A model can be setup in various ways, see child classes.
||color||Color(1, 1, 1, 1)|
|Material||get_material_override ( int index ) const|
|bool||is_mesh_collision_enabled ( int surface_index ) const|
|void||rotate_90 ( int _unnamed_arg0, bool _unnamed_arg1 )|
|void||set_material_override ( int index, Material material )|
|void||set_mesh_collision_enabled ( int surface_index, bool enabled )|
- SIDE_NEGATIVE_X = 1
- SIDE_POSITIVE_X = 0
- SIDE_NEGATIVE_Y = 2
- SIDE_POSITIVE_Y = 3
- SIDE_NEGATIVE_Z = 4
- SIDE_POSITIVE_Z = 5
- SIDE_COUNT = 6
- AABB collision_aabbs = 
List of bounding boxes relative to the model. They are used for box-based collision, using VoxelBoxMover. They are not used with mesh-based collision.
- int collision_mask = 1
- Color color = Color(1, 1, 1, 1)
Color of the model. It will be used to modulate its color when built into a voxel mesh.
- bool random_tickable = false
If enabled, voxels having this ID in the TYPE channel will be used by VoxelToolTerrain.run_blocky_random_tick.
- int transparency_index = 0
Determines how transparency is handled when the sides of the model are culled by neighbor voxels.
Equal indices culls the face, different indexes doesn't.
- bool culls_neighbors = true
If enabled, this voxel culls the faces of its neighbors. Disabling can be useful for denser transparent voxels, such as foliage.
- bool transparent = false
Tells if the model is transparent in the context of sides being culled by neighbor voxels.
This is a legacy property, VoxelBlockyModel.transparency_index may be used instead.
Gets the material override for a specific surface of the model.
Tells if a specific surface produces mesh-based collisions.
Sets a material override for a specific surface of the model. It allows to use the same mesh on multiple models, but using different materials on each.
Enables or disables mesh-based collision on a specific surface. It allows a model to have solid parts and others where players can pass through.
Generated on Sep 12, 2023