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diff --git a/addons/voxel-core/classes/voxel.gd b/addons/voxel-core/classes/voxel.gd
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-tool
-class_name Voxel, "res://addons/voxel-core/assets/classes/voxel.png"
-extends Object
-# Utility class containing various properties and methods to do with voxels.
-#
-# Voxel Schema:
-# Every voxel is a Dictionary, not every Dictionary is a voxel, only by following
-# the voxel scheme indicated below can wide varieties of voxels be produced.
-# Note that voxel dictionaries may have additions, but they must be done in such
-# a way as to respect the original structure so as to avoid conflicts.
-#
-# {
-# name : String ~ Used in VoxelSets, should always be lowercase
-# color : Color ~ Default color used for all voxel faces, if not present fallback is Transparent color
-# colors : Dictionary = { ~ Color used on a per face bases, if not present fallback is voxel color
-# Vector3.UP : Color
-# Vector3.DOWN : Color
-# Vector3.RIGHT : Color
-# Vector3.LEFT : Color
-# Vector3.FORWARD : Color
-# Vector3.BACK : Color
-# }
-# uv : Vector2 ~ Default uv position used for all voxel faces, if not present fallback is (-1.0, -1.0)
-# uvs : Dictionary = { ~ uv position used on a per face bases, if not present fallback to voxel uv
-# Vector3.UP : Vector2
-# Vector3.DOWN : Vector2
-# Vector3.RIGHT : Vector2
-# Vector3.LEFT : Vector2
-# Vector3.FORWARD : Vector2
-# Vector3.BACK : Vector2
-# }
-# metallic : float ~ Metallic value used for all voxel face's material, must be between 0.0 and 1.0 and if not present fallback is 0.0
-# specular : float ~ Specular value used for all voxel faces, must be between 0.0 and 1.0 and if not present fallback is 0.5
-# roughness : float ~ Roughness value used for all voxel faces, must be between 0.0 and 1.0 and if not present fallback is 1.0
-# energy : float ~ Emission energy value used for all voxel faces, must be between 0.0 and 16.0 and if not present fallback is 0.0
-# energy_color : Color ~ Emission color used for all voxel faces, if not present fallback is white
-# material : int ~ ID of the VoxelSet material used for this voxel, if not present fallback is -1
-# }
-#
-
-
-
-## Constants
-# Lists of all voxel faces, and their adjacent directions
-const Faces := {
- Vector3.RIGHT: [ Vector3.FORWARD, Vector3.BACK, Vector3.DOWN, Vector3.UP ],
- Vector3.UP: [ Vector3.LEFT, Vector3.RIGHT, Vector3.FORWARD, Vector3.BACK ],
- Vector3.FORWARD: [ Vector3.LEFT, Vector3.RIGHT, Vector3.DOWN, Vector3.UP ],
- Vector3.LEFT: [ Vector3.FORWARD, Vector3.BACK, Vector3.DOWN, Vector3.UP ],
- Vector3.DOWN: [ Vector3.LEFT, Vector3.RIGHT, Vector3.FORWARD, Vector3.BACK ],
- Vector3.BACK: [ Vector3.LEFT, Vector3.RIGHT, Vector3.DOWN, Vector3.UP ],
-}
-
-# 0.5 means that voxels will have the dimensions of 0.5 x 0.5 x 0.5
-const VoxelWorldSize := 0.5
-
-
-
-## Public Methods
-# Returns Dictionary representation of a colored voxel
-# color : Color : color to set
-# colors : Dictionary<Vector3, Color> : face colors to set
-# return : Dictionary<String, Variant> : Dictionary representing voxel
-static func colored(color : Color, colors := {}) -> Dictionary:
- var voxel = {}
- voxel["color"] = color
- if not colors.empty():
- voxel["colors"] = colors.duplicate()
- return voxel
-
-
-# Returns true if voxel has color defined
-static func has_color(voxel : Dictionary) -> bool:
- return voxel.has("color")
-
-
-# Returns the defined color within given voxel if present, otherwise returns transparent color
-static func get_color(voxel : Dictionary) -> Color:
- return voxel.get("color", Color.transparent)
-
-
-# Sets the given color to the given voxel
-static func set_color(voxel : Dictionary, color : Color) -> void:
- voxel["color"] = color
-
-
-# Returns true if voxel has specified color at given face
-static func has_face_color(voxel : Dictionary, face : Vector3) -> bool:
- return voxel.has("colors") and voxel["colors"].has(face)
-
-
-# Returns the defined color at given face if present, otherwise returns color
-static func get_face_color(voxel : Dictionary, face : Vector3) -> Color:
- return voxel["colors"].get(face, get_color(voxel)) if voxel.has("colors") else get_color(voxel)
-
-
-# Sets the given color at the given face to the given voxel
-static func set_face_color(voxel : Dictionary, face : Vector3, color : Color) -> void:
- if not voxel.has("colors"): voxel["colors"] = {}
- voxel["colors"][face] = color
-
-
-# Removes color at given face from given voxel
-static func remove_face_color(voxel : Dictionary, face : Vector3) -> void:
- if voxel.has("colors"):
- voxel["colors"].erase(face)
- if voxel["colors"].empty():
- voxel.erase("colors")
-
-
-# Returns Dictionary representation of a uvd voxel
-# uv : Vector2 : uv to set
-# uvs : Dictionary<Vector3, Vector2> : face uv to set
-# color : Color : color to set
-# colors : Dictionary<Vector3, Color> : face colors to set
-# return : Dictionary<String, Variant> : Dictionary representing voxel
-static func uvd(uv : Vector2, uvs := {}, color := Color.white, colors := {}) -> Dictionary:
- var voxel = colored(color, colors)
- voxel["uv"] = uv
- if not uvs.empty():
- voxel["uvs"] = uvs
- return voxel
-
-
-# Returns true if voxel has uv defined
-static func has_uv(voxel : Dictionary) -> bool:
- return voxel.has("uv")
-
-
-# Returns the defined uv within given voxel if present, otherwise returns a negative vector
-static func get_uv(voxel : Dictionary) -> Vector2:
- return voxel.get("uv", -Vector2.ONE)
-
-
-# Sets the given uv to the given voxel
-static func set_uv(voxel : Dictionary, uv : Vector2) -> void:
- voxel["uv"] = uv
-
-
-# Removes uv from given voxel
-static func remove_uv(voxel : Dictionary) -> void:
- voxel.erase("uv")
-
-
-# Returns true if voxel has specified uv at given face
-static func has_face_uv(voxel : Dictionary, face : Vector3) -> bool:
- return voxel.has("uvs") and voxel["uvs"].has(face)
-
-
-# Returns the defined uv at given face if present, otherwise returns uv
-static func get_face_uv(voxel : Dictionary, face : Vector3) -> Vector2:
- return voxel["uvs"].get(face, get_uv(voxel)) if voxel.has("uvs") else get_uv(voxel)
-
-
-# Sets the given uv at the given face to the given voxel
-static func set_face_uv(voxel : Dictionary, face : Vector3, uv : Vector2) -> void:
- if not voxel.has("uvs"):
- voxel["uvs"] = {}
- voxel["uvs"][face] = uv
-
-
-# Removes uv at given face from given voxel
-static func remove_face_uv(voxel : Dictionary, face : Vector3) -> void:
- if voxel.has("uvs"):
- voxel["uvs"].erase(face)
- if voxel["uvs"].empty():
- voxel.erase("uvs")
-
-
-# Returns true if given name is valid
-static func is_valid_name(name : String) -> bool:
- return not name.empty()
-
-
-# Returns the defined name within given voxel if present, otherwise returns an empty string
-static func get_name(voxel : Dictionary) -> String:
- return voxel.get("name", "")
-
-
-# Sets the given name to the given voxel
-static func set_name(voxel : Dictionary, name : String) -> void:
- voxel["name"] = name.to_lower()
-
-
-# Removes name from given voxel
-static func remove_name(voxel : Dictionary) -> void:
- voxel.erase("name")
-
-
-# Returns the defined metallic within given voxel if present, otherwise returns 0
-static func get_metallic(voxel : Dictionary) -> float:
- return voxel.get("metallic", 0.0)
-
-
-# Sets the given metallic to the given voxel
-static func set_metallic(voxel : Dictionary, metallic : float) -> void:
- voxel["metallic"] = metallic
-
-
-# Removes metallic from given voxel
-static func remove_metallic(voxel : Dictionary) -> void:
- voxel.erase("metallic")
-
-
-# Returns the defined specular within given voxel if present, otherwise returns 0.5
-static func get_specular(voxel : Dictionary) -> float:
- return voxel.get("specular", 0.5)
-
-
-# Sets the given specular to the given voxel
-static func set_specular(voxel : Dictionary, specular : float) -> void:
- voxel["specular"] = specular
-
-
-# Removes specular from given voxel
-static func remove_specular(voxel : Dictionary) -> void:
- voxel.erase("specular")
-
-
-# Returns the defined roughness within given voxel if present, otherwise returns 1
-static func get_roughness(voxel : Dictionary) -> float:
- return voxel.get("roughness", 1.0)
-
-
-# Sets the given roughness to the given voxel
-static func set_roughness(voxel : Dictionary, roughness : float) -> void:
- voxel["roughness"] = roughness
-
-
-# Removes roughness from given voxel
-static func remove_roughness(voxel : Dictionary) -> void:
- voxel.erase("roughness")
-
-
-# Returns the defined energy within given voxel if present, otherwise returns 0
-static func get_energy(voxel : Dictionary) -> float:
- return voxel.get("energy", 0.0)
-
-
-# Sets the given energy to the given voxel
-static func set_energy(voxel : Dictionary, energy : float) -> void:
- voxel["energy"] = energy
-
-
-# Removes energy from given voxel
-static func remove_energy(voxel : Dictionary) -> void:
- voxel.erase("energy")
-
-
-# Returns the defined energy_color within given voxel if present, otherwise returns Color.white
-static func get_energy_color(voxel : Dictionary) -> Color:
- return voxel.get("energy_color", Color.white)
-
-
-# Sets the given energy_color to the given voxel
-static func set_energy_color(voxel : Dictionary, energy_color : Color) -> void:
- voxel["energy_color"] = energy_color
-
-
-# Removes energy_color from given voxel
-static func remove_energy_color(voxel : Dictionary) -> void:
- voxel.erase("energy_color")
-
-
-# Returns the defined material within given voxel if present, otherwise returns -1
-static func get_material(voxel : Dictionary) -> int:
- return voxel.get("material", -1)
-
-
-# Sets the given material to the given voxel
-static func set_material(voxel : Dictionary, material : int) -> void:
- voxel["material"] = material
-
-
-# Removes material from given voxel
-static func remove_material(voxel : Dictionary) -> void:
- voxel.erase("material")
-
-
-# Removes unnecessary properties of given voxel in accordance to Voxel schema
-static func clean(voxel : Dictionary) -> void:
- if not is_valid_name(get_name(voxel)):
- remove_name(voxel)
-
- if get_uv(voxel) == get_uv({}):
- remove_uv(voxel)
-
- for face in Faces:
- if get_face_color(voxel, face) == get_color({}):
- remove_face_color(voxel, face)
- if get_face_uv(voxel, face) == get_uv({}):
- remove_face_uv(voxel, face)
-
- if get_material(voxel) == get_material({}):
- remove_material(voxel)
-
- if get_metallic(voxel) == get_metallic({}):
- remove_metallic(voxel)
-
- if get_specular(voxel) == get_specular({}):
- remove_specular(voxel)
-
- if get_roughness(voxel) == get_roughness({}):
- remove_roughness(voxel)
-
- if get_energy(voxel) == get_energy({}):
- remove_energy(voxel)
-
- if get_energy_color(voxel) == get_energy_color({}):
- remove_energy_color(voxel)
-
-
-# Returns the world position as snapped world position
-static func world_to_snapped(world : Vector3) -> Vector3:
- return (world / VoxelWorldSize).floor() * VoxelWorldSize
-
-
-# Returns the snapped world position as voxel grid position
-static func snapped_to_grid(snapped : Vector3) -> Vector3:
- return snapped / VoxelWorldSize
-
-
-# Returns world position as voxel grid position
-static func world_to_grid(world : Vector3) -> Vector3:
- return snapped_to_grid(world_to_snapped(world))
-
-
-# Returns voxel grid position as snapped world position
-static func grid_to_snapped(grid : Vector3) -> Vector3:
- return grid * VoxelWorldSize