using { /Verse.org/Simulation }
using { /Verse.org/Simulation/Tags }
using { /Verse.org/Assets }
using { /Verse.org/Colors }
using { /Verse.org/Random }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Devices }
# Category of voxel in our build grid
build_category<public> := enum:
Building1
Park
Null
# Enum to string util for debug logging
ToString(Category:build_category)<computes>:string=
case(Category):
build_category.Building1 => "Building"
build_category.Park => "Park"
build_category.Null => "Null"
# Returns if category is 'surface only', can only sit on top of another category, and does not block raycasts
CategoryIsSurfaceOnly(Category:build_category)<transacts><decides>:void=
Category = build_category.Park
# Get 'solidity' of a category, used for meshing. First value is horizontal, second is vertical
GetSolidityOfCategory(Category:build_category)<computes>:tuple(logic,logic)=
case(Category):
Verse Library
verse
Voxel Grid
verse-source/SampleVerse/ProceduralBuilding/Lib/voxel_grid.verse
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