mirror of
https://github.com/Relintai/voxelman.git
synced 2025-02-14 16:40:06 +01:00
build_phase() and _build_phase() in Chunk now won't return/need to return a value, as get_build_phase_done() is equivalent. Also now chunk building is actually threaded, as it seems like I managed to remove thread creation in one of the refactor commits. Also fixed a few smaller issues/inconsistencies.
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@ -40,7 +40,7 @@ _FORCE_INLINE_ void VoxelChunk::set_is_build_threaded(bool value) {
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bool VoxelChunk::get_build_phase_done() const {
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_build_phase_done_mutex->lock();
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bool v = _build_phase_done_mutex;
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bool v = _build_phase_done;
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_build_phase_done_mutex->unlock();
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return v;
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@ -616,15 +616,20 @@ void VoxelChunk::_create_meshers() {
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void VoxelChunk::build_deferred() {
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if (_current_build_phase == BUILD_PHASE_DONE) {
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_build_prioritized = false;
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set_process_internal(true);
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_build_prioritized = true;
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wait_and_finish_thread();
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set_process_internal(true);
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_is_generating = true;
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next_phase();
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if (!_voxel_world->can_chunk_do_build_step())
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return;
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build_step();
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}
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}
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@ -632,53 +637,64 @@ void VoxelChunk::build_prioritized() {
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if (_current_build_phase == BUILD_PHASE_DONE) {
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_build_prioritized = true;
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set_process_internal(true);
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wait_and_finish_thread();
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set_process_internal(true);
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_is_generating = true;
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next_phase();
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_build_step();
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if (!_voxel_world->can_chunk_do_build_step())
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return;
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build_step();
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}
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}
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void VoxelChunk::_build_step() {
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void VoxelChunk::build_step() {
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ERR_FAIL_COND(!has_next_phase());
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while (has_next_phase() && build_phase())
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;
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if (get_is_build_threaded()) {
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if (_build_thread) {
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wait_and_finish_thread();
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}
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//call the next non-threaded phase aswell
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if (has_next_phase())
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_build_thread = Thread::create(_build_step_threaded, this);
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return;
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}
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while (has_next_phase() && get_build_phase_done()) {
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build_phase();
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}
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}
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void VoxelChunk::_build_threaded(void *_userdata) {
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void VoxelChunk::_build_step_threaded(void *_userdata) {
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VoxelChunk *vc = (VoxelChunk *)_userdata;
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while (vc->has_next_phase() && vc->build_phase())
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;
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while (vc->has_next_phase() && vc->get_build_phase_done()) {
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vc->build_phase();
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}
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}
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bool VoxelChunk::build_phase() {
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void VoxelChunk::build_phase() {
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_THREAD_SAFE_METHOD_
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if (_abort_build)
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return false;
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return;
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set_build_phase_done(false);
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return call("_build_phase", _current_build_phase);
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call("_build_phase", _current_build_phase);
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}
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bool VoxelChunk::_build_phase(int phase) {
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ERR_FAIL_COND_V(!_library.is_valid(), true);
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void VoxelChunk::_build_phase(int phase) {
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ERR_FAIL_COND(!_library.is_valid());
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switch (phase) {
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case BUILD_PHASE_DONE:
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return true;
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return;
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case BUILD_PHASE_SETUP: {
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if (_meshers.size() == 0) {
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create_meshers();
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@ -695,7 +711,7 @@ bool VoxelChunk::_build_phase(int phase) {
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next_phase();
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return true;
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return;
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}
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case BUILD_PHASE_TERRARIN_MESH_SETUP: {
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for (int i = 0; i < _meshers.size(); ++i) {
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@ -708,7 +724,7 @@ bool VoxelChunk::_build_phase(int phase) {
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next_phase();
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return true;
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return;
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}
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case BUILD_PHASE_TERRARIN_MESH_COLLIDER: {
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if (get_create_collider()) {
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@ -727,7 +743,7 @@ bool VoxelChunk::_build_phase(int phase) {
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next_phase();
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return true;
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return;
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}
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case BUILD_PHASE_TERRARIN_MESH: {
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for (int i = 0; i < _meshers.size(); ++i) {
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@ -746,10 +762,6 @@ bool VoxelChunk::_build_phase(int phase) {
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mesher->set_library(_library);
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}
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if (_mesh_rid == RID()) {
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allocate_main_mesh();
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}
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Ref<VoxelMesher> mesher;
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> m = _meshers.get(i);
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@ -766,26 +778,35 @@ bool VoxelChunk::_build_phase(int phase) {
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mesher->add_mesher(m);
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}
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ERR_FAIL_COND_V(!mesher.is_valid(), false);
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ERR_FAIL_COND_V(_mesh_rid == RID(), false);
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ERR_FAIL_COND(!mesher.is_valid());
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VS::get_singleton()->mesh_clear(_mesh_rid);
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temp_mesh_arr = mesher->build_mesh();
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if (mesher->get_vertex_count() == 0) {
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if (_mesh_rid != RID())
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VS::get_singleton()->mesh_clear(_mesh_rid);
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PoolVector3Array v = temp_mesh_arr[VisualServer::ARRAY_VERTEX];
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if (temp_mesh_arr.size() == 0 || v.size() == 0) {
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temp_mesh_arr.clear();
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next_phase();
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return true;
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return;
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}
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Array arr = mesher->build_mesh();
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if (_mesh_rid == RID()) {
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allocate_main_mesh();
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}
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VS::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr);
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VS::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (_library->get_material().is_valid())
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VS::get_singleton()->mesh_surface_set_material(_mesh_rid, 0, _library->get_material()->get_rid());
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temp_mesh_arr.clear();
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next_phase();
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return true;
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return;
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}
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case BUILD_PHASE_PROP_MESH: {
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for (int i = 0; i < _meshers.size(); ++i) {
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@ -809,13 +830,13 @@ bool VoxelChunk::_build_phase(int phase) {
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mesher->bake_colors(this);
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mesher->set_material(get_library()->get_material());
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ERR_FAIL_COND_V(_prop_mesh_rid == RID(), false);
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ERR_FAIL_COND(_prop_mesh_rid == RID());
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VS::get_singleton()->mesh_clear(_prop_mesh_rid);
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if (mesher->get_vertex_count() == 0) {
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next_phase();
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return true;
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return;
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}
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Array arr = mesher->build_mesh();
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@ -829,7 +850,7 @@ bool VoxelChunk::_build_phase(int phase) {
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next_phase();
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return false;
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return;
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}
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case BUILD_PHASE_PROP_COLLIDER: {
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@ -849,7 +870,7 @@ bool VoxelChunk::_build_phase(int phase) {
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next_phase();
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return true;
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return;
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}
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/*
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case BUILD_PHASE_LIQUID: {
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@ -876,12 +897,9 @@ bool VoxelChunk::_build_phase(int phase) {
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next_phase();
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return true;
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return;
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}
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}
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return true;
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//next_phase();
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}
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bool VoxelChunk::has_next_phase() {
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@ -1426,13 +1444,13 @@ void VoxelChunk::_notification(int p_what) {
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}
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}
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case NOTIFICATION_INTERNAL_PROCESS: {
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if (has_next_phase() && get_build_phase_done()) {
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if (get_is_generating() && has_next_phase() && get_build_phase_done()) {
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if (!_voxel_world->can_chunk_do_build_step())
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return;
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wait_and_finish_thread();
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_build_step();
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build_step();
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}
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}
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}
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@ -1651,7 +1669,7 @@ void VoxelChunk::_bind_methods() {
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ClassDB::bind_method(D_METHOD("clear_baked_lights"), &VoxelChunk::clear_baked_lights);
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//Meshes
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BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "is_done"), "_build_phase", PropertyInfo(Variant::INT, "phase")));
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BIND_VMETHOD(MethodInfo("_build_phase", PropertyInfo(Variant::INT, "phase")));
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ClassDB::bind_method(D_METHOD("build_deferred"), &VoxelChunk::build_deferred);
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ClassDB::bind_method(D_METHOD("build_prioritized"), &VoxelChunk::build_prioritized);
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@ -1722,8 +1740,8 @@ void VoxelChunk::_bind_methods() {
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BIND_CONSTANT(BUILD_PHASE_SETUP);
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BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_SETUP);
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BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_COLLIDER);
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BIND_CONSTANT(BUILD_PHASE_LIGHTS);
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BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH);
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BIND_CONSTANT(BUILD_PHASE_LIGHTS);
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BIND_CONSTANT(BUILD_PHASE_PROP_MESH);
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BIND_CONSTANT(BUILD_PHASE_PROP_COLLIDER);
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BIND_CONSTANT(BUILD_PHASE_FINALIZE);
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@ -236,11 +236,11 @@ public:
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void build_deferred();
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void build_prioritized();
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static void _build_threaded(void *_userdata);
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static void _build_step_threaded(void *_userdata);
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bool build_phase();
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void _build_step();
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bool _build_phase(int phase);
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void build_phase();
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void build_step();
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void _build_phase(int phase);
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bool has_next_phase();
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void next_phase();
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@ -393,6 +393,7 @@ protected:
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Mutex *_build_phase_done_mutex;
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bool _build_phase_done;
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Thread *_build_thread;
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Array temp_mesh_arr;
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};
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VARIANT_ENUM_CAST(VoxelChunk::DefaultChannels);
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