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namespaceVoxels2 functionsUI apps only

datumhue.voxel

Editable voxel volumes: palette materials, transform properties, scene-space raycasting, and bulk fills driven by the noise, grid, and image APIs.

Returns handles
Voxel, VoxelWorld

The examples on this page start from:

lua
local vec3 = datumhue.math.vec3
local scene = datumhue.scene.new({ width = 320, height = 240 })
scene:mount({ width = 320, height = 240 })
scene:directional_light({ direction = vec3(-1, -2, -1) })

Functions 2

datumhue.voxel.new

functionUI apps only
datumhue.voxel.new(scene: Scene, opts: voxel.NewOptions) -> Voxel

Create a voxel volume inside scene. Cells hold 0-based palette indices, 0 = air.

Example
-- 16 x 4 x 16 cells of half a unit; pos is the minimum corner.
local terrain = datumhue.voxel.new(scene, {
    width = 16,
    height = 4,
    depth = 16,
    cell_size = 0.5,
    pos = vec3(-4, 0, -4),
})
terrain:palette(1, { color = datumhue.color("#a7c080") })
terrain:fill(0, 0, 0, 15, 0, 15, 1)
-- Width in scene units: cells times cell size.
print(terrain.width * terrain.cell_size) --> 8.0

opts voxel.NewOptions options 12 keys

KeyTypeDefaultDescription
width requiredintegerno defaultCells along x.
height requiredintegerno defaultCells along y.
depth requiredintegerno defaultCells along z.
posVec3datumhue.math.vec3(0, 0, 0)World-space position of the volume's minimum corner.
rotationQuatdatumhue.math.quat.identity()Rotation quaternion.
cell_sizenumber1World units per cell, 0.001 to 1000000.
materialMaterial | Shadervertex colors lit through a plain white surfaceMaterial for the volume's solid surfaces: a standard Material, or a Shader, whose color the surfaces show unlit.
sunlightbooleanfalseSky light fills open-air columns from above and spreads into overhangs. With it off, baked lighting still activates when any palette entry emits light.
ambientnumber0.15Baked-light floor 0..1: how bright a fully dark face renders. Only meaningful when lighting is active.
physicsbooleanfalseAttach a static physics body whose collider matches the volume's cells, following every edit.
layersinteger[]the body belongs to every layerCollision membership: layer bit indices 0..=31 the body belongs to. Requires physics.
collides_withinteger[]the body collides with every layerCollision filter: only collide with bodies in these layer bit indices 0..=31. Requires physics.

datumhue.voxel.world

functionUI apps only
datumhue.voxel.world(scene: Scene, opts: voxel.WorldOptions) -> VoxelWorld

Create a chunk-streamed voxel world inside scene. Chunks load nearest-first around center under the per-frame budget and unload least-recently-needed beyond unload_radius. Each chunk is a full voxel volume sharing the world's palette, lighting, and physics configuration.

Example
-- Chunks of 16 cells load around center; fill each as it arrives.
local world = datumhue.voxel.world(scene, {
    chunk_size = 16,
    load_radius = 1,
    on_chunk_load = function(chunk)
        if chunk.coords.y == 0 then
            chunk.voxel:fill(0, 0, 0, 15, 0, 15, 1)
        end
    end,
})
world:palette(1, { color = datumhue.color("#83c092") })

opts voxel.WorldOptions options 12 keys

KeyTypeDefaultDescription
chunk_size requiredintegerno defaultCells per chunk axis, 1..128 (chunks are cubes).
cell_sizenumber1World units per cell, 0.001 to 1000000.
load_radiusinteger2Chunks within this radius (in chunks) of the center load.
unload_radiusintegerone chunk beyond load_radiusChunks beyond this radius unload; must be >= load_radius. The gap is hysteresis.
budgetinteger4Maximum chunk loads (and unloads) per frame.
posVec3datumhue.math.vec3(0, 0, 0)World-space position of the world's origin chunk corner.
centerVec3datumhue.math.vec3(0, 0, 0)Initial streaming focus, relative to the world origin.
physicsbooleanfalseEvery chunk carries a static collider matching its cells.
sunlightbooleanfalseSky light fills open-air columns in every chunk.
ambientnumber0.15Baked-light floor 0..1 for every chunk.
on_chunk_loadfun(chunk: VoxelChunk)no defaultInvoked after a chunk loads; fill chunk.voxel with content or restore a snapshot via chunk:write.
on_chunk_unloadfun(coords: Vec3, data: Bytes)no defaultInvoked after a chunk unloads, with its grid coordinates and cell snapshot — the chunk is already gone. Persist data and hand it back to chunk:write on the next load.

Types 4

voxel.PaletteOptions

options

options 7 keys

KeyTypeDefaultDescription
colorColordatumhue.color(1, 1, 1)Base color; tints the tile when textured.
emissiveColorthe entry renders litEmissive color: entries with one render unlit at this color (channel values above 1 feed bloom).
transparentbooleanfalseTransparent entries render alpha-blended and don't occlude neighboring faces.
lightinteger0Block-light emission level 0..15: cells of this entry glow and light their surroundings, falling off one level per cell.
textureinteger | voxel.TextureFacesthe faces show frames, or the color aloneAtlas tile for every face, or a tile per face. Needs an atlas bound via voxel:atlas. At most one of texture / frames.
framesinteger[]the faces show texture, or the color aloneAnimated tile sequence shown on every face, advancing at fps.
fpsnumberthe tiles advance 4 times per secondAnimation frames per second for frames.

Used by: Voxel:palette, VoxelWorld:palette

voxel.Region

options

options 2 keys

KeyTypeDefaultDescription
min requiredVec3no defaultMinimum cell corner (inclusive).
max requiredVec3no defaultMaximum cell corner (inclusive, clamped to the volume).

Nested in: voxel.FillNoiseOptions, voxel.HeightmapOptions

voxel.StampPlane

enum
ValueDescription
"xz"
"xy"
"zy"

Nested in: voxel.StampGridOptions, voxel.StampImageOptions

voxel.TextureFaces

options

options 3 keys

KeyTypeDefaultDescription
top requiredintegerno defaultAtlas tile index for the top face.
bottom requiredintegerno defaultAtlas tile index for the bottom face.
side requiredintegerno defaultAtlas tile index for the four side faces.

Nested in: voxel.PaletteOptions

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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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