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https://github.com/Relintai/voxelman.git
synced 2024-11-14 10:17:20 +01:00
A bit more work on props.
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parent
7aa0edf98e
commit
78be4a6666
@ -136,6 +136,11 @@ void VoxelChunkDefault::set_current_lod_level(const int value) {
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RID rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH_INSTANCE, i);
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if (rid != RID())
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VisualServer::get_singleton()->instance_set_visible(rid, vis);
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rid = get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH_INSTANCE, i);
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if (rid != RID())
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VisualServer::get_singleton()->instance_set_visible(rid, vis);
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}
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@ -852,6 +857,11 @@ void VoxelChunkDefault::_visibility_changed(bool visible) {
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rid = get_mesh_rid_index(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_MESH_INSTANCE, i);
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if (rid != RID())
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VisualServer::get_singleton()->instance_set_visible(rid, false);
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rid = get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH_INSTANCE, i);
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if (rid != RID())
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VisualServer::get_singleton()->instance_set_visible(rid, false);
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}
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@ -1138,7 +1148,10 @@ void VoxelChunkDefault::_build_phase(int phase) {
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}
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next_phase();
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return;
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}
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case BUILD_PHASE_PROP_SETUP: {
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next_phase();
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return;
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}
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case BUILD_PHASE_TERRARIN_MESH_SETUP: {
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@ -1470,20 +1483,6 @@ void VoxelChunkDefault::_build_phase(int phase) {
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return;
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}
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for (int i = 0; i < _prop_meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _prop_meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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//add all
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//mesher->add_chunk(this);
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for (int i = 0; i < _props.size(); ++i) {
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Ref<VoxelChunkPropData> d = _props.get(i);
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//add to mesher
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}
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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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@ -1492,11 +1491,11 @@ void VoxelChunkDefault::_build_phase(int phase) {
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if (!mesher.is_valid()) {
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mesher = m;
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mesher->set_material(get_library()->get_material(0));
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// mesher->set_material(get_library()->get_material(0));
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continue;
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}
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mesher->set_material(get_library()->get_material(0));
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// mesher->set_material(get_library()->get_material(0));
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mesher->add_mesher(m);
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}
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@ -1836,6 +1835,7 @@ void VoxelChunkDefault::_bind_methods() {
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BIND_CONSTANT(BUILD_PHASE_DONE);
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BIND_CONSTANT(BUILD_PHASE_SETUP);
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BIND_CONSTANT(BUILD_PHASE_PROP_SETUP);
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BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_SETUP);
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BIND_CONSTANT(BUILD_PHASE_COLLIDER);
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BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH);
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@ -72,6 +72,7 @@ public:
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enum {
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BUILD_PHASE_DONE = 0,
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BUILD_PHASE_SETUP,
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BUILD_PHASE_PROP_SETUP,
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BUILD_PHASE_TERRARIN_MESH_SETUP,
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BUILD_PHASE_COLLIDER,
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BUILD_PHASE_LIGHTS,
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