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https://github.com/Relintai/props.git
synced 2024-11-14 10:17:30 +01:00
Fix compile without ThreadPool. (Removed a half finished class from the build.)
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@ -25,7 +25,7 @@ sources = [
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"prop_instance.cpp",
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"prop_instance.cpp",
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"prop_ess_entity.cpp",
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"prop_ess_entity.cpp",
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"prop_instance_job.cpp",
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# "prop_instance_job.cpp",
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"prop_scene_instance.cpp",
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"prop_scene_instance.cpp",
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@ -2,7 +2,7 @@
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#include "../mesh_data_resource/nodes/mesh_data_instance.h"
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#include "../mesh_data_resource/nodes/mesh_data_instance.h"
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#include "../thread_pool/thread_pool.h"
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//#include "../thread_pool/thread_pool.h"
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#include "core/engine.h"
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#include "core/engine.h"
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@ -61,7 +61,7 @@ void PropInstance::bake() {
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_baking = true;
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_baking = true;
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_bake_queued = false;
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_bake_queued = false;
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_job->clear();
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//_job->clear();
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for (int i = 0; i < _mesh_data_instances.size(); ++i) {
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for (int i = 0; i < _mesh_data_instances.size(); ++i) {
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MeshDataInstance *md = _mesh_data_instances.get(i);
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MeshDataInstance *md = _mesh_data_instances.get(i);
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@ -83,12 +83,12 @@ void PropInstance::bake() {
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sp = Object::cast_to<Spatial>(sp->get_parent());
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sp = Object::cast_to<Spatial>(sp->get_parent());
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}
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}
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_job->add_mesh_instance(t, mdr, md->get_texture());
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//_job->add_mesh_instance(t, mdr, md->get_texture());
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}
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}
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if (_job->get_mesh_instance_count() > 0) {
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//if (_job->get_mesh_instance_count() > 0) {
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ThreadPool::get_singleton()->add_job(_job);
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// ThreadPool::get_singleton()->add_job(_job);
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}
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//}
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}
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}
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void PropInstance::bake_finished() {
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void PropInstance::bake_finished() {
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@ -148,12 +148,12 @@ PropInstance::PropInstance() {
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_bake_queued = false;
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_bake_queued = false;
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_snap_to_mesh = false;
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_snap_to_mesh = false;
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_snap_axis = Vector3(0, -1, 0);
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_snap_axis = Vector3(0, -1, 0);
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_job.instance();
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//_job.instance();
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//_job->connect("completed", this, "bake_finished", Vector<Variant>(), Object::CONNECT_DEFERRED);
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//_job->connect("completed", this, "bake_finished", Vector<Variant>(), Object::CONNECT_DEFERRED);
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}
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}
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PropInstance::~PropInstance() {
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PropInstance::~PropInstance() {
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_mesh_data_instances.clear();
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_mesh_data_instances.clear();
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_job.unref();
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//_job.unref();
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_prop_data.unref();
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_prop_data.unref();
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}
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}
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@ -35,7 +35,7 @@ SOFTWARE.
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#include "core/math/vector3.h"
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#include "core/math/vector3.h"
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#include "prop_instance_job.h"
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//#include "prop_instance_job.h"
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#include "props/prop_data.h"
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#include "props/prop_data.h"
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@ -81,7 +81,7 @@ private:
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bool _snap_to_mesh;
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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Vector3 _snap_axis;
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Vector<MeshDataInstance *> _mesh_data_instances;
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Vector<MeshDataInstance *> _mesh_data_instances;
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Ref<PropInstanceJob> _job;
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//Ref<PropInstanceJob> _job;
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};
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};
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#endif
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#endif
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@ -34,7 +34,7 @@ SOFTWARE.
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#include "prop_ess_entity.h"
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#include "prop_ess_entity.h"
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#include "prop_instance.h"
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#include "prop_instance.h"
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#include "prop_instance_job.h"
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//#include "prop_instance_job.h"
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#include "prop_scene_instance.h"
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#include "prop_scene_instance.h"
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@ -59,7 +59,7 @@ void register_props_types() {
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ClassDB::register_class<PropESSEntity>();
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ClassDB::register_class<PropESSEntity>();
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ClassDB::register_class<PropInstanceJob>();
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//ClassDB::register_class<PropInstanceJob>();
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ClassDB::register_class<PropSceneInstance>();
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ClassDB::register_class<PropSceneInstance>();
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