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https://github.com/Relintai/pandemonium_engine.git
synced 2025-02-19 06:04:22 +01:00
Added the new scene_add() method to TerrainWorld. Also store scenes from props inside chunks.
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@ -613,6 +613,16 @@ int TerrainWorld::generation_get_size() const {
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return _generating.size();
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}
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void TerrainWorld::scene_add(const Ref<PackedScene> &p_scene, const Transform &p_transform, const Node *p_node, const bool p_original) {
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ERR_FAIL_COND(!p_scene.is_valid());
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Vector3 wp;
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wp = p_transform.xform(wp);
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Ref<TerrainChunk> chunk = get_or_create_chunk_at_world_position(wp);
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chunk->scene_add(p_scene, p_transform, p_node, p_original);
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}
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#ifdef MODULE_PROPS_ENABLED
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void TerrainWorld::prop_add(Transform transform, const Ref<PropData> &prop, const bool apply_voxel_scale, const bool p_original) {
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ERR_FAIL_COND(!prop.is_valid());
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@ -673,7 +683,7 @@ void TerrainWorld::prop_add(Transform transform, const Ref<PropData> &prop, cons
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sp->set_transform(t);
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}
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// TODO store this in a chunk, and manage loading/unloading it with it
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chunk->scene_add(sc, t, n, false);
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continue;
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}
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@ -1606,6 +1616,8 @@ void TerrainWorld::_bind_methods() {
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ClassDB::bind_method(D_METHOD("is_position_walkable", "position"), &TerrainWorld::is_position_walkable);
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ClassDB::bind_method(D_METHOD("on_chunk_mesh_generation_finished", "chunk"), &TerrainWorld::on_chunk_mesh_generation_finished);
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ClassDB::bind_method(D_METHOD("scene_add", "scene", "transform", "node", "original"), &TerrainWorld::scene_add, DEFVAL(Transform()), DEFVAL(NULL), DEFVAL(true));
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#ifdef MODULE_PROPS_ENABLED
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ClassDB::bind_method(D_METHOD("prop_add", "transform", "prop", "apply_voxel_scale", "original"), &TerrainWorld::prop_add, DEFVAL(true), DEFVAL(true));
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#endif
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@ -175,6 +175,8 @@ public:
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void generation_remove_index(const int index);
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int generation_get_size() const;
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void scene_add(const Ref<PackedScene> &p_scene, const Transform &p_transform = Transform(), const Node *p_node = NULL, const bool p_original = true);
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#ifdef MODULE_PROPS_ENABLED
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void prop_add(Transform transform, const Ref<PropData> &prop, const bool apply_voxel_scale = true, const bool p_original = true);
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#endif
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