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 : face colors to set # return : Dictionary : 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 : face uv to set # color : Color : color to set # colors : Dictionary : face colors to set # return : Dictionary : 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