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A Panda3D voxel .box editor.

Project description

box-editor-view

Box-Editor-View is a Panda3D visual editor for sparse .box voxel maps. At its core, it is a box editor: every editable element is a 1x1x1 cube with RGBA color.

This software is part of the future NekoMouseCraft project. NekoMouseCraft is planned as a Minecraft-like creative-mode game, and Box-Editor-View is the tool for building the reusable cube structures that will live inside it. Each .box file can become a small model, prop, landmark, or scene fragment, and those pieces can later be used to construct larger game worlds.

Showcase

This repository includes piano.box, a hand-built voxel piano scene created with the editor.

Voxel piano front view

Voxel piano keyboard close-up

Voxel piano angled view

Open the demo scene:

source venv/bin/activate
python -m box_editor_view piano.box

There is also pikachu.box, a cute voxel creature model with ears, cheeks, tail, and stubby feet:

source venv/bin/activate
python -m box_editor_view pikachu.box

File Format

.box files are SQLite databases. The editor stores sparse voxels with a compact palette schema:

CREATE TABLE metadata (
    key TEXT PRIMARY KEY,
    value TEXT NOT NULL
) WITHOUT ROWID;

CREATE TABLE palette (
    color_id INTEGER PRIMARY KEY,
    r INTEGER NOT NULL CHECK (r BETWEEN 0 AND 255),
    g INTEGER NOT NULL CHECK (g BETWEEN 0 AND 255),
    b INTEGER NOT NULL CHECK (b BETWEEN 0 AND 255),
    a INTEGER NOT NULL CHECK (a BETWEEN 0 AND 255),
    UNIQUE (r, g, b, a)
) WITHOUT ROWID;

CREATE TABLE boxes (
    x INTEGER NOT NULL,
    y INTEGER NOT NULL,
    z INTEGER NOT NULL,
    color_id INTEGER NOT NULL REFERENCES palette(color_id),
    PRIMARY KEY (x, y, z)
) WITHOUT ROWID;

metadata contains schema_version and N. N must be from 0 to 5, and the editable map size is (2^N)^3. Empty cells are not written to the boxes table. Each cube references a palette.color_id; RGBA values are stored once per distinct color, and unused palette colors are removed on save.

Setup

Use the project venv:

source venv/bin/activate
python -m pip install -r requirements.txt

Run tests:

source venv/bin/activate
python -m pytest

Run

Create or open a file:

source venv/bin/activate
python -m box_editor_view my_map.box

Create a new empty file with a chosen N:

source venv/bin/activate
python -m box_editor_view my_map.box --new -n 5

If no path is given, the editor uses untitled.box in the current directory.

Print a stable content hash without opening the editor:

source venv/bin/activate
python -m box_editor_view --hash my_map.box

The hash is based on N plus each cube coordinate and RGBA value. Palette IDs and unused palette entries do not affect it. Invalid .box files print FormatError to stderr.

Render PNG

Render a transparent PNG preview without opening the editor:

source venv/bin/activate
python -m box_editor_view --render-png pikachu.box

By default this writes pikachu.png. You can also choose the output path and image size:

source venv/bin/activate
python -m box_editor_view pikachu.box --render-png docs/images/pikachu_render_png.png --render-size 1024

The preview is rendered from the right-front-upper direction, uses a transparent background outside the model, and does not render the checkerboard ground or editor boundary.

Pikachu rendered with render-png

Scripts

The scripts/ directory contains repository maintenance and demo-generation tools. These scripts are not packaged into the installable Python project.

  • scripts/make_piano_demo.py: rebuilds piano.box and refreshes the showcase screenshots in docs/images/.
  • scripts/make_pikachu_demo.py: rebuilds pikachu.box, a compact character model useful for testing colorful organic shapes.
  • scripts/measure_fps.py: runs an offscreen render benchmark and reports FPS plus chunk mesh statistics.

Run it from the repository root:

source venv/bin/activate
python scripts/make_piano_demo.py

Measure the piano demo performance:

source venv/bin/activate
python scripts/measure_fps.py piano.box --frames 600 --warmup 120

Performance

The editor batches cubes into chunk meshes, renders only visible faces, greedily merges same-color coplanar faces, and uses a voxel raycast for mouse picking instead of one collision object per cube. It also detects the active Panda3D renderer and enables conservative GPU settings when hardware acceleration is available. Opaque chunk meshes cast shadows; transparent chunk meshes keep real alpha blending and do not cast shadows. Cubes with alpha 0 are rendered as opaque RGB cubes and act as RGB-colored light sources.

Lighting

The alpha channel has one special lighting rule: a cube with alpha 0 is still a real saved cube, not an empty cell. It is rendered as an opaque cube using its RGB color, and the editor places a small point light at the cube center. The light color is exactly the cube RGB value, so 255 0 0 0 creates a solid red light cube, 0 255 0 0 creates a solid green light cube, and 0 0 0 0 is an opaque black cube with no visible light contribution.

Cubes with alpha from 1 to 254 are ordinary transparent cubes. They use alpha blending, do not cast shadows, and do not emit light. Cubes with alpha 255 are ordinary opaque cubes. Use left click to delete a cube; setting alpha to 0 no longer deletes it.

Controls

  • Click the window: capture the mouse.
  • Mouse look: look around after the mouse is captured.
  • WASD: move horizontally.
  • Space: move upward.
  • Shift: move downward.
  • Right click: place a cube on the ground or on the clicked cube face.
  • Left click: delete the clicked cube.
  • Middle click: pick the clicked cube RGBA as the current placement color.
  • E: edit the RGBA values of the cube under the crosshair.
  • Set alpha to 0: keep the cube opaque and make it emit RGB-colored light.
  • N: change the map size exponent. Shrinking the map asks for confirmation if cubes would be removed.
  • C: look at the editor center, or the centroid of all cubes when cubes exist.
  • F5: switch first-person and third-person view.
  • F2 or Ctrl+S: save.
  • H: show the help page.
  • Esc: release the mouse and show exit choices.

The hovered cube is outlined. The player has an approximately 1x1x1.8 body, with the camera near eye height. RGBA values are entered as 0..255; the color editor accepts either R G B A or R,G,B,A. The default placement color is gray with alpha 255. After editing a cube color, newly placed cubes use that last edited RGBA color.

While the color editor is open, movement keys are disabled and keyboard input is reserved for color fields. The combined RGBA field is focused by default; click R, G, B, or A to edit one channel, or use Tab, Shift+Tab, or the left/right arrow keys to switch fields. The active field is highlighted yellow.

Block placement and deletion sounds are generated automatically as MP3 files under %USERPROFILE%\.box_editor_view\sounds.

The help page disables editing and movement until you click OK or press Enter.

When you leave the editor, it asks whether to Save and Quit, Quit without Saving, or Cancel. Use Tab, Shift+Tab, or the left/right arrow keys to switch the highlighted button.

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