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