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Diffstat (limited to 'addons/voxel-core/classes/voxel.gd')
-rw-r--r-- | addons/voxel-core/classes/voxel.gd | 330 |
1 files changed, 0 insertions, 330 deletions
diff --git a/addons/voxel-core/classes/voxel.gd b/addons/voxel-core/classes/voxel.gd deleted file mode 100644 index f9bc7bb..0000000 --- a/addons/voxel-core/classes/voxel.gd +++ /dev/null @@ -1,330 +0,0 @@ -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 |