mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-12 10:15:12 +01:00
Some settings in world will now get distributed to chunks. is_build_threaded has been moved from coxel chunk default to voxel chunk. ALso fixed a few crashes.
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parent
7d20bd10d8
commit
4a2321b161
@ -46,13 +46,6 @@ typedef class StandardMaterial3D SpatialMaterial;
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const String VoxelChunkDefault::BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE = "Normal,Process,Physics Process";
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const String VoxelChunkDefault::BINDING_STRING_BUILD_FLAGS = "Use Isolevel,Use Lighting,Use AO,Use RAO,Generate AO,Generate RAO,Bake Lights,Create Collider,Create Lods";
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_FORCE_INLINE_ bool VoxelChunkDefault::get_is_build_threaded() const {
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return _is_build_threaded;
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}
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_FORCE_INLINE_ void VoxelChunkDefault::set_is_build_threaded(const bool value) {
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_is_build_threaded = value;
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}
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_FORCE_INLINE_ int VoxelChunkDefault::get_build_flags() const {
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return _build_flags;
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}
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@ -602,7 +595,9 @@ void VoxelChunkDefault::create_colliders(const int mesh_index, const int layer_m
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PhysicsServer::get_singleton()->body_add_shape(body_rid, shape_rid);
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PhysicsServer::get_singleton()->body_set_state(body_rid, PhysicsServer::BODY_STATE_TRANSFORM, get_transform());
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PhysicsServer::get_singleton()->body_set_space(body_rid, get_voxel_world()->get_world()->get_space());
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if (get_voxel_world()->is_inside_world())
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PhysicsServer::get_singleton()->body_set_space(body_rid, get_voxel_world()->get_world()->get_space());
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m[MESH_TYPE_INDEX_BODY] = body_rid;
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m[MESH_TYPE_INDEX_SHAPE] = shape_rid;
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@ -997,7 +992,7 @@ void VoxelChunkDefault::free_chunk() {
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VoxelChunkDefault::VoxelChunkDefault() {
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_lights_dirty = false;
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_is_generating = false;
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_is_build_threaded = false;
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_abort_build = false;
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_dirty = false;
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_state = VOXEL_CHUNK_STATE_OK;
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@ -1361,10 +1356,6 @@ void VoxelChunkDefault::wait_and_finish_thread() {
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}
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void VoxelChunkDefault::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_is_build_threaded"), &VoxelChunkDefault::get_is_build_threaded);
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ClassDB::bind_method(D_METHOD("set_is_build_threaded", "value"), &VoxelChunkDefault::set_is_build_threaded);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_build_threaded"), "set_is_build_threaded", "get_is_build_threaded");
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ClassDB::bind_method(D_METHOD("get_build_flags"), &VoxelChunkDefault::get_build_flags);
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ClassDB::bind_method(D_METHOD("set_build_flags", "value"), &VoxelChunkDefault::set_build_flags);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "build_flags", PROPERTY_HINT_FLAGS, BINDING_STRING_BUILD_FLAGS), "set_build_flags", "get_build_flags");
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@ -135,9 +135,6 @@ public:
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};
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public:
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bool get_is_build_threaded() const;
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void set_is_build_threaded(const bool value);
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int get_build_flags() const;
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void set_build_flags(const int flags);
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@ -266,7 +263,6 @@ protected:
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int _build_flags;
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bool _is_build_threaded;
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bool _abort_build;
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int _current_build_phase;
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@ -29,6 +29,15 @@ _FORCE_INLINE_ int VoxelWorldDefault::get_build_flags() const {
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}
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_FORCE_INLINE_ void VoxelWorldDefault::set_build_flags(const int flags) {
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_build_flags = flags;
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for (int i = 0; i < get_chunk_count(); ++i) {
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Ref<VoxelChunkDefault> c = get_chunk_index(i);
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if (!c.is_valid())
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continue;
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c->set_build_flags(_build_flags);
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}
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}
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float VoxelWorldDefault::get_lod_update_interval() const {
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@ -95,7 +104,7 @@ void VoxelWorldDefault::_chunk_added(Ref<VoxelChunk> chunk) {
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Ref<VoxelChunkDefault> c = chunk;
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if (c.is_valid()) {
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c->set_build_flags(get_build_flags());
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c->set_build_flags(_build_flags);
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}
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}
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@ -42,6 +42,13 @@ typedef PackedColorArray PoolColorArray;
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typedef PackedInt32Array PoolIntArray;
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#endif
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_FORCE_INLINE_ bool VoxelChunk::get_is_build_threaded() const {
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return _is_build_threaded;
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}
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_FORCE_INLINE_ void VoxelChunk::set_is_build_threaded(const bool value) {
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_is_build_threaded = value;
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}
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_FORCE_INLINE_ bool VoxelChunk::get_process() const {
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return _is_processing;
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}
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@ -705,6 +712,7 @@ void VoxelChunk::set_transform(const Transform &transform) {
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}
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VoxelChunk::VoxelChunk() {
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_is_build_threaded = false;
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_is_processing = false;
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_is_phisics_processing = false;
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@ -846,6 +854,10 @@ void VoxelChunk::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_physics_process"), &VoxelChunk::get_physics_process);
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ClassDB::bind_method(D_METHOD("set_physics_process", "value"), &VoxelChunk::set_physics_process);
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ClassDB::bind_method(D_METHOD("get_is_build_threaded"), &VoxelChunk::get_is_build_threaded);
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ClassDB::bind_method(D_METHOD("set_is_build_threaded", "value"), &VoxelChunk::set_is_build_threaded);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_build_threaded"), "set_is_build_threaded", "get_is_build_threaded");
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ClassDB::bind_method(D_METHOD("get_transform"), &VoxelChunk::get_transform);
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ClassDB::bind_method(D_METHOD("set_transform", "value"), &VoxelChunk::set_transform);
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
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@ -72,6 +72,9 @@ public:
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};
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public:
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bool get_is_build_threaded() const;
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void set_is_build_threaded(const bool value);
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bool get_process() const;
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void set_process(const bool value);
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@ -213,6 +216,8 @@ protected:
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*/
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static void _bind_methods();
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bool _is_build_threaded;
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bool _is_processing;
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bool _is_phisics_processing;
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@ -88,6 +88,15 @@ bool VoxelWorld::get_use_threads() const {
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}
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void VoxelWorld::set_use_threads(const bool value) {
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_use_threads = OS::get_singleton()->can_use_threads() ? value : false;
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for (int i = 0; i < get_chunk_count(); ++i) {
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Ref<VoxelChunk> c = get_chunk_index(i);
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if (!c.is_valid())
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continue;
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c->set_is_build_threaded(_use_threads);
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}
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}
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int VoxelWorld::get_max_concurrent_generations() const {
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@ -109,6 +118,15 @@ Ref<VoxelmanLibrary> VoxelWorld::get_library() {
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}
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void VoxelWorld::set_library(const Ref<VoxelmanLibrary> &library) {
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_library = library;
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for (int i = 0; i < get_chunk_count(); ++i) {
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Ref<VoxelChunk> c = get_chunk_index(i);
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if (!c.is_valid())
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continue;
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c->set_library(_library);
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}
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}
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Ref<VoxelmanLevelGenerator> VoxelWorld::get_level_generator() const {
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@ -123,6 +141,15 @@ float VoxelWorld::get_voxel_scale() const {
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}
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void VoxelWorld::set_voxel_scale(const float value) {
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_voxel_scale = value;
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for (int i = 0; i < get_chunk_count(); ++i) {
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Ref<VoxelChunk> c = get_chunk_index(i);
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if (!c.is_valid())
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continue;
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c->set_voxel_scale(_voxel_scale);
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}
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}
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int VoxelWorld::get_chunk_spawn_range() const {
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@ -87,7 +87,7 @@ bool VoxelWorldEditor::forward_spatial_input_event(Camera *p_camera, const Ref<I
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bool VoxelWorldEditor::do_input_action(Camera *p_camera, const Point2 &p_point, bool p_click) {
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if (!spatial_editor || !_world)
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if (!spatial_editor || !_world || !_world->is_inside_world())
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return false;
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Camera *camera = p_camera;
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