Skip to main contentModule voxel_editor
Source - BrushSettings
- ChunkCoord
- DebrisParticle
- Debris particle from destroyed voxel.
- DungeonRoom
- GeneratedMesh
- GridStats
- LightCell
- LodOctreeSet
- MeshBuilder
- MeshVertex
- MinecraftChunkSection
- PerlinNoise3D
- QEF
- QEF (Quadric Error Function) for dual contouring.
Minimize ||Ax - b||^2 where A is the matrix of normals and b = A*intersection_points
- SparseVoxelOctree
- StructuralCell
- Simple beam model for structural integrity.
- TreeGenerator
- VolumetricFogGrid
- Voxel
- VoxelClipboard
- VoxelEditor
- VoxelGrid
- VoxelLightGrid
- VoxelLodStreamer
- VoxelMaterial
- VoxelNode
- VoxelPainter
- VoxelRaycastResult
- VoxelSDF
- VoxelStamp
- Pre-defined stamp patterns for voxel brushes.
- VoxelUndoHistory
- VoxelUndoState
- VoxelWorld
- Biome
- Biome system: per-voxel-column biome assignment based on noise.
- EditorTool
- MirrorAxis
- OctreeNode
- PaintBlendMode
- SculptOp
- MC_EDGE_TABLE
- Full 256-entry edge table for marching cubes.
Each entry is a bitmask of the 12 edges that are intersected for that case.
- MC_EDGE_VERTICES
- Edge vertex pairs for marching cubes.
- MC_TRI_TABLE
- Triangle table: for each of 256 cases, list of edge indices forming triangles.
We store as arrays of i8, -1 = end of list. 256 rows, 16 columns max.
- MC_VERTEX_OFFSETS
- Cube vertex offsets for marching cubes (dx, dy, dz).
- apply_destruction
- Destruction: remove voxels below strength threshold, return debris positions.
- apply_sculpt_mirrored
- Apply a sculpt operation with mirror symmetry.
- apply_sculpt_op
- bake_voxel_ambient_occlusion
- blend_materials
- Blend two materials at a boundary.
- child_index
- Child index encoding: 3 bits per level (xyz).
child_index(dx, dy, dz) = dx | (dy << 1) | (dz << 2)
- child_offset
- classify_biome
- colorize_by_stress
- compute_structural_integrity
- compute_surface_normals
- count_visible_faces
- decimate_mesh
- Simple edge-collapse mesh decimation (Garland-Heckbert style, simplified).
- default_material_table
- deserialize_voxel_world
- dual_contouring
- Dual contouring: feature-preserving mesh extraction.
- export_heightmap
- export_mesh_obj
- export_raw_binary
- Export voxel grid as raw binary (widthheightdepth bytes for material, separate density).
- export_rle
- Export using RLE compression.
- flood_fill_select
- Flood-fill selection starting from a seed voxel. Returns set of grid coordinates.
- generate_biome_terrain
- generate_caves
- Cave system using worm algorithm (random walk erosion).
- generate_dungeon
- generate_ore_veins
- Ore vein generation using fractal noise thresholding.
- generate_tangents
- generate_terrain
- Generate Perlin terrain in a VoxelGrid.
- generate_triplanar_uvs
- greedy_mesh
- Greedy meshing: merge adjacent coplanar quad faces.
- grid_normal
- Estimate normal at a grid point using central differences.
- hydraulic_erosion
- import_heightmap
- Import heightmap (2D array of heights) and extrude to 3D.
- import_raw_binary
- import_rle
- is_face_visible
- Check if a voxel face is visible (has an air neighbor).
- marching_cubes
- Run marching cubes on a VoxelGrid.
- marching_cubes_material_blend
- merge_octree_lod
- node_average_material
- Compute average material of all leaves in a subtree.
- ray_dda
- raycast_voxel_grid
- rle_decode
- rle_encode
- Run-length encoding for sparse voxel data.
- rotate_clipboard_90_xz
- select_by_density_range
- select_by_material
- select_surface_voxels
- serialize_voxel_world
- smooth_grid
- spawn_debris
- update_debris
- voxel_astar
- A* pathfinding on voxel grid.
- voxel_to_sdf
- Generate a signed distance field approximation from voxel grid.