VoxelSpaceNode(position, texture, heightmap, height_scale, rotation, layer)
      Node that gets rendered in a semi-3D fashion. See https://github.com/s-macke/VoxelSpace. If a camera is at 0,0,0 with rotation 0,0,0 and a voxelspace node is at 0,0,0 with rotation 0,0,0, the camera will be at a corner of the node where forward is following the node in the +x-axis direction and right is following the node in the +y-axis direction. If the voxelspace y-axis scale is set to 25 then full white pixels will be at 25 in height in world space as long as voxelsapce node's position is 0,0,0. Currently, camera the x-axis rotation is pitch (clamped and mapped to -90 or -pi/2 (ground) to 90 or pi/2 (sky)), y-axis rotation is yaw, and the z-axis rotation is a fake roll.
Parameters:
      position [value: Vector3, type: Vector3]
      texture [value: TextureResource, type: TextureResource]
      heightmap [value: TextureResource, type: TextureResource]
      height_scale [value: any, type: float]
      rotation [value: Vector3, type: Vector3]
      layer [value: 0 ~ 127, type: int]
Attributes:
      add_child(child) [returns: None]
      get_child(index) [returns: Node]
      get_child_count() [returns: 0 or positive integer]
      mark_destroy() [returns: None]
      mark_destroy_all() [returns: None]
      mark_destroy_children() [returns: None]
      remove_child(child) [returns: None]
      tick(self, dt) [returns: None]
      get_abs_height(x, y) [returns: float or None]
      position [value: Vector3, type: Vector3]
      texture [value: TextureResource, type: TextureResource]
      heightmap [value: TextureResource, type: TextureResource]
      rotation [value: Vector3, type: Vector3]
      scale [value: any (x-axis makes terrain wider (default: 1.0), y-axis makes terrain taller/shorter (default: 10.0, this means the min height will be 0.0 and the max 10.0 if the node position is 0,0,0), and z-axis makes terrain longer (default: 1.0)), type: Vector3]
      repeat [value: True or False (if True, repeats the terrain forever in all directions, default: False), type: boolean]
      flip [value: True or False (flips drawing upsidedown if True and normal if False (default)), type: boolean]
      lod [value: any (stand for Level Of Detail and affects the quality/number of samples as the view is rendered at further and further distances, default: 0.0085), type: float]
      curvature [value: any (radians, defines how much the terrain curves as the render distance increases, default: 0.0), type: float]
      thickness [value: any (defines how thick the terrain should look if you can see its sides, default: 128.0), type: float]
      layer [value: 0 ~ 127, type: int]
Overrides:
      tick(self, dt) [returns: None] [value: function, type: function]

file: src/nodes/3D/voxelspace_node.c

landing