argument index="0" name="node_id" type="int">
@ -324,17 +348,25 @@
</constant>
<constant name="NODE_SDF_PREVIEW" value="33" enum="NodeTypeID">
</constant>
<constant name="NODE_NORMALIZE_3D" value="35" enum="NodeTypeID">
<constant name="NODE_SDF_SPHERE_HEIGHTMAP" value="34" enum="NodeTypeID">
</constant>
<constant name="NODE_FAST_NOISE_2D" value="36" enum="NodeTypeID">
<constant name="NODE_SDF_SMOOTH_UNION" value="35" enum="NodeTypeID">
</constant>
<constant name="NODE_FAST_NOISE_3D" value="37" enum="NodeTypeID">
<constant name="NODE_SDF_SMOOTH_SUBTRACT" value="36" enum="NodeTypeID">
</constant>
<constant name="NODE_FAST_NOISE_GRADIENT_2D" value="38" enum="NodeTypeID">
<constant name="NODE_NORMALIZE_3D" value="37" enum="NodeTypeID">
</constant>
<constant name="NODE_FAST_NOISE_GRADIENT_3D" value="39" enum="NodeTypeID">
<constant name="NODE_FAST_NOISE_2D" value="38" enum="NodeTypeID">
</constant>
<constant name="NODE_TYPE_COUNT" value="40" enum="NodeTypeID">
<constant name="NODE_FAST_NOISE_3D" value="39" enum="NodeTypeID">
</constant>
<constant name="NODE_FAST_NOISE_GRADIENT_2D" value="40" enum="NodeTypeID">
</constant>
<constant name="NODE_FAST_NOISE_GRADIENT_3D" value="41" enum="NodeTypeID">
</constant>
<constant name="NODE_OUTPUT_WEIGHT" value="42" enum="NodeTypeID">
</constant>
<constant name="NODE_TYPE_COUNT" value="43" enum="NodeTypeID">
</constant>
</constants>
</class>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelGeneratorHeightmap" inherits="VoxelGenerator" version="3.2">
<class name="VoxelGeneratorHeightmap" inherits="VoxelGenerator" version="3.4">
<brief_description>
</brief_description>
<description>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelGeneratorImage" inherits="VoxelGeneratorHeightmap" version="3.2">
<class name="VoxelGeneratorImage" inherits="VoxelGeneratorHeightmap" version="3.4">
<brief_description>
</brief_description>
<description>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelGeneratorNoise" inherits="VoxelGenerator" version="3.2">
<class name="VoxelGeneratorNoise" inherits="VoxelGenerator" version="3.4">
<brief_description>
</brief_description>
<description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelGeneratorNoise2D" inherits="VoxelGeneratorHeightmap" version="3.2">
<class name="VoxelGeneratorNoise2D" inherits="VoxelGeneratorHeightmap" version="3.4">
<brief_description>
</brief_description>
<description>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelGeneratorScript" inherits="VoxelGenerator" version="3.2">
<class name="VoxelGeneratorScript" inherits="VoxelGenerator" version="3.4">
<brief_description>
Base class for custom generators defined with a script.
Important: this engine makes heavy use of threads. Generators will run in one of them, so make sure you don't access the scene tree or other unsafe APIs from within a generator.

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelGeneratorWaves" inherits="VoxelGeneratorHeightmap" version="3.2">
<class name="VoxelGeneratorWaves" inherits="VoxelGeneratorHeightmap" version="3.4">
<brief_description>
</brief_description>
<description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelInstanceGenerator" inherits="Resource" version="3.2">
<class name="VoxelInstanceGenerator" inherits="Resource" version="3.4">
<brief_description>
Decides where to spawn instances on top of a voxel surface.
</brief_description>
@ -48,5 +48,23 @@
</constant>
<constant name="EMIT_FROM_FACES" value="1" enum="EmitMode">
</constant>
<constant name="EMIT_MODE_COUNT" value="2" enum="EmitMode">
</constant>
<constant name="DISTRIBUTION_LINEAR" value="0" enum="Distribution">
</constant>
<constant name="DISTRIBUTION_QUADRATIC" value="1" enum="Distribution">
</constant>
<constant name="DISTRIBUTION_CUBIC" value="2" enum="Distribution">
</constant>
<constant name="DISTRIBUTION_QUINTIC" value="3" enum="Distribution">
</constant>
<constant name="DISTRIBUTION_COUNT" value="4" enum="Distribution">
</constant>
<constant name="DIMENSION_2D" value="0" enum="Dimension">
</constant>
<constant name="DIMENSION_3D" value="1" enum="Dimension">
</constant>
<constant name="DIMENSION_COUNT" value="2" enum="Dimension">
</constant>
</constants>
</class>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelInstanceLibrary" inherits="Resource" version="3.2">
<class name="VoxelInstanceLibrary" inherits="Resource" version="3.4">
<brief_description>
Contains a list of models that can be used by [VoxelInstancer], associated with a unique ID
</brief_description>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelInstanceLibraryItem" inherits="Resource" version="3.2">
<class name="VoxelInstanceLibraryItem" inherits="Resource" version="3.4">
<brief_description>
Settings for a model that can be used by [VoxelInstancer]
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelInstancer" inherits="Spatial" version="3.2">
<class name="VoxelInstancer" inherits="Spatial" version="3.4">
<brief_description>
Spawns items on top of voxel surfaces.
</brief_description>
@ -15,6 +15,12 @@
<description>
</description>
</method>
<method name="debug_get_instance_counts" qualifiers="const">
<return type="Dictionary">
</return>
<description>
</description>
</method>
</methods>
<members>
<member name="library" type="VoxelInstanceLibrary" setter="set_library" getter="get_library">

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelLibrary" inherits="Resource" version="3.2">
<class name="VoxelLibrary" inherits="Resource" version="3.4">
<brief_description>
</brief_description>
<description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelLodTerrain" inherits="VoxelNode" version="3.2">
<class name="VoxelLodTerrain" inherits="VoxelNode" version="3.4">
<brief_description>
Voxel volume using variable level of detail.
</brief_description>
@ -16,13 +16,13 @@
<description>
</description>
</method>
<method name="debug_get_block_count" qualifiers="const">
<method name="debug_get_data_block_count" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="debug_get_block_info" qualifiers="const">
<method name="debug_get_data_block_info" qualifiers="const">
<return type="Dictionary">
</return>
<argument index="0" name="block_pos" type="Vector3">
@ -32,7 +32,23 @@
<description>
</description>
</method>
<method name="debug_get_octrees" qualifiers="const">
<method name="debug_get_mesh_block_count" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="debug_get_mesh_block_info" qualifiers="const">
<return type="Dictionary">
</return>
<argument index="0" name="block_pos" type="Vector3">
</argument>
<argument index="1" name="lod" type="int">
</argument>
<description>
</description>
</method>
<method name="debug_get_octrees_detailed" qualifiers="const">
<return type="Array">
</return>
<description>
@ -48,7 +64,7 @@
<description>
</description>
</method>
<method name="debug_raycast_block" qualifiers="const">
<method name="debug_raycast_mesh_block" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="origin" type="Vector3">
@ -58,13 +74,13 @@
<description>
</description>
</method>
<method name="get_block_region_extent" qualifiers="const">
<method name="get_data_block_region_extent" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="get_block_size" qualifiers="const">
<method name="get_data_block_size" qualifiers="const">
<return type="int">
</return>
<description>
@ -118,7 +134,17 @@
<description>
</description>
</method>
<method name="voxel_to_block_position" qualifiers="const">
<method name="voxel_to_data_block_position" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="lod_index" type="Vector3">
</argument>
<argument index="1" name="arg1" type="int">
</argument>
<description>
</description>
</method>
<method name="voxel_to_mesh_block_position" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="lod_index" type="Vector3">
@ -130,16 +156,26 @@
</method>
</methods>
<members>
<member name="collision_lod_count" type="int" setter="set_collision_lod_count" getter="get_collision_lod_count" default="-1">
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
</member>
<member name="collision_lod_count" type="int" setter="set_collision_lod_count" getter="get_collision_lod_count" default="0">
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
</member>
<member name="collision_update_delay" type="int" setter="set_collision_update_delay" getter="get_collision_update_delay" default="0">
</member>
<member name="generate_collisions" type="bool" setter="set_generate_collisions" getter="get_generate_collisions" default="true">
</member>
<member name="lod_count" type="int" setter="set_lod_count" getter="get_lod_count" default="4">
</member>
<member name="lod_split_scale" type="float" setter="set_lod_split_scale" getter="get_lod_split_scale" default="3.0">
<member name="lod_distance" type="float" setter="set_lod_distance" getter="get_lod_distance" default="48.0">
</member>
<member name="lod_fade_duration" type="float" setter="set_lod_fade_duration" getter="get_lod_fade_duration" default="0.0">
</member>
<member name="material" type="Material" setter="set_material" getter="get_material">
</member>
<member name="mesh_block_size" type="int" setter="set_mesh_block_size" getter="get_mesh_block_size" default="16">
</member>
<member name="mesher" type="VoxelMesher" setter="set_mesher" getter="get_mesher" override="true" />
<member name="run_stream_in_editor" type="bool" setter="set_run_stream_in_editor" getter="is_stream_running_in_editor" default="true">
</member>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelMesher" inherits="Resource" version="3.2">
<class name="VoxelMesher" inherits="Resource" version="3.4">
<brief_description>
Base class for all meshing algorithms.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelMesherBlocky" inherits="VoxelMesher" version="3.2">
<class name="VoxelMesherBlocky" inherits="VoxelMesher" version="3.4">
<brief_description>
Produces a mesh by batching models corresponding to each voxel value, similar to games like Minecraft or StarMade.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelMesherCubes" inherits="VoxelMesher" version="3.2">
<class name="VoxelMesherCubes" inherits="VoxelMesher" version="3.4">
<brief_description>
</brief_description>
<description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelMesherDMC" inherits="VoxelMesher" version="3.2">
<class name="VoxelMesherDMC" inherits="VoxelMesher" version="3.4">
<brief_description>
Implements isosurface generation (smooth voxels) using [url=https://www.volume-gfx.com/volume-rendering/dual-marching-cubes/]Dual Marching Cubes[/url].
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelMesherTransvoxel" inherits="VoxelMesher" version="3.2">
<class name="VoxelMesherTransvoxel" inherits="VoxelMesher" version="3.4">
<brief_description>
Implements isosurface generation (smooth voxels) using the [url=https://transvoxel.org/]Transvoxel[/url] algorithm.
</brief_description>
@ -19,6 +19,14 @@
</description>
</method>
</methods>
<members>
<member name="texturing_mode" type="int" setter="set_texturing_mode" getter="get_texturing_mode" enum="VoxelMesherTransvoxel.TexturingMode" default="0">
</member>
</members>
<constants>
<constant name="TEXTURES_NONE" value="0" enum="TexturingMode">
</constant>
<constant name="TEXTURES_BLEND_4_OVER_16" value="1" enum="TexturingMode">
</constant>
</constants>
</class>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelNode" inherits="Spatial" version="3.2">
<class name="VoxelNode" inherits="Spatial" version="3.4">
<brief_description>
Base class for voxel volumes.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelRaycastResult" inherits="Reference" version="3.2">
<class name="VoxelRaycastResult" inherits="Reference" version="3.4">
<brief_description>
Result of a raycast performed with [method VoxelTool.raycast]
</brief_description>
@ -10,6 +10,8 @@
<methods>
</methods>
<members>
<member name="distance" type="float" setter="" getter="get_distance" default="0.0">
</member>
<member name="position" type="Vector3" setter="" getter="get_position" default="Vector3( 0, 0, 0 )">
Integer position of the voxel that was hit.
</member>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelServer" inherits="Object" version="3.2">
<class name="VoxelServer" inherits="Object" version="3.4">
<brief_description>
Singleton handling common voxel processing in background threads.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelStream" inherits="Resource" version="3.2">
<class name="VoxelStream" inherits="Resource" version="3.4">
<brief_description>
Implements loading and saving voxel blocks, mainly using files.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelStreamBlockFiles" inherits="VoxelStream" version="3.2">
<class name="VoxelStreamBlockFiles" inherits="VoxelStream" version="3.4">
<brief_description>
Loads and saves blocks as individual files under a directory.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelStreamRegionFiles" inherits="VoxelStream" version="3.2">
<class name="VoxelStreamRegionFiles" inherits="VoxelStream" version="3.4">
<brief_description>
Loads and saves blocks to region files indexed by world position, under a directory.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelStreamSQLite" inherits="VoxelStream" version="3.2">
<class name="VoxelStreamSQLite" inherits="VoxelStream" version="3.4">
<brief_description>
Saves voxel data into a single SQLite database file.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelStreamScript" inherits="VoxelStream" version="3.2">
<class name="VoxelStreamScript" inherits="VoxelStream" version="3.4">
<brief_description>
Base class for custom streams defined with a script.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelTerrain" inherits="VoxelNode" version="3.2">
<class name="VoxelTerrain" inherits="VoxelNode" version="3.4">
<brief_description>
Voxel volume using constant level of detail.
</brief_description>
@ -8,13 +8,13 @@
<tutorials>
</tutorials>
<methods>
<method name="block_to_voxel">
<method name="data_block_to_voxel" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="block_pos" type="Vector3">
</argument>
<description>
Converts block coordinates into voxel coordinates. Voxel coordinates of a block correspond to its lowest corner.
Converts data block coordinates into voxel coordinates. Voxel coordinates of a block correspond to its lowest corner.
</description>
</method>
<method name="get_material" qualifiers="const">
@ -86,13 +86,13 @@
<description>
</description>
</method>
<method name="voxel_to_block">
<method name="voxel_to_data_block" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="voxel_pos" type="Vector3">
Converts voxel coordinates into data block coordinates.
</argument>
<description>
Converts voxel coordinates into block coordinates.
</description>
</method>
</methods>
@ -100,6 +100,10 @@
<member name="bounds" type="AABB" setter="set_bounds" getter="get_bounds" default="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.
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
</member>
<member name="generate_collisions" type="bool" setter="set_generate_collisions" getter="get_generate_collisions" default="true">
Enables the generation of collision shapes using the classic physics engine. Use this feature if you need realistic or non-trivial collisions or physics.
Note 1: you also need [VoxelViewer] to request collisions, otherwise they won't generate.
@ -109,6 +113,8 @@
Sets the maximum distance this terrain can support. If a [VoxelViewer] requests more, it will be clamped.
Note: there is an internal limit of 512 for constant LOD terrains, because going further can affect performance and memory very badly at the moment.
</member>
<member name="mesh_block_size" type="int" setter="set_mesh_block_size" getter="get_mesh_block_size" default="16">
</member>
<member name="run_stream_in_editor" type="bool" setter="set_run_stream_in_editor" getter="is_stream_running_in_editor" default="true">
Makes the terrain appear in the editor.
Important: this option will turn off automatically if you setup a script world generator. Modifying scripts while they are in use by threads causes undefined behaviors. You can still turn on this option if you need a preview, but it is strongly advised to turn it back off and wait until all generation has finished before you edit the script again.
@ -119,7 +125,7 @@
<argument index="0" name="position" type="Vector3">
</argument>
<description>
Emitted when a new block is loaded from stream.
Emitted when a new data block is loaded from stream.
Note: it might be not visible yet.
</description>
</signal>
@ -127,7 +133,7 @@
<argument index="0" name="position" type="Vector3">
</argument>
<description>
Emitted when a block unloaded due to being outside view distance.
Emitted when a data block is unloaded due to being outside view distance.
</description>
</signal>
</signals>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelTool" inherits="Reference" version="3.2">
<class name="VoxelTool" inherits="Reference" version="3.4">
<brief_description>
Helper class to easily access and modify voxels
</brief_description>
@ -10,6 +10,18 @@
<tutorials>
</tutorials>
<methods>
<method name="copy">
<return type="void">
</return>
<argument index="0" name="src_pos" type="Vector3">
</argument>
<argument index="1" name="dst_buffer" type="Reference">
</argument>
<argument index="2" name="channels_mask" type="int">
</argument>
<description>
</description>
</method>
<method name="do_box">
<return type="void">
</return>
@ -78,7 +90,9 @@
</argument>
<argument index="1" name="src_buffer" type="Reference">
</argument>
<argument index="2" name="src_mask_value" type="int">
<argument index="2" name="channels_mask" type="int">
</argument>
<argument index="3" name="src_mask_value" type="int">
</argument>
<description>
</description>
@ -143,6 +157,12 @@
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.
</member>
<member name="texture_falloff" type="float" setter="set_texture_falloff" getter="get_texture_falloff" default="0.5">
</member>
<member name="texture_index" type="int" setter="set_texture_index" getter="get_texture_index" default="0">
</member>
<member name="texture_opacity" type="float" setter="set_texture_opacity" getter="get_texture_opacity" default="1.0">
</member>
<member name="value" type="int" setter="set_value" getter="get_value" default="0">
Sets which voxel value will be used. This is not relevant when editing [enum VoxelBuffer.CHANNEL_SDF].
</member>
@ -157,5 +177,7 @@
<constant name="MODE_SET" value="2" enum="Mode">
Replace voxel values without any blending. Useful for blocky voxels.
</constant>
<constant name="MODE_TEXTURE_PAINT" value="3" enum="Mode">
</constant>
</constants>
</class>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelToolBuffer" inherits="VoxelTool" version="3.2">
<class name="VoxelToolBuffer" inherits="VoxelTool" version="3.4">
<brief_description>
</brief_description>
<description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelToolTerrain" inherits="VoxelTool" version="3.2">
<class name="VoxelToolTerrain" inherits="VoxelTool" version="3.4">
<brief_description>
Implementation of [VoxelTool] optimized for uses on [VoxelTerrain].
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelViewer" inherits="Spatial" version="3.2">
<class name="VoxelViewer" inherits="Spatial" version="3.4">
<brief_description>
Attach this as a child node of characters, so the voxel world will know where to load blocks around them.
If no viewer is present in the world, nothing will generate.

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelVoxLoader" inherits="Reference" version="3.2">
<class name="VoxelVoxLoader" inherits="Reference" version="3.4">
<brief_description>
</brief_description>
<description>

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@ -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 Apr 10, 2021_
_Generated on May 31, 2021_

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@ -71,4 +71,4 @@ enum **RotationType3D**:
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_seed"></span> **seed** = 0
_Generated on Apr 10, 2021_
_Generated on May 31, 2021_

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@ -104,4 +104,4 @@ Name that can be used for convenience, when looking up a specific [Voxel](Voxel.
- [void](#)<span id="i_set_id"></span> **set_id**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
_Generated on Apr 10, 2021_
_Generated on May 31, 2021_

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@ -52,4 +52,4 @@ Reads the data of a [VoxelBuffer](VoxelBuffer.md) from a [StreamPeer](https://do
Stores the data of a [VoxelBuffer](VoxelBuffer.md) into a [StreamPeer](https://docs.godotengine.org/en/stable/classes/class_streampeer.html).
_Generated on Apr 10, 2021_
_Generated on May 31, 2021_

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@ -40,4 +40,4 @@ Given a motion vector, returns a modified vector telling you by how much to move
- [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 Apr 10, 2021_
_Generated on May 31, 2021_

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@ -57,8 +57,8 @@ enum **ChannelId**:
- **CHANNEL_TYPE** = **0** --- Channel used to store voxel types. Used by [VoxelMesherBlocky].
- **CHANNEL_SDF** = **1** --- Channel used to store SDF data (signed distance field). Used by [VoxelMesherTransvoxel] and other smooth meshers. Values should preferably be accessed as floats. Negative values are below the isosurface (inside matter), and positive values are above the surface (outside matter).
- **CHANNEL_COLOR** = **2** --- Channel used to store color data. Used by [VoxelMesherCubes].
- **CHANNEL_DATA3** = **3** --- Free channel. Not used by the engine yet.
- **CHANNEL_DATA4** = **4** --- Free channel. Not used by the engine yet.
- **CHANNEL_INDICES** = **3**
- **CHANNEL_WEIGHTS** = **4**
- **CHANNEL_DATA5** = **5** --- Free channel. Not used by the engine yet.
- **CHANNEL_DATA6** = **6** --- Free channel. Not used by the engine yet.
- **CHANNEL_DATA7** = **7** --- Free channel. Not used by the engine yet.
@ -109,6 +109,8 @@ If corners of the area represent a negative-size area, they will be sorted back.
If coordinates are entirely or partially out of bounds, they will be clipped automatically.
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 )
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.
@ -117,6 +119,8 @@ If corners of the area represent a negative-size area, they will be sorted back.
If coordinates are entirely or partially out of bounds, they will be clipped automatically.
Copying across the same buffer to overlapping areas is not supported. You may use an intermediary buffer in this case.
- [void](#)<span id="i_create"></span> **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 )
Clears the buffer and gives it the specified size.
@ -225,4 +229,4 @@ If this [VoxelBuffer](VoxelBuffer.md) is saved, this metadata will also be saved
- [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 )
_Generated on Apr 10, 2021_
_Generated on May 31, 2021_

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@ -8,9 +8,10 @@ Inherits: [Resource](https://docs.godotengine.org/en/stable/classes/class_resour
## Properties:
Type | Name | Default
--------------- | ---------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
`PoolIntArray` | [data](#i_data) | PoolIntArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 )
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 )
<p></p>
## Methods:
@ -28,7 +29,10 @@ Return | Sign
## Property Descriptions
- [PoolIntArray](https://docs.godotengine.org/en/stable/classes/class_poolintarray.html)<span id="i_data"></span> **data** = PoolIntArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 )
- [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 )
- [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 )
## Method Descriptions
@ -39,4 +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 Apr 10, 2021_
_Generated on May 31, 2021_

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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 Apr 10, 2021_
_Generated on May 31, 2021_

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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 Apr 10, 2021_
_Generated on May 31, 2021_

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@ -11,6 +11,19 @@ Generates SDF voxel data from a graph of operations.
Warning: methods to modify the graph should only be called from the main thread.
## Properties:
Type | Name | Default
-------- | -------------------------------------------------------------- | --------
`bool` | [debug_block_clipping](#i_debug_block_clipping) | false
`float` | [sdf_clip_threshold](#i_sdf_clip_threshold) | 1.5
`int` | [subdivision_size](#i_subdivision_size) | 16
`bool` | [use_optimized_execution_map](#i_use_optimized_execution_map) | true
`bool` | [use_subdivision](#i_use_subdivision) | true
`bool` | [use_xz_caching](#i_use_xz_caching) | true
<p></p>
## Methods:
@ -23,6 +36,7 @@ Return
[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
@ -85,12 +99,36 @@ enum **NodeTypeID**:
- **NODE_SDF_SPHERE** = **31**
- **NODE_SDF_TORUS** = **32**
- **NODE_SDF_PREVIEW** = **33**
- **NODE_NORMALIZE_3D** = **35**
- **NODE_FAST_NOISE_2D** = **36**
- **NODE_FAST_NOISE_3D** = **37**
- **NODE_FAST_NOISE_GRADIENT_2D** = **38**
- **NODE_FAST_NOISE_GRADIENT_3D** = **39**
- **NODE_TYPE_COUNT** = **40**
- **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**
## Property Descriptions
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_debug_block_clipping"></span> **debug_block_clipping** = false
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_sdf_clip_threshold"></span> **sdf_clip_threshold** = 1.5
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_subdivision_size"></span> **subdivision_size** = 16
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_use_optimized_execution_map"></span> **use_optimized_execution_map** = true
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_use_subdivision"></span> **use_subdivision** = true
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_use_xz_caching"></span> **use_xz_caching** = true
## Method Descriptions
@ -116,6 +154,9 @@ enum **NodeTypeID**:
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_create_node"></span> **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)<span id="i_debug_analyze_range"></span> **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 )
- [void](#)<span id="i_debug_load_waves_preset"></span> **debug_load_waves_preset**( )
@ -170,4 +211,4 @@ enum **NodeTypeID**:
- [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 Apr 10, 2021_
_Generated on May 31, 2021_

View File

@ -30,4 +30,4 @@ Type | Name | Default
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_iso_scale"></span> **iso_scale** = 0.1
_Generated on Apr 10, 2021_
_Generated on May 31, 2021_

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@ -22,4 +22,4 @@ Type | Name | Default
- [Image](https://docs.godotengine.org/en/stable/classes/class_image.html)<span id="i_image"></span> **image**
_Generated on Apr 10, 2021_
_Generated on May 31, 2021_

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@ -30,4 +30,4 @@ Type | Name | Default
- [OpenSimplexNoise](https://docs.godotengine.org/en/stable/classes/class_opensimplexnoise.html)<span id="i_noise"></span> **noise**
_Generated on Apr 10, 2021_
_Generated on May 31, 2021_

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@ -22,4 +22,4 @@ Type | Name | Default
- [OpenSimplexNoise](https://docs.godotengine.org/en/stable/classes/class_opensimplexnoise.html)<span id="i_noise"></span> **noise**
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@ -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)`
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@ -26,4 +26,4 @@ Type | Name | Default
- [Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html)<span id="i_pattern_size"></span> **pattern_size** = Vector2( 30, 30 )
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@ -39,6 +39,21 @@ enum **EmitMode**:
- **EMIT_FROM_VERTICES** = **0**
- **EMIT_FROM_FACES** = **1**
- **EMIT_MODE_COUNT** = **2**
enum **Distribution**:
- **DISTRIBUTION_LINEAR** = **0**
- **DISTRIBUTION_QUADRATIC** = **1**
- **DISTRIBUTION_CUBIC** = **2**
- **DISTRIBUTION_QUINTIC** = **3**
- **DISTRIBUTION_COUNT** = **4**
enum **Dimension**:
- **DIMENSION_2D** = **0**
- **DIMENSION_3D** = **1**
- **DIMENSION_COUNT** = **2**
## Property Descriptions
@ -88,4 +103,4 @@ enum **EmitMode**:
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_vertical_alignment"></span> **vertical_alignment** = 1.0
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@ -38,4 +38,4 @@ Return | Signatur
- [void](#)<span id="i_remove_item"></span> **remove_item**( [int](https://docs.godotengine.org/en/stable/classes/class_int.html) id )
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@ -95,4 +95,4 @@ Return | Sign
- [void](#)<span id="i_setup_from_template"></span> **setup_from_template**( [Node](https://docs.godotengine.org/en/stable/classes/class_node.html) node )
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@ -21,9 +21,10 @@ 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
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
<p></p>
## Enumerations:
@ -51,4 +52,7 @@ enum **UpMode**:
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_debug_get_block_count"></span> **debug_get_block_count**( )
_Generated on Apr 10, 2021_
- [Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html)<span id="i_debug_get_instance_counts"></span> **debug_get_instance_counts**( )
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@ -60,4 +60,4 @@ Enable this option if you need normal mapping on your voxels. If you don't need
- [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 )
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@ -8,17 +8,22 @@ Voxel volume using variable level of detail.
## Properties:
Type | Name | Default
-------------- | ------------------------------------------------ | ----------------------------------------------------------------------------------------
`int` | [collision_lod_count](#i_collision_lod_count) | -1
`bool` | [generate_collisions](#i_generate_collisions) | true
`int` | [lod_count](#i_lod_count) | 4
`float` | [lod_split_scale](#i_lod_split_scale) | 3.0
`Material` | [material](#i_material) |
`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
`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 )
<p></p>
## Methods:
@ -27,19 +32,22 @@ 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_get_block_count](#i_debug_get_block_count) ( ) const
[Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html) | [debug_get_block_info](#i_debug_get_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](#i_debug_get_octrees) ( ) 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
[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
[Array](https://docs.godotengine.org/en/stable/classes/class_array.html) | [debug_raycast_block](#i_debug_raycast_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
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_block_region_extent](#i_get_block_region_extent) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_block_size](#i_get_block_size) ( ) const
[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
[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
[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_block_position](#i_voxel_to_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_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
<p></p>
## Enumerations:
@ -53,7 +61,16 @@ enum **ProcessMode**:
## Property Descriptions
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_collision_lod_count"></span> **collision_lod_count** = -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_lod_count"></span> **collision_lod_count** = 0
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_collision_mask"></span> **collision_mask** = 1
- [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_generate_collisions"></span> **generate_collisions** = true
@ -62,12 +79,18 @@ enum **ProcessMode**:
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_lod_count"></span> **lod_count** = 4
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_lod_split_scale"></span> **lod_split_scale** = 3.0
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_lod_distance"></span> **lod_distance** = 48.0
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_lod_fade_duration"></span> **lod_fade_duration** = 0.0
- [Material](https://docs.godotengine.org/en/stable/classes/class_material.html)<span id="i_material"></span> **material**
- [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**
@ -85,25 +108,31 @@ enum **ProcessMode**:
- [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_get_block_count"></span> **debug_get_block_count**( )
- [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**( )
- [Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html)<span id="i_debug_get_block_info"></span> **debug_get_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 )
- [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 )
- [Array](https://docs.godotengine.org/en/stable/classes/class_array.html)<span id="i_debug_get_octrees"></span> **debug_get_octrees**( )
- [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**( )
- [Dictionary](https://docs.godotengine.org/en/stable/classes/class_dictionary.html)<span id="i_debug_get_mesh_block_info"></span> **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 )
- [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 )
- [Array](https://docs.godotengine.org/en/stable/classes/class_array.html)<span id="i_debug_raycast_block"></span> **debug_raycast_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 )
- [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 )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_get_block_region_extent"></span> **get_block_region_extent**( )
- [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_block_size"></span> **get_block_size**( )
- [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**( )
@ -140,7 +169,10 @@ The returned dictionary has the following structure:
- [void](#)<span id="i_set_process_mode"></span> **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)<span id="i_voxel_to_block_position"></span> **voxel_to_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_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 )
_Generated on Apr 10, 2021_
- [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 )
_Generated on May 31, 2021_

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@ -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.
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@ -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
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@ -41,4 +41,4 @@ enum **ColorMode**:
- [VoxelColorPalette](VoxelColorPalette.md)<span id="i_palette"></span> **palette**
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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 )
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@ -5,6 +5,14 @@ Inherits: [VoxelMesher](VoxelMesher.md)
Implements isosurface generation (smooth voxels) using the [Transvoxel](https://transvoxel.org/) algorithm.
## Properties:
Type | Name | Default
------ | ------------------------------------ | --------
`int` | [texturing_mode](#i_texturing_mode) | 0
<p></p>
## Methods:
@ -13,9 +21,22 @@ Return
[ArrayMesh](https://docs.godotengine.org/en/stable/classes/class_arraymesh.html) | [build_transition_mesh](#i_build_transition_mesh) ( [VoxelBuffer](VoxelBuffer.md) voxel_buffer, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) direction )
<p></p>
## Enumerations:
enum **TexturingMode**:
- **TEXTURES_NONE** = **0**
- **TEXTURES_BLEND_4_OVER_16** = **1**
## Property Descriptions
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_texturing_mode"></span> **texturing_mode** = 0
## 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 Apr 10, 2021_
_Generated on May 31, 2021_

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@ -29,4 +29,4 @@ 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 Apr 10, 2021_
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@ -10,12 +10,16 @@ Result of a raycast performed with method VoxelTool.raycast
Type | Name | Default
---------- | ------------------------------------------ | -------------------
`float` | [distance](#i_distance) | 0.0
`Vector3` | [position](#i_position) | Vector3( 0, 0, 0 )
`Vector3` | [previous_position](#i_previous_position) | Vector3( 0, 0, 0 )
<p></p>
## Property Descriptions
- [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 )
Integer position of the voxel that was hit.
@ -24,4 +28,4 @@ Integer position of the voxel that was hit.
Integer position of the previous voxel along the ray before the final hit.
_Generated on Apr 10, 2021_
_Generated on May 31, 2021_

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@ -37,4 +37,4 @@ The returned dictionary has the following structure:
```
_Generated on Apr 10, 2021_
_Generated on May 31, 2021_

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@ -54,4 +54,4 @@ 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.
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@ -23,4 +23,4 @@ Type | Name | Default
Directory under which the data is saved.
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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 Apr 10, 2021_
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@ -18,4 +18,4 @@ Type | Name | Default
- [String](https://docs.godotengine.org/en/stable/classes/class_string.html)<span id="i_database_path"></span> **database_path** = ""
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@ -28,4 +28,4 @@ Return | Signatur
`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.
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@ -11,8 +11,11 @@ Voxel volume using constant level of detail.
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
`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
<p></p>
@ -21,14 +24,14 @@ Type | Name | Default
Return | Signature
----------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) | [block_to_voxel](#i_block_to_voxel) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) block_pos )
[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
[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_block](#i_voxel_to_block) ( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) voxel_pos )
[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
<p></p>
## Signals:
@ -49,6 +52,12 @@ Emitted when a block unloaded due to being outside view distance.
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.
- [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
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_generate_collisions"></span> **generate_collisions** = true
Enables the generation of collision shapes using the classic physics engine. Use this feature if you need realistic or non-trivial collisions or physics.
@ -63,6 +72,9 @@ Sets the maximum distance this terrain can support. If a [VoxelViewer](VoxelView
Note: there is an internal limit of 512 for constant LOD terrains, because going further can affect performance and memory very badly at the moment.
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_mesh_block_size"></span> **mesh_block_size** = 16
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_run_stream_in_editor"></span> **run_stream_in_editor** = true
Makes the terrain appear in the editor.
@ -71,9 +83,8 @@ 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_block_to_voxel"></span> **block_to_voxel**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) block_pos )
- [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 )
Converts block coordinates into voxel coordinates. Voxel coordinates of a block correspond to its lowest corner.
- [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 )
@ -128,8 +139,7 @@ Note 3: saving is asynchronous and won't block the game. the save may complete o
- [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 )
- [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html)<span id="i_voxel_to_block"></span> **voxel_to_block**( [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) voxel_pos )
- [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 )
Converts voxel coordinates into block coordinates.
_Generated on Apr 10, 2021_
_Generated on May 31, 2021_

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@ -14,13 +14,16 @@ It's not a class to instantiate alone, you may get it from the voxel objects you
## Properties:
Type | Name | Default
-------- | -------------------------------- | --------
`int` | [channel](#i_channel) | 0
`int` | [eraser_value](#i_eraser_value) | 0
`int` | [mode](#i_mode) | 0
`float` | [sdf_scale](#i_sdf_scale) | 0.002
`int` | [value](#i_value) | 0
Type | Name | Default
-------- | -------------------------------------- | --------
`int` | [channel](#i_channel) | 0
`int` | [eraser_value](#i_eraser_value) | 0
`int` | [mode](#i_mode) | 0
`float` | [sdf_scale](#i_sdf_scale) | 0.002
`float` | [texture_falloff](#i_texture_falloff) | 0.5
`int` | [texture_index](#i_texture_index) | 0
`float` | [texture_opacity](#i_texture_opacity) | 1.0
`int` | [value](#i_value) | 0
<p></p>
## Methods:
@ -28,6 +31,7 @@ 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 )
[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 )
@ -35,7 +39,7 @@ Return |
[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 )
[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 )
[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) src_mask_value )
[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 )
[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 )
@ -49,6 +53,7 @@ enum **Mode**:
- **MODE_ADD** = **0** --- When editing [enum VoxelBuffer.CHANNEL_SDF], will add matter. Useful for building.
- **MODE_REMOVE** = **1** --- When editing [enum VoxelBuffer.CHANNEL_SDF], will subtract matter. Useful for digging.
- **MODE_SET** = **2** --- Replace voxel values without any blending. Useful for blocky voxels.
- **MODE_TEXTURE_PAINT** = **3**
## Property Descriptions
@ -73,12 +78,24 @@ 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_texture_falloff"></span> **texture_falloff** = 0.5
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_texture_index"></span> **texture_index** = 0
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_texture_opacity"></span> **texture_opacity** = 1.0
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_value"></span> **value** = 0
Sets which voxel value will be used. This is not relevant when editing enum VoxelBuffer.CHANNEL_SDF.
## 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 )
- [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 )
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.
@ -101,7 +118,7 @@ Operate on a rectangular cuboid section of the terrain. `begin` and `end` are in
- [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) src_mask_value )
- [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 )
- [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 )
@ -116,4 +133,4 @@ Operate on a rectangular cuboid section of the terrain. `begin` and `end` are in
- [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 )
_Generated on Apr 10, 2021_
_Generated on May 31, 2021_

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@ -5,4 +5,4 @@ Inherits: [VoxelTool](VoxelTool.md)
_Generated on Apr 10, 2021_
_Generated on May 31, 2021_

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@ -19,4 +19,4 @@ Return | Signature
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 Apr 10, 2021_
_Generated on May 31, 2021_

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@ -35,4 +35,4 @@ 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 Apr 10, 2021_
_Generated on May 31, 2021_

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@ -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 Apr 10, 2021_
_Generated on May 31, 2021_