---
title: "Voxel World: API"
package: "@phaser-ae/voxels-3d"
tier: Free
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-20
description: "A bounded block world you can mine, build in and walk through, with chunked meshing, baked ambient occlusion, generated textures, a block raycast and a character body."
url: https://phaser.io/packs/voxels-3d/api
site: Phaser - https://phaser.io
---

# Voxel World: API

`@phaser-ae/voxels-3d` — A block world: chunked, exposed-face meshed with baked AO, raycast-pickable and editable, as in games like Minecraft.

## The pack

### `voxels3d`

```ts
function voxels3d(opts: Voxels3dOptions = {}): Pack<{ voxels: Voxels3dApi }>
```

The `voxels-3d` pack: a chunked block volume with a procedural texture pack, exposed-face meshing with
baked ambient occlusion, a DDA raycast and a character controller. Requires a 3D world and `render-3d`.

## Helpers

### `BLOCK`

```ts
const BLOCK: { readonly air: 0; readonly grass: 1; readonly dirt: 2; readonly stone: 3; readonly cobble: 4; readonly sand: 5; readonly log: 6; readonly planks: 7; readonly leaves: 8; readonly water: 9; readonly snow: 10; readonly glass: 11; readonly brick: 12; readonly coalOre: 13; readonly goldOre: 14; readonly gravel: 15; readonly bedrock: 16; }
```

Named ids so callers read `BLOCK.grass` not a magic number.

### `BLOCKS`

```ts
const BLOCKS: (BlockDef | null)[]
```

The block table. `BLOCKS[id]` — id 0 (air) is intentionally a hole.

## Functions

### `bakeTiles`

```ts
function bakeTiles(res = 16, seed = 1): { data: Uint8Array; layers: number; res: number }
```

Bake the whole pack: `count` layers of `res*res` RGBA, contiguous. Pure.

### `faceTile`

```ts
function faceTile(def: BlockDef, face: number): number
```

Pick the per-face tile layer for a block + face index (0..5, order = FACES).

### `halveRGBA`

```ts
function halveRGBA(px: Uint8Array, w: number, h: number): { px: Uint8Array; w: number; h: number }
```

Box-filter downsample one RGBA layer by 2× (for mip generation). Pure.

### `meshChunk`

```ts
function meshChunk(get: (x: number, y: number, z: number) => number, x0: number, y0: number, z0: number, ch: number): Float32Array
```

Mesh one chunk into an interleaved Float32Array (VOX_FLOATS per vertex).
Only faces exposed to air / a non-opaque different block are emitted.
`get` is the WORLD accessor (crosses chunk borders for correct culling+AO).

### `raycastVoxel`

```ts
function raycastVoxel( get: (x: number, y: number, z: number) => number, ox: number, oy: number, oz: number, dx: number, dy: number, dz: number, maxDist = 64, ): VoxelHit | null
```

March a ray through the grid; return the first SOLID block hit (or null).
`place` = hit cell + face normal is the empty cell to build into.

### `tileMipChain`

```ts
function tileMipChain(baked: { data: Uint8Array; layers: number; res: number }, mipmaps = true): TileLevel[]
```

The baked pack's whole mip chain, level 0 first: each level box-filters every layer of the one above with
`halveRGBA`, down to 1×1 (`floor(log2(res)) + 1` levels). One level when `mipmaps` is false. Both renderers
upload exactly this, so WebGL2 and WebGPU sample the same texels at every distance. Pure.

### `vertexAO`

```ts
function vertexAO(side1: boolean, side2: boolean, corner: boolean): number
```

Standard 3-sample corner AO: 0 (both sides closed) … 3 (all open).

### `voxelTerrain`

```ts
function voxelTerrain(world: VoxelWorld, opts: VoxelTerrainOptions = {}): void
```

Fill a VoxelWorld with a landscape. Pure + deterministic by seed — the same
(type, seed) is the same world on every machine. Every type is SOLID from the
surface down to bedrock (dig-through), coloured grass/sand/snow by height,
with an ore-flecked stone core. Reseed by calling `clear()` then this again.

## Classes

### `VoxelAgent`

```ts
class VoxelAgent
```

A mob: a VoxelBody plus a tiny brain. `wander` roams and randomly re-heads;
`seek`/`flee` chase or avoid a target; all of them AUTO-JUMP when a wall
blocks them (so they climb terraces like a Minecraft mob). Drive it with
`update(dt, target?)`.

- `readonly body: VoxelBody` — The physics body that the brain drives. Read its position for rendering.
- `mode: VoxelAgentMode` — The active steering mode. Change it at any time.
- `speed: number` — The move speed, in blocks each second. Default 3.
- `heading: number` — Current heading in radians (wander) — also where a mesh should face.
- `constructor(world: VoxelWorld, spawn: { x: number; y: number; z: number }, opts: VoxelAgentOptions = {})`
- `update(dt: number, target?: { x: number; z: number }): void` — One AI tick. `target` is required for seek/flee (a point to chase/avoid).

### `VoxelBody`

```ts
class VoxelBody
```

An axis-aligned body that walks the voxel world: gravity, jumping, per-axis
swept collision resolve against solid blocks, and auto step-up over 1-block
ledges. Feed it a wished horizontal velocity + a jump flag each `step`; it
resolves the move and reports `onGround` / `blocked`.

- `x: number` — The X centre of the footprint, in blocks.
- `y: number` — The bottom of the body, in blocks (Y).
- `z: number` — The Z centre of the footprint, in blocks.
- `vy: number` — The vertical speed, in blocks each second. Negative is falling.
- `onGround: boolean` — True when the body stands on a solid block after the last step.
- `blocked: boolean` — True when a wall stopped horizontal motion last step (AI: turn/jump).
- `readonly hw: number` — Half the footprint width, in blocks. The body spans x - hw .. x + hw.
- `readonly height: number` — The body height, in blocks. Default 1.8.
- `constructor(private world: VoxelWorld, spawn: { x: number; y: number; z: number }, opts: VoxelBodyOptions = {})`
- `step(dt: number, wishX: number, wishZ: number, jump: boolean): void` — Advance one tick. `wishX`/`wishZ` are desired horizontal velocity (blocks/s); `jump` launches if standing. Substepped so fast motion can't tunnel through a 1-block wall.

### `VoxelWorld`

```ts
class VoxelWorld
```

A bounded grid of block ids, split into fixed-size chunks. Pure/testable.

- `readonly sx: number` — The world width, in blocks (X).
- `readonly sy: number` — The world height, in blocks (Y).
- `readonly sz: number` — The world depth, in blocks (Z).
- `readonly ch: number` — The chunk edge length, in blocks. Default 16.
- `readonly cx: number` — The number of chunks along X.
- `readonly cy: number` — The number of chunks along Y.
- `readonly cz: number` — The number of chunks along Z.
- `readonly dirty: Set<number>` — Chunk indices needing a remesh.
- `constructor(opts: VoxelWorldOptions = {})`
- `inBounds(x: number, y: number, z: number): boolean` — Returns true when the cell (x, y, z) lies inside the world bounds.
- `get(x: number, y: number, z: number): number` — Block id at a cell, or 0 (air) outside the world.
- `set(x: number, y: number, z: number, id: number): void` — Set a cell. Marks the owning chunk (and a bordering neighbour) dirty.
- `columnTop(x: number, z: number): number` — Highest solid block at column (x, z), or -1 if the column is empty.
- `markAllDirty(): void` — Mark every non-empty chunk dirty (after a bulk generate, or device loss).
- `clear(): void` — Empty the world back to all-air. Marks every previously-filled chunk dirty so its geometry clears on the next remesh (used by reseed).
- `chunkCoords(idx: number): [number, number, number]` — Chunk grid coords from a linear chunk index (for the mesher).
- `get chunkCount(): number` — The total number of chunk slots in the world, filled or not.
- `hasChunk(idx: number): boolean` — Returns true when the chunk at a linear index holds block data.

## Constants

### `AO_LEVELS`

```ts
const AO_LEVELS: number[]
```

Ambient-occlusion brightness by occluder count (0 = darkest corner).
Deliberately gentle — the block look wants a hint of crease, not deep
shadow (Minecraft absorbs very little light per face).

### `FACES`

```ts
const FACES: Face[]
```

The six cube faces in mesher order: +X, -X, +Y, -Y, +Z, -Z. Each holds its normal, axes and UVs.

### `isOpaque`

```ts
const isOpaque = (id: number): boolean=> …
```

Does this block fully hide the faces behind it? Air, leaves, glass and water do not.

### `isSolid`

```ts
const isSolid = (id: number): boolean=> …
```

Does this block stop movement and answer a raycast? Water does not.

### `TILES`

```ts
const TILES: readonly ["grassTop", "grassSide", "dirt", "stone", "cobble", "sand", "logTop", "logSide", "planks", "leaves", "water", "snowTop", "snowSide", "glass", "brick", "coalOre", "goldOre", "gravel", "bedrock"]
```

The tile layer names, in upload order. The index of a name is its array-texture layer.

### `VOX_FLOATS`

```ts
const VOX_FLOATS: 8
```

The number of floats in one voxel vertex: pos(3) + uv(2) + layer(1) + face(1) + ao(1).

## Types

### `BlockDef`

```ts
interface BlockDef
```

One face's tile picked by axis.

- `name: string` — The block name, for reading and debugging (`BLOCK` maps these names to ids).
- `top: number` — Tile layer index for the +Y face.
- `bottom: number` — Tile layer index for the -Y face.
- `side: number` — Tile layer index for the four side faces (±X, ±Z).
- `opaque?: boolean` — Fully hides faces behind it (default true). Leaves/glass/water = false.
- `solid?: boolean` — Blocks movement / is pickable by the raycast (default true). Water = false.
- `cutout?: boolean` — Alpha-tested in the shader (leaves, glass) — kept in the opaque pass.

### `TileLevel`

```ts
interface TileLevel
```

One level of the texture pack's mip chain: every layer at `w`×`h`, one after another, as an array texture's level is laid out.

- `w: number` — Level width in texels.
- `h: number` — Level height in texels.
- `data: Uint8Array` — RGBA bytes, `w * h * 4` per layer, every layer in order.

### `VoxelAgentMode`

```ts
type VoxelAgentMode = 'wander' | 'seek' | 'flee' | 'idle'
```

The steering mode of a VoxelAgent: roam, chase a target, avoid a target, or stand still.

### `VoxelAgentOptions`

```ts
interface VoxelAgentOptions extends VoxelBodyOptions
```

Options for a VoxelAgent: the body options plus mode, speed and wander seed.

- `mode?: VoxelAgentMode` — The steering mode to start in. Default 'wander'.
- `speed?: number` — Move speed, blocks/s (default 3).
- `seed?: number` — Seed for wander randomness (default derived from spawn).

### `VoxelBodyOptions`

```ts
interface VoxelBodyOptions
```

Options for a VoxelBody: its size in blocks and its gravity, jump and fall tuning.

- `width?: number` — Footprint width in blocks (default 0.6).
- `height?: number` — Height in blocks (default 1.8).
- `stepHeight?: number` — Auto-climb ledges up to this tall without jumping (default 1.05 — walks single-block terraces smoothly; set ~0.6 for jump-required full blocks).
- `gravity?: number` — Downward acceleration, blocks/s² (default 28).
- `jumpSpeed?: number` — Jump launch speed, blocks/s (default 8.4 ≈ clears ~1.25 blocks).
- `maxFall?: number` — Terminal fall speed, blocks/s (default 40).

### `VoxelHit`

```ts
interface VoxelHit
```

The result of a voxel raycast: the block hit, the entry face normal, and the ray distance.

- `x: number` — The X cell of the solid block hit.
- `y: number` — The Y cell of the solid block hit.
- `z: number` — The Z cell of the solid block hit.
- `nx: number` — The X part of the entry face normal (points back toward the ray origin).
- `ny: number` — The Y part of the entry face normal.
- `nz: number` — The Z part of the entry face normal.
- `dist: number` — Ray distance to the hit.

### `Voxels3dApi`

```ts
interface Voxels3dApi
```

`game.voxels`.

- `readonly world: VoxelWorld` — The CPU grid — the contract everything else reads.
- `get(x: number, y: number, z: number): number` — Block id at a cell, 0 outside.
- `set(x: number, y: number, z: number, id: number): void` — Set a cell, marking its chunk and any bordering neighbour for a remesh.
- `columnTop(x: number, z: number): number` — Highest non-air block in a column, or −1.
- `raycast(ox: number, oy: number, oz: number, dx: number, dy: number, dz: number, maxDist?: number): VoxelHit | null` — March a ray and return the first SOLID block, or null. The hit's face normal added to its cell IS the empty cell to build into.
- `landscape(opts?: VoxelTerrainOptions): void` — Fill the volume with a generated landscape.
- `clear(): void` — Empty it back to air.
- `body(spawn: { x: number; y: number; z: number }, opts?: VoxelBodyOptions): VoxelBody` — A body that walks the blocks — the player, or a mob.
- `agent(spawn: { x: number; y: number; z: number }, opts?: VoxelAgentOptions): VoxelAgent` — A body with steering on top of it.
- `readonly blockSize: number` — World units per block.
- `readonly chunksDrawn: number` — Chunks drawn last frame.
- `readonly verticesDrawn: number` — Vertices submitted in visible chunks last frame.
- `readonly remeshed: number` — Chunks re-meshed last frame.
- `enabled: boolean` — Whether it draws.

### `Voxels3dOptions`

```ts
interface Voxels3dOptions extends VoxelWorldOptions
```

Manifest options: the volume, the texture pack and how it draws.

- `tileRes?: number` — Block-texture resolution in texels. Default 16 — the classic.
- `seed?: number` — Texture-pack seed. Default 1.
- `blockSize?: number` — World units per block. Default 1.
- `mipmaps?: boolean` — Build mipmaps, which is what kills the shimmer on distant blocks. Default true.
- `cullDist?: number` — Chunks further than this from the camera are skipped. Default 512.

### `VoxelTerrainOptions`

```ts
interface VoxelTerrainOptions
```

Options for `voxelTerrain` and `landscape`: the landform, its seed, sea level and trees.

- `type?: VoxelTerrainType` — Landform (default 'island'). All types fill SOLID down to bedrock, so you can dig right through them. 'island' + 'plains' add a sea; the rest are dry.
- `seed?: number` — The random seed. The same (type, seed) makes the same world. Default 1.
- `seaLevel?: number` — Water fill height. Defaults per type ('island'/'plains' have one; -1 = dry).
- `trees?: boolean` — Scatter trees on grass (default true).
- `treeDensity?: number` — Tree density multiplier (default 1).

### `VoxelTerrainType`

```ts
type VoxelTerrainType = 'island' | 'flat' | 'plains' | 'hills' | 'mountains'
```

The landform that `voxelTerrain` builds: an island with a sea, or a dry or wet plain, or hills.

### `VoxelWorldOptions`

```ts
interface VoxelWorldOptions
```

Options for a VoxelWorld: the world size in blocks and the chunk edge length.

- `sizeX?: number` — The world width, in blocks (X). Default 128.
- `sizeY?: number` — The world height, in blocks (Y). Default 48.
- `sizeZ?: number` — The world depth, in blocks (Z). Default 128.
- `chunk?: number` — Chunk edge in blocks (default 16). Bigger = fewer draws, costlier edits.

---

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