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https://github.com/Relintai/godot_voxel.git
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Fix includes
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a0026dbbeb
@ -1,7 +1,7 @@
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#ifndef CUBE_TABLES_H
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#ifndef CUBE_TABLES_H
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#define CUBE_TABLES_H
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#define CUBE_TABLES_H
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#include <vector3.h>
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#include <core/math/vector3.h>
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#include "vector3i.h"
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#include "vector3i.h"
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#include "voxel.h"
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#include "voxel.h"
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2
voxel.h
2
voxel.h
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#ifndef VOXEL_TYPE_H
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#ifndef VOXEL_TYPE_H
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#define VOXEL_TYPE_H
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#define VOXEL_TYPE_H
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#include <resource.h>
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#include <core/resource.h>
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class VoxelLibrary;
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class VoxelLibrary;
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#include "voxel_buffer.h"
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#include "voxel_buffer.h"
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#include <math_funcs.h>
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#include <core/math/math_funcs.h>
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#include <string.h>
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#include <string.h>
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VoxelBuffer::VoxelBuffer() {
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VoxelBuffer::VoxelBuffer() {
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@ -2,8 +2,8 @@
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#define VOXEL_BUFFER_H
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#define VOXEL_BUFFER_H
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#include "vector3i.h"
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#include "vector3i.h"
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#include <reference.h>
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#include <core/reference.h>
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#include <vector.h>
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#include <core/vector.h>
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// Dense voxels data storage.
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// Dense voxels data storage.
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// Organized in 8-bit channels like images, all optional.
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// Organized in 8-bit channels like images, all optional.
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@ -2,7 +2,7 @@
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#define VOXEL_LIBRARY_H
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#define VOXEL_LIBRARY_H
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#include "voxel.h"
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#include "voxel.h"
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#include <resource.h>
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#include <core/resource.h>
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class VoxelLibrary : public Resource {
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class VoxelLibrary : public Resource {
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GDCLASS(VoxelLibrary, Resource)
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GDCLASS(VoxelLibrary, Resource)
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@ -5,7 +5,7 @@
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#include "voxel_buffer.h"
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#include "voxel_buffer.h"
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#include "voxel_library.h"
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#include "voxel_library.h"
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#include "zprofiling.h"
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#include "zprofiling.h"
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#include <reference.h>
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#include <core/reference.h>
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#include <scene/resources/mesh.h>
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#include <scene/resources/mesh.h>
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// TODO Should be renamed VoxelMesherCubic or something like that
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// TODO Should be renamed VoxelMesherCubic or something like that
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#include "voxel_mesher_smooth.h"
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#include "voxel_mesher_smooth.h"
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#include "transvoxel_tables.cpp"
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#include "transvoxel_tables.cpp"
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#include <os/os.h>
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#include <core/os/os.h>
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inline float tof(int8_t v) {
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inline float tof(int8_t v) {
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return static_cast<float>(v) / 256.f;
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return static_cast<float>(v) / 256.f;
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#ifndef VOXEL_PROVIDER_H
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#ifndef VOXEL_PROVIDER_H
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#define VOXEL_PROVIDER_H
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#define VOXEL_PROVIDER_H
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#include <resource.h>
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#include <core/resource.h>
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#include "voxel_buffer.h"
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#include "voxel_buffer.h"
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class VoxelProvider : public Resource {
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class VoxelProvider : public Resource {
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#include "voxel_raycast.h"
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#include "voxel_raycast.h"
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#include <math_funcs.h>
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#include <core/math/math_funcs.h>
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bool voxel_raycast(
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bool voxel_raycast(
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Vector3 ray_origin,
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Vector3 ray_origin,
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#include "vector3i.h"
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#include "vector3i.h"
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#include <vector3.h>
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#include <core/math/vector3.h>
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// TODO that could be a template function
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// TODO that could be a template function
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// pos: voxel position
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// pos: voxel position
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@ -1,9 +1,9 @@
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#include "voxel_terrain.h"
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#include "voxel_terrain.h"
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#include "voxel_raycast.h"
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#include "voxel_raycast.h"
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#include "rect3i.h"
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#include "rect3i.h"
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#include <os/os.h>
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#include <core/os/os.h>
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#include <scene/3d/mesh_instance.h>
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#include <scene/3d/mesh_instance.h>
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#include <engine.h>
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#include <core/engine.h>
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VoxelTerrain::VoxelTerrain()
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VoxelTerrain::VoxelTerrain()
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@ -1,7 +1,7 @@
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#include "zprofiling.h"
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#include "zprofiling.h"
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#ifdef VOXEL_PROFILING
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#ifdef VOXEL_PROFILING
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#include <os/os.h>
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#include <core/os/os.h>
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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class ZProfileVar {
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class ZProfileVar {
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@ -5,9 +5,9 @@
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#ifdef VOXEL_PROFILING
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#ifdef VOXEL_PROFILING
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#include <dictionary.h>
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#include <core/dictionary.h>
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#include <hash_map.h>
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#include <core/hash_map.h>
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#include <ustring.h>
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#include <core/ustring.h>
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#define VOXEL_PROFILE_BEGIN(_key) _zprofiler.begin(_key);
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#define VOXEL_PROFILE_BEGIN(_key) _zprofiler.begin(_key);
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#define VOXEL_PROFILE_END(_key) _zprofiler.end(_key);
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#define VOXEL_PROFILE_END(_key) _zprofiler.end(_key);
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