9.6 KiB
VoxelTerrain
Inherits: VoxelNode
Voxel volume using constant level of detail.
Properties:
Type | Name | Default |
---|---|---|
AABB |
bounds | AABB( -5.36871e+08, -5.36871e+08, -5.36871e+08, 1.07374e+09, 1.07374e+09, 1.07374e+09 ) |
int |
collision_layer | 1 |
int |
collision_mask | 1 |
bool |
generate_collisions | true |
int |
max_view_distance | 128 |
int |
mesh_block_size | 16 |
bool |
run_stream_in_editor | true |
Methods:
Return | Signature |
---|---|
Vector3 | data_block_to_voxel ( Vector3 block_pos ) const |
Material | get_material ( int id ) const |
Dictionary | get_statistics ( ) const |
VoxelTool | get_voxel_tool ( ) |
void | save_block ( Vector3 position ) |
void | save_modified_blocks ( ) |
void | set_material ( int id, Material material ) |
Vector3 | voxel_to_data_block ( Vector3 voxel_pos ) const |
Signals:
- block_loaded( Vector3 position )
Emitted when a new block is loaded from stream.
Note: it might be not visible yet.
- block_unloaded( Vector3 position )
Emitted when a block unloaded due to being outside view distance.
Property Descriptions
- AABB bounds = AABB( -5.36871e+08, -5.36871e+08, -5.36871e+08, 1.07374e+09, 1.07374e+09, 1.07374e+09 )
Defines the bounds within which the terrain is allowed to have voxels. If an infinite world generator is used, blocks will only generate within this region. Everything outside will be left empty.
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.
Note 2: If you need simple Minecraft/AABB physics, you can use VoxelBoxMover which may perform better in blocky worlds.
- int max_view_distance = 128
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.
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.
Method Descriptions
-
Dictionary get_statistics( )
Gets debug information about how much time is spent processing the terrain.
The returned dictionary has the following structure:
{
"time_detect_required_blocks": int,
"time_request_blocks_to_load": int,
"time_process_load_responses": int,
"time_request_blocks_to_update": int,
"time_process_update_responses": int,
"remaining_main_thread_blocks": int,
"dropped_block_loads": int,
"dropped_block_meshs": int,
"updated_blocks": int
}
- VoxelTool get_voxel_tool( )
Creates an instance of VoxelTool bound to this node, to access voxels and edition methods.
You can keep it in a member variable to avoid creating one again, as long as the node still exists.
Forces a specific block to be saved.
Note 1: all modified blocks are automatically saved before the terrain is destroyed.
Note 2: this will only have an effect if the stream setup on this terrain supports saving.
Note 3: saving is asynchronous and won't block the game. the save may complete only a short time after you call this method.
- void save_modified_blocks( )
Forces all modified blocks to be saved.
Note 1: all modified blocks are automatically saved before the terrain is destroyed.
Note 2: this will only have an effect if the stream setup on this terrain supports saving.
Note 3: saving is asynchronous and won't block the game. the save may complete only a short time after you call this method.
Generated on May 31, 2021