Removed VoxelChunkPropData, the api of VoxelWorld, and VoxelChunk now uses PropDatas directly.

This commit is contained in:
Relintai 2020-07-07 01:06:46 +02:00
parent ff48f3738a
commit 6f7c4fbc8a
11 changed files with 51 additions and 441 deletions

1
SCsub
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@ -44,7 +44,6 @@ sources = [
"world/voxel_structure.cpp",
"world/block_voxel_structure.cpp",
"world/environment_data.cpp",
"world/voxel_chunk_prop_data.cpp",
"world/blocky/voxel_chunk_blocky.cpp",
"world/blocky/voxel_world_blocky.cpp",

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@ -35,7 +35,6 @@ def get_doc_classes():
"VoxelMesher",
"EnvironmentData",
"VoxelChunkPropData",
"VoxelChunk",
"VoxelChunkDefault",
"VoxelStructure",

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@ -42,7 +42,6 @@ SOFTWARE.
#include "world/block_voxel_structure.h"
#include "world/environment_data.h"
#include "world/voxel_chunk.h"
#include "world/voxel_chunk_prop_data.h"
#include "world/voxel_structure.h"
#include "world/voxel_world.h"
@ -99,7 +98,6 @@ void register_voxelman_types() {
ClassDB::register_class<VoxelStructure>();
ClassDB::register_class<BlockVoxelStructure>();
ClassDB::register_class<EnvironmentData>();
ClassDB::register_class<VoxelChunkPropData>();
ClassDB::register_class<VoxelChunkDefault>();
ClassDB::register_class<VoxelWorldDefault>();

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@ -1011,11 +1011,6 @@ void VoxelChunkDefault::_world_transform_changed() {
update_transforms();
}
//Props
void VoxelChunkDefault::_add_prop(Ref<VoxelChunkPropData> prop) {
ERR_FAIL_MSG("TODO! _add_prop not yet implemented, send prop to the relevant chunk");
}
//Lights
void VoxelChunkDefault::_bake_lights() {
clear_baked_lights();
@ -1936,9 +1931,6 @@ void VoxelChunkDefault::_bind_methods() {
ClassDB::bind_method(D_METHOD("_process", "delta"), &VoxelChunkDefault::_process);
ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &VoxelChunkDefault::_physics_process);
//Props
ClassDB::bind_method(D_METHOD("_add_prop", "prop"), &VoxelChunkDefault::_add_prop);
//lights
ClassDB::bind_method(D_METHOD("_bake_lights"), &VoxelChunkDefault::_bake_lights);
ClassDB::bind_method(D_METHOD("_bake_light", "light"), &VoxelChunkDefault::_bake_light);

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@ -46,8 +46,6 @@ SOFTWARE.
#include "../../library/voxel_surface.h"
#include "../../library/voxelman_library.h"
#include "../voxel_chunk_prop_data.h"
class VoxelWorld;
class VoxelChunkDefault : public VoxelChunk {
@ -246,9 +244,6 @@ protected:
virtual void _physics_process(float delta);
virtual void _world_transform_changed();
//Props
virtual void _add_prop(Ref<VoxelChunkPropData> prop);
//lights
virtual void _bake_lights();
virtual void _bake_light(Ref<VoxelLight> light);

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@ -671,20 +671,25 @@ void VoxelChunk::clear_baked_lights() {
call("_clear_baked_lights");
}
void VoxelChunk::add_prop(Ref<VoxelChunkPropData> prop) {
#if PROPS_PRESENT
void VoxelChunk::add_prop(const Transform &tarnsform, const Ref<PropData> &prop) {
ERR_FAIL_COND(!prop.is_valid());
ERR_FAIL_COND(prop->get_owner().is_valid());
prop->set_owner(Ref<VoxelChunk>(this));
_props.push_back(prop);
PropDataStore s;
s.transform = tarnsform;
s.prop = prop;
if (has_method("_prop_added"))
call("_prop_added", prop);
_props.push_back(s);
}
Ref<VoxelChunkPropData> VoxelChunk::get_prop(int index) {
ERR_FAIL_INDEX_V(index, _props.size(), Ref<VoxelChunkPropData>());
Ref<PropData> VoxelChunk::get_prop(int index) {
ERR_FAIL_INDEX_V(index, _props.size(), Ref<PropData>());
return _props.get(index);
return _props.get(index).prop;
}
Transform VoxelChunk::get_prop_tarnsform(const int index) {
ERR_FAIL_INDEX_V(index, _props.size(), Transform());
return _props.get(index).transform;
}
int VoxelChunk::get_prop_count() const {
return _props.size();
@ -692,23 +697,12 @@ int VoxelChunk::get_prop_count() const {
void VoxelChunk::remove_prop(const int index) {
ERR_FAIL_INDEX(index, _props.size());
Ref<VoxelChunkPropData> prop = _props.get(index);
if (prop.is_valid())
prop->set_owner(Ref<VoxelChunk>());
_props.remove(index);
}
void VoxelChunk::clear_props() {
for (int i = 0; i < _props.size(); ++i) {
Ref<VoxelChunkPropData> prop = _props.get(i);
if (prop.is_valid())
prop->set_owner(Ref<VoxelChunk>());
}
_props.clear();
}
#endif
#if MESH_DATA_RESOURCE_PRESENT
int VoxelChunk::add_mesh_data_resource(const Transform &local_transform, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture, const Color &color) {
@ -1036,8 +1030,6 @@ void VoxelChunk::_get_property_list(List<PropertyInfo> *p_list) const {
void VoxelChunk::_bind_methods() {
ADD_SIGNAL(MethodInfo("mesh_generation_finished", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk")));
BIND_VMETHOD(MethodInfo("_prop_added", PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunkPropData")));
BIND_VMETHOD(MethodInfo("_mesh_data_resource_added", PropertyInfo(Variant::INT, "index")));
BIND_VMETHOD(MethodInfo("_create_meshers"));

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@ -49,7 +49,9 @@ include_pool_vector
#include "../library/voxel_surface.h"
#include "../library/voxelman_library.h"
#include "voxel_chunk_prop_data.h"
#if PROPS_PRESENT
#include "../../props/props/prop_data.h"
#endif
#include "core/version.h"
@ -192,12 +194,14 @@ public:
void bake_light(Ref<VoxelLight> light);
void clear_baked_lights();
//props
void add_prop(Ref<VoxelChunkPropData> prop);
Ref<VoxelChunkPropData> get_prop(const int index);
#if PROPS_PRESENT
void add_prop(const Transform &tarnsform, const Ref<PropData> &prop);
Ref<PropData> get_prop(const int index);
Transform get_prop_tarnsform(const int index);
int get_prop_count() const;
void remove_prop(const int index);
void clear_props();
#endif
#if MESH_DATA_RESOURCE_PRESENT
int add_mesh_data_resource(const Transform &local_transform, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture = Ref<Texture>(), const Color &color = Color(1, 1, 1, 1));
@ -258,6 +262,13 @@ public:
~VoxelChunk();
protected:
#if PROPS_PRESENT
struct PropDataStore {
Transform transform;
Ref<PropData> prop;
};
#endif
#if MESH_DATA_RESOURCE_PRESENT
struct MeshDataResourceEntry {
Ref<MeshDataResource> mesh;
@ -324,8 +335,10 @@ protected:
Vector<Ref<VoxelMesher> > _liquid_meshers;
Ref<VoxelMesher> _prop_mesher;
//mergeable props
Vector<Ref<VoxelChunkPropData> > _props;
#if PROPS_PRESENT
Vector<PropDataStore> _props;
#endif
#if MESH_DATA_RESOURCE_PRESENT
Vector<MeshDataResourceEntry> _mesh_data_resources;
#endif

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@ -1,244 +0,0 @@
/*
Copyright (c) 2019-2020 Péter Magyar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include "voxel_chunk_prop_data.h"
#include "voxel_chunk.h"
int VoxelChunkPropData::get_x() const {
return _x;
}
void VoxelChunkPropData::set_x(const int value) {
_x = value;
}
int VoxelChunkPropData::get_y() const {
return _y;
}
void VoxelChunkPropData::set_y(const int value) {
_y = value;
}
int VoxelChunkPropData::get_z() const {
return _z;
}
void VoxelChunkPropData::set_z(const int value) {
_z = value;
}
Vector3 VoxelChunkPropData::get_rotation() const {
return _rotation;
}
void VoxelChunkPropData::set_rotation(const Vector3 &value) {
_rotation = value;
}
Vector3 VoxelChunkPropData::get_scale() const {
return _scale;
}
void VoxelChunkPropData::set_scale(const Vector3 &value) {
_scale = value;
}
bool VoxelChunkPropData::get_snap_to_mesh() const {
return _snap_to_mesh;
}
void VoxelChunkPropData::set_snap_to_mesh(const bool value) {
_snap_to_mesh = value;
}
Vector3 VoxelChunkPropData::get_snap_axis() const {
return _snap_axis;
}
void VoxelChunkPropData::set_snap_axis(const Vector3 &value) {
_snap_axis = value;
}
Ref<VoxelChunk> VoxelChunkPropData::get_owner() {
return _owner;
}
void VoxelChunkPropData::set_owner(const Ref<VoxelChunk> &chunk) {
_owner = chunk;
}
int VoxelChunkPropData::get_scene_id() const {
return _scene_id;
}
void VoxelChunkPropData::set_scene_id(const int id) {
_scene_id = id;
}
Transform VoxelChunkPropData::get_transform() const {
return _transform;
}
void VoxelChunkPropData::set_transform(const Transform &value) {
_transform = value;
}
Ref<PackedScene> VoxelChunkPropData::get_scene() {
return _scene;
}
void VoxelChunkPropData::set_scene(const Ref<PackedScene> &value) {
_scene = value;
}
Ref<MeshDataResource> VoxelChunkPropData::get_mesh() {
return _mesh;
}
void VoxelChunkPropData::set_mesh(const Ref<MeshDataResource> &value) {
_mesh = value;
}
Ref<Texture> VoxelChunkPropData::get_mesh_texture() {
return _texture;
}
void VoxelChunkPropData::set_mesh_texture(const Ref<Texture> &value) {
_texture = value;
}
#ifdef PROPS_PRESENT
Ref<PropDataLight> VoxelChunkPropData::get_light() {
return _light;
}
void VoxelChunkPropData::set_light(const Ref<PropDataLight> &value) {
_light = value;
}
Ref<PropData> VoxelChunkPropData::get_prop() {
return _prop;
}
void VoxelChunkPropData::set_prop(const Ref<PropData> &value) {
_prop = value;
}
#endif
Node *VoxelChunkPropData::get_spawned_prop() const {
return _spawned_prop;
}
void VoxelChunkPropData::set_spawned_prop(Node *value) {
_spawned_prop = value;
}
Node *VoxelChunkPropData::spawn_prop(Node *parent) {
return NULL;
}
void VoxelChunkPropData::free_prop() {
}
void VoxelChunkPropData::set_translation_for_chunk(const Ref<VoxelChunk> &chunk, const int local_x, const int local_y, const int local_z) {
}
VoxelChunkPropData::VoxelChunkPropData() {
_x = 0;
_y = 0;
_z = 0;
_scale = Vector3(1, 1, 1);
_snap_to_mesh = false;
_snap_axis = Vector3(0, -1, 0);
_spawned_prop = NULL;
_scene_id = 0;
}
VoxelChunkPropData::~VoxelChunkPropData() {
_mesh.unref();
_texture.unref();
#ifdef PROPS_PRESENT
_light.unref();
_prop.unref();
#endif
_scene.unref();
_owner.unref();
}
void VoxelChunkPropData::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_x"), &VoxelChunkPropData::get_x);
ClassDB::bind_method(D_METHOD("set_x", "value"), &VoxelChunkPropData::set_x);
ADD_PROPERTY(PropertyInfo(Variant::INT, "x"), "set_x", "get_x");
ClassDB::bind_method(D_METHOD("get_y"), &VoxelChunkPropData::get_y);
ClassDB::bind_method(D_METHOD("set_y", "value"), &VoxelChunkPropData::set_y);
ADD_PROPERTY(PropertyInfo(Variant::INT, "y"), "set_y", "get_y");
ClassDB::bind_method(D_METHOD("get_z"), &VoxelChunkPropData::get_z);
ClassDB::bind_method(D_METHOD("set_z", "value"), &VoxelChunkPropData::set_z);
ADD_PROPERTY(PropertyInfo(Variant::INT, "z"), "set_z", "get_z");
ClassDB::bind_method(D_METHOD("get_rotation"), &VoxelChunkPropData::get_rotation);
ClassDB::bind_method(D_METHOD("set_rotation", "value"), &VoxelChunkPropData::set_rotation);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation"), "set_rotation", "get_rotation");
ClassDB::bind_method(D_METHOD("get_scale"), &VoxelChunkPropData::get_scale);
ClassDB::bind_method(D_METHOD("set_scale", "value"), &VoxelChunkPropData::set_scale);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale");
ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &VoxelChunkPropData::get_snap_to_mesh);
ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &VoxelChunkPropData::set_snap_to_mesh);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
ClassDB::bind_method(D_METHOD("get_snap_axis"), &VoxelChunkPropData::get_snap_axis);
ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &VoxelChunkPropData::set_snap_axis);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
ClassDB::bind_method(D_METHOD("get_owner"), &VoxelChunkPropData::get_owner);
ClassDB::bind_method(D_METHOD("set_owner", "value"), &VoxelChunkPropData::set_owner);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "owner", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk"), "set_owner", "get_owner");
ClassDB::bind_method(D_METHOD("get_scene_id"), &VoxelChunkPropData::get_scene_id);
ClassDB::bind_method(D_METHOD("set_scene_id", "value"), &VoxelChunkPropData::set_scene_id);
ADD_PROPERTY(PropertyInfo(Variant::INT, "scene_id"), "set_scene_id", "get_scene_id");
ClassDB::bind_method(D_METHOD("get_transform"), &VoxelChunkPropData::get_transform);
ClassDB::bind_method(D_METHOD("set_transform", "value"), &VoxelChunkPropData::set_transform);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
ClassDB::bind_method(D_METHOD("get_spawned_prop"), &VoxelChunkPropData::get_spawned_prop);
ClassDB::bind_method(D_METHOD("set_spawned_prop", "value"), &VoxelChunkPropData::set_spawned_prop);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "spawned_prop", PROPERTY_HINT_RESOURCE_TYPE, "Node"), "set_spawned_prop", "get_spawned_prop");
ClassDB::bind_method(D_METHOD("spawn_prop", "parent"), &VoxelChunkPropData::spawn_prop);
ClassDB::bind_method(D_METHOD("free_prop"), &VoxelChunkPropData::free_prop);
ClassDB::bind_method(D_METHOD("set_translation_for_chunk", "chunk", "local_x", "local_y", "local_z"), &VoxelChunkPropData::set_translation_for_chunk);
ClassDB::bind_method(D_METHOD("get_mesh"), &VoxelChunkPropData::get_mesh);
ClassDB::bind_method(D_METHOD("set_mesh", "value"), &VoxelChunkPropData::set_mesh);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource"), "set_mesh", "get_mesh");
ClassDB::bind_method(D_METHOD("get_mesh_texture"), &VoxelChunkPropData::get_mesh_texture);
ClassDB::bind_method(D_METHOD("set_mesh_texture", "value"), &VoxelChunkPropData::set_mesh_texture);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_mesh_texture", "get_mesh_texture");
#ifdef PROPS_PRESENT
ClassDB::bind_method(D_METHOD("get_light"), &VoxelChunkPropData::get_light);
ClassDB::bind_method(D_METHOD("set_light", "value"), &VoxelChunkPropData::set_light);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light", PROPERTY_HINT_RESOURCE_TYPE, "PropDataLight"), "set_light", "get_light");
ClassDB::bind_method(D_METHOD("get_prop"), &VoxelChunkPropData::get_prop);
ClassDB::bind_method(D_METHOD("set_prop", "value"), &VoxelChunkPropData::set_prop);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "PropData"), "set_prop", "get_prop");
#endif
ClassDB::bind_method(D_METHOD("get_scene"), &VoxelChunkPropData::get_scene);
ClassDB::bind_method(D_METHOD("set_scene", "value"), &VoxelChunkPropData::set_scene);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_scene", "get_scene");
}

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@ -1,134 +0,0 @@
/*
Copyright (c) 2019-2020 Péter Magyar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#ifndef VOXEL_CHUNK_PROP_DATA_H
#define VOXEL_CHUNK_PROP_DATA_H
#include "core/math/transform.h"
#include "core/resource.h"
#include "scene/main/node.h"
#include "scene/resources/packed_scene.h"
#include "../../mesh_data_resource/mesh_data_resource.h"
#ifdef PROPS_PRESENT
#include "../../props/props/prop_data.h"
#include "../../props/props/prop_data_light.h"
#endif
#include "scene/resources/texture.h"
class VoxelChunk;
class VoxelChunkPropData : public Resource {
GDCLASS(VoxelChunkPropData, Resource);
public:
int get_x() const;
void set_x(const int value);
int get_y() const;
void set_y(const int value);
int get_z() const;
void set_z(const int value);
Vector3 get_rotation() const;
void set_rotation(const Vector3 &value);
Vector3 get_scale() const;
void set_scale(const Vector3 &value);
bool get_snap_to_mesh() const;
void set_snap_to_mesh(const bool value);
Vector3 get_snap_axis() const;
void set_snap_axis(const Vector3 &value);
Ref<MeshDataResource> get_mesh();
void set_mesh(const Ref<MeshDataResource> &value);
Ref<Texture> get_mesh_texture();
void set_mesh_texture(const Ref<Texture> &value);
#ifdef PROPS_PRESENT
Ref<PropDataLight> get_light();
void set_light(const Ref<PropDataLight> &value);
Ref<PropData> get_prop();
void set_prop(const Ref<PropData> &value);
#endif
Ref<PackedScene> get_scene();
void set_scene(const Ref<PackedScene> &value);
Ref<VoxelChunk> get_owner();
void set_owner(const Ref<VoxelChunk> &chunk);
int get_scene_id() const;
void set_scene_id(const int id);
Transform get_transform() const;
void set_transform(const Transform &value);
Node *get_spawned_prop() const;
void set_spawned_prop(Node *value);
Node *spawn_prop(Node *parent);
void free_prop();
void set_translation_for_chunk(const Ref<VoxelChunk> &chunk, const int local_x, const int local_y, const int local_z);
VoxelChunkPropData();
~VoxelChunkPropData();
protected:
static void _bind_methods();
private:
int _id;
int _x;
int _y;
int _z;
Vector3 _rotation;
Vector3 _scale;
bool _snap_to_mesh;
Vector3 _snap_axis;
Ref<VoxelChunk> _owner;
int _scene_id;
Transform _transform;
Node *_spawned_prop;
Ref<PackedScene> _scene;
Ref<MeshDataResource> _mesh;
Ref<Texture> _texture;
#ifdef PROPS_PRESENT
Ref<PropDataLight> _light;
Ref<PropData> _prop;
#endif
};
#endif

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@ -23,7 +23,6 @@ SOFTWARE.
#include "voxel_world.h"
#include "voxel_chunk.h"
#include "voxel_chunk_prop_data.h"
#include "voxel_structure.h"
#include "../defines.h"
@ -498,12 +497,10 @@ void VoxelWorld::set_chunks(const Vector<Variant> &chunks) {
}
}
//Props
void VoxelWorld::add_prop(Ref<VoxelChunkPropData> prop) {
ERR_FAIL_COND(!has_method("_add_prop"));
call("_add_prop", prop);
#if PROPS_PRESENT
void VoxelWorld::add_prop(const Transform &tarnsform, const Ref<PropData> &prop) {
}
#endif
//Lights
void VoxelWorld::add_light(const Ref<VoxelLight> &light) {
@ -1004,8 +1001,6 @@ void VoxelWorld::_bind_methods() {
ClassDB::bind_method(D_METHOD("on_chunk_mesh_generation_finished", "chunk"), &VoxelWorld::on_chunk_mesh_generation_finished);
//Props
BIND_VMETHOD(MethodInfo("_add_prop", PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunkPropData")));
ClassDB::bind_method(D_METHOD("add_prop", "prop"), &VoxelWorld::add_prop);
//Lights

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@ -36,9 +36,13 @@ SOFTWARE.
#include "core/os/os.h"
#if PROPS_PRESENT
#include "../../props/props/prop_data.h"
#endif
class VoxelStructure;
class VoxelChunk;
class VoxelChunkPropData;
class PropData;
class VoxelWorld : public Navigation {
GDCLASS(VoxelWorld, Navigation);
@ -156,8 +160,9 @@ public:
Vector<Variant> get_chunks();
void set_chunks(const Vector<Variant> &chunks);
//Props
void add_prop(Ref<VoxelChunkPropData> prop);
#if PROPS_PRESENT
void add_prop(const Transform &tarnsform, const Ref<PropData> &prop);
#endif
//Lights
void add_light(const Ref<VoxelLight> &light);
@ -239,23 +244,23 @@ private:
int _chunk_spawn_range;
HashMap<IntPos, Ref<VoxelChunk>, IntPosHasher> _chunks;
Vector<Ref<VoxelChunk>> _chunks_vector;
Vector<Ref<VoxelChunk> > _chunks_vector;
Vector<Ref<WorldArea>> _world_areas;
Vector<Ref<WorldArea> > _world_areas;
Vector<Ref<VoxelStructure>> _voxel_structures;
Vector<Ref<VoxelStructure> > _voxel_structures;
NodePath _player_path;
Spatial *_player;
bool _use_threads;
int _max_concurrent_generations;
Vector<Ref<VoxelChunk>> _generation_queue;
Vector<Ref<VoxelChunk>> _generating;
Vector<Ref<VoxelChunk> > _generation_queue;
Vector<Ref<VoxelChunk> > _generating;
int _max_frame_chunk_build_steps;
int _num_frame_chunk_build_steps;
Vector<Ref<VoxelLight>> _lights;
Vector<Ref<VoxelLight> > _lights;
};
_FORCE_INLINE_ bool operator==(const VoxelWorld::IntPos &a, const VoxelWorld::IntPos &b) {