Voxel Geometry is the next generation of Fast Builder (Or World Edit, But focus more on Geometry) based on Minecraft Game Test engine. It is turning complete, which supports native JavaScript grammar. If you are familiar with JavaScript , you can consider Voxel Geometry as a geometric library that effects on Minecraft world.
A voxel represents a value on a regular grid in three-dimensional space. Geometry means this software is very mathematically and owns more features as follows for generating awesome structures.
- Basic Geometry : Sphere, circle, cylinder, torus, line and more.
- Lindenmayer system (L-System) : A parallel rewriting system. The recursive nature of the L-system rules leads to self-similarity and thereby, fractal-like forms are easy to describe with an L-system.
- Turtle Graphic : Full features and extensions of turtle graphics.
- Functional Style : Voxel Geometry includes a powerful simple JavaScript functional-programming tool-set named Pure Eval. This enables you to compose function together to construct more complex structure.
- Transformer : Transforming space into another by pipe, compose, scale, diffusion and more.
- Expression drawing : Constructing from math expression or parametric equation.
- Canvas API : Javascript browser graphics API support.
- Linear and Nonlinear Transform : Mapping space into another one.
- Diffusion Limited Aggression : Simulating particles undergoing a random walk due to Brownian motion cluster together to form aggregates of such particles.
- Chaos Theory : Iterated Function System which uses Chaos Game.
Check the gallery folder for more information.
For users , just simply download the mcpack file from the releases page (Not done yet).
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Clone the repository:
git clone --recursive https://github.com/CAIMEOX/VoxelGeometry.git
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Make sure that you have nodejs and gulp installed.
gulp build # Build and Load testing file for VG Viewer gulp # Build and deploy (Only works on windows)
The chat window in the game is the console, you can use it to interact with Voxel Geometry. VG commands start with - , which supports JavaScript grammar. (We will ignore this flag in the following document.)
Many Voxel Geometry functions will return a Space (A array of 3D vectors, or Block Location).
Voxel Geometry supports data types like functions, arrays, numbers, strings and more. You can do everything through the combination of some basic functions.
function(arg1, arg2, ...)
Define a var:
let name = value;
Most function in Voxel Geometry is pure function (A function has no side effects), which means it can not do anything on Minecraft world. Only a part of function has the ability to affect the Minecraft world.
Most functions return Space, but this wont affect the world, you should use the function plot to "map" the Space into Minecraft world.
plot(Space)
plot(sphere(5, 4)) # Generate a hollow sphere
Use the function getpos can get player's position and set it as the mapping origin of the plot.
Function brush
takes a space as argument and it will map this space to the location where are looking at while you right click with a stick.
brush(sphere(5, 1));
// Empty argument if you want to disable this function
place();
Function place
takes a space as argument and it will map this space to the location where you place a block.
place(sphere(5, 4));
// Empty argument if you want to disable this function
place();
If you are tired with using the chat window to execute your command. You can hold a blaze rod and right click to open the console (For long script this is useful)
Create a sphere with radius.
sphere :: (radius, inner_radius) -> Space
plot(sphere(5, 4))
Create a circle with radius.
circle :: (radius, inner_radius) -> Space
plot(circle(5, 4))
Create a torus.
torus :: (radius, ring_radius) -> Space
plot(torus(10,8))
Scale up a Space
scale :: (Space, size) -> Space
Change the direction of a space.
swap :: (Space, number, number) -> Space
Take the point of the previous space as the origin of the next space.
pipe :: (Space_1, Space_2, ...) -> Space
Spread out points of a space by a factor.
diffusion :: (Space, factor) -> Space
Move a space into a specific point.
move :: (Space, x, y, z) -> Space
Embed a space into another space
embed :: (Space, Space) -> Space
Construct a discrete set of points.
array_gen :: (xn, yn, zn, dx, dy, dz) -> Space
- _n : Count
- d_ : Interval
With step function:
array_gen_fn :: (xn, yn, zn, num -> num, num -> num, num -> num) -> Space
Turtle graphics are vector graphics using a relative cursor (the "turtle") upon a Cartesian plane (x and y axis).
Voxel Geometry supports basic functions of turtle graphics:
// Draw a straight with length 10
const t = new Turtle2D();
t.forward(10);
plot(t.getTrack());
Same as Turtle2D but lives in 3D space.
An L-system or Lindenmayer system is a parallel rewriting system and a type of formal grammar.It consists of an alphabet, a collection of production rules that expand each symbol into some larger string of symbols, an initial "axiom" string from which to begin construction, and a mechanism (Such as Turtle Graphics) for translating the generated strings into geometric structures.
In Voxel Geometry, you can use this function to create a Bracketed L-system:
lsystem :: (axiom, Rules, generation) -> Space
For instance, we can create Peano curve by using l-system.
lsystem(
'X',
{
X: 'XFYFX+F+YFXFY-F-XFYFX',
Y: 'YFXFY-F-XFYFX+F+YFXFY'
},
5
);
Voxel Geometry uses Turtle Graphics as default mechanism.
Voxel geometry supports a part of Canvas API in browser.
Parametric equations are commonly used to express the coordinates of the points that make up a geometric object such as a curve or surface. It includes group of quantities as functions of one or more independent variables called parameters.
For instance, we could write down the Parametric equations of ellipse. (t is the parameter, which varies from 0 to 2*Pi)
// a and b are constants
x = a * cos(t);
y = b * sin(t);
Express this in Voxel Geometry (step represent the changing value of the parameter):
let step = 0.1;
plot(simple_parametric('5*Math.cos(t)', '0', '10*Math.sin(t)', ['t', 0, Math.PI * 2, step]));
Takes a math expression (Such as inequality) as a condition and intervals, construct a space satisfies this:
simple_equation :: (Expr, start, end, step) -> Space
For instance we can construct a sphere:
plot(simple_equation('x*x+y*y+z*z<=5', -5, 5, 1));
Simulating particles undergoing a random walk due to Brownian motion cluster together to form aggregates of such particles.
DLA2D :: (width, maxWalk, iterations, stepLength, temperature, stuckSpace = centerPoint) -> Space
- width : Width of operation space.
- maxWalk : Maximum number of particles that can exist simultaneously.
- iterations : Determine how many times before each particle supplement.
- stepLength : Step size of particles.
- temperature : The temperature of the iterative system will gradually decrease, which is related to the number of subsequent replenishment points.
- stuckSpace : A collection of particles that have been fixed at the beginning.
Same as DLA2D but lives in 3D space.
DLA3D :: (width, maxWalk, iterations, stepLength, temperature, stuckSpace = centerPoint) -> Space
An iterated function system is a finite set of mappings on a complete metric space. Iterated function systems (IFSs) are a method of constructing fractals.
Voxel Geometry uses the classic algorithm named Chaos Game to compute IFS fractals.
Voxel Geometry uses the representation introduced in this website
By convention an IFS is written in rows of numbers in the form :
a b c d e f p
which describes the transform λ(x,y).(ax+by+e,cx+dy+f)
. The value p represents the percentage of the fractal's area generated by the transform. Theoretically it is not required but if you select it well, the fractal is drawn much more efficiently.
create_IFS :: (form, width, height) -> IFS
Here is a classic to try:
// Create an IFS with Fractals.angle, 100000 iteration
plot(create_IFS(Fractals.angle, 100, 100).run(100000));