mirror of
https://github.com/Relintai/voxelman.git
synced 2025-01-12 15:01:09 +01:00
Work on updating the prop meshing implementation (does not work yet).
This commit is contained in:
parent
718823a1eb
commit
7aa0edf98e
@ -1128,6 +1128,15 @@ void VoxelChunkDefault::_build_phase(int phase) {
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mesher->reset();
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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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mesher->reset();
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mesher->set_library(_library);
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}
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next_phase();
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return;
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@ -1153,7 +1162,7 @@ void VoxelChunkDefault::_build_phase(int phase) {
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return;
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}
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case BUILD_PHASE_TERRARIN_MESH_COLLIDER: {
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case BUILD_PHASE_COLLIDER: {
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if ((_build_flags & BUILD_FLAG_CREATE_COLLIDER) == 0) {
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next_phase();
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return;
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@ -1177,7 +1186,15 @@ void VoxelChunkDefault::_build_phase(int phase) {
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}
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}
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if (temp_arr_collider.size() == 0 && temp_arr_collider_liquid.size() == 0) {
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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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temp_arr_collider.append_array(mesher->build_collider());
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}
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if (temp_arr_collider.size() == 0 && temp_arr_collider_liquid.size() == 0 && temp_arr_collider_prop.size() == 0) {
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next_phase();
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return;
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}
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@ -1215,6 +1232,39 @@ void VoxelChunkDefault::_build_phase(int phase) {
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temp_arr_collider_liquid.resize(0);
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}
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if (temp_arr_collider_prop.size() != 0) {
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if (!has_meshes(MESH_INDEX_PROP, MESH_TYPE_INDEX_BODY)) {
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create_colliders(MESH_INDEX_PROP);
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}
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PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_PROP, MESH_TYPE_INDEX_SHAPE), temp_arr_collider_prop);
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temp_arr_collider_prop.resize(0);
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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_LIGHTS: {
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bool gr = (_build_flags & BUILD_FLAG_AUTO_GENERATE_RAO) != 0;
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if (!gr && (_build_flags & BUILD_FLAG_USE_LIGHTING) == 0) {
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next_phase();
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return;
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}
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bool bl = (_build_flags & BUILD_FLAG_BAKE_LIGHTS) != 0;
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if (bl)
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clear_baked_lights();
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if (gr)
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generate_random_ao(_voxel_world->get_current_seed());
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if (bl)
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bake_lights();
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next_phase();
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return;
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@ -1414,68 +1464,143 @@ void VoxelChunkDefault::_build_phase(int phase) {
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return;
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}
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case BUILD_PHASE_LIGHTS: {
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bool gr = (_build_flags & BUILD_FLAG_AUTO_GENERATE_RAO) != 0;
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if (!gr && (_build_flags & BUILD_FLAG_USE_LIGHTING) == 0) {
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case BUILD_PHASE_PROP_MESH: {
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if (_props.size() == 0) {
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next_phase();
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return;
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}
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bool bl = (_build_flags & BUILD_FLAG_BAKE_LIGHTS) != 0;
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if (bl)
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clear_baked_lights();
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if (gr)
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generate_random_ao(_voxel_world->get_current_seed());
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if (bl)
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bake_lights();
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next_phase();
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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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Ref<VoxelMesher> mesher = _meshers.get(i);
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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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mesher->reset();
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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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if (_props.size() > 0) {
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if (!has_meshes(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH)) {
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create_meshes(MESH_INDEX_PROP, 1); //TODO LOD
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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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ERR_CONTINUE(!m.is_valid());
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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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continue;
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}
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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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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ERR_CONTINUE(!mesher.is_valid());
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ERR_FAIL_COND(!mesher.is_valid());
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mesher->bake_colors(this);
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mesher->set_material(get_library()->get_material(0));
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if (mesher->get_vertex_count() == 0) {
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next_phase();
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return;
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}
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RID prop_mesh_rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0);
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if ((_build_flags & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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mesher->bake_colors(this);
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}
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ERR_FAIL_COND(prop_mesh_rid == RID());
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if (mesher->get_vertex_count() != 0) {
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RID mesh_rid = get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 0);
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VS::get_singleton()->mesh_clear(prop_mesh_rid);
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Array temp_mesh_arr = mesher->build_mesh();
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if (mesher->get_vertex_count() == 0) {
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next_phase();
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return;
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if (mesh_rid == RID()) {
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if ((_build_flags & BUILD_FLAG_CREATE_LODS) != 0)
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create_meshes(MESH_INDEX_PROP, _lod_num + 1);
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else
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create_meshes(MESH_INDEX_PROP, 1);
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mesh_rid = get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 0);
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}
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if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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#if !GODOT4
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VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
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#else
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VS::get_singleton()->mesh_clear(mesh_rid);
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#endif
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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(0).is_valid())
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VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, _library->get_material(0)->get_rid());
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if ((_build_flags & BUILD_FLAG_CREATE_LODS) != 0) {
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if (_lod_num >= 1) {
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//for lod 1 just remove uv2
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temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant();
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 1), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (get_library()->get_material(1).is_valid())
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VisualServer::get_singleton()->mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 1), 0, get_library()->get_material(1)->get_rid());
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}
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Array arr = mesher->build_mesh();
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if (_lod_num >= 2) {
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Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
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VS::get_singleton()->mesh_add_surface_from_arrays(prop_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr);
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 2), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr2);
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if (_library->get_material(0).is_valid())
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VS::get_singleton()->mesh_surface_set_material(prop_mesh_rid, 0, _library->get_material(0)->get_rid());
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if (get_library()->get_material(2).is_valid())
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VisualServer::get_singleton()->mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 2), 0, get_library()->get_material(2)->get_rid());
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}
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if (_lod_num >= 3) {
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Ref<ShaderMaterial> mat = get_library()->get_material(0);
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Ref<SpatialMaterial> spmat = get_library()->get_material(0);
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Ref<Texture> tex;
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if (mat.is_valid()) {
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tex = mat->get_shader_param("texture_albedo");
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} else if (spmat.is_valid()) {
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tex = spmat->get_texture(SpatialMaterial::TEXTURE_ALBEDO);
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}
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if (tex.is_valid()) {
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temp_mesh_arr = bake_mesh_array_uv(temp_mesh_arr, tex);
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temp_mesh_arr[VisualServer::ARRAY_TEX_UV] = Variant();
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 3), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (get_library()->get_material(3).is_valid())
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VisualServer::get_singleton()->mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, 3), 0, get_library()->get_material(3)->get_rid());
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}
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}
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/*
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if (_lod_num > 4) {
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Ref<FastQuadraticMeshSimplifier> fqms;
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fqms.instance();
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fqms->initialize(temp_mesh_arr);
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Array arr_merged_simplified;
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for (int i = 4; i < _lod_num; ++i) {
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fqms->simplify_mesh(arr_merged_simplified[0].size() * 0.8, 7);
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arr_merged_simplified = fqms->get_arrays();
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if (arr_merged_simplified[0].size() == 0)
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break;
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, i), VisualServer::PRIMITIVE_TRIANGLES, arr_merged_simplified);
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if (get_library()->get_material(i).is_valid())
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VisualServer::get_singleton()->mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_PROP, MESH_TYPE_INDEX_MESH, i), 0, get_library()->get_material(i)->get_rid());
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}
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}
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*/
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}
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}
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@ -1483,50 +1608,6 @@ void VoxelChunkDefault::_build_phase(int phase) {
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return;
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}
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case BUILD_PHASE_PROP_COLLIDER: {
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if ((_build_flags & BUILD_FLAG_CREATE_COLLIDER) == 0) {
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next_phase();
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return;
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}
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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temp_arr_collider.append_array(mesher->build_collider());
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}
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->reset();
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}
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if (temp_arr_collider.size() == 0) {
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next_phase();
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return;
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}
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if (_is_build_threaded) {
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set_active_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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return;
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}
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if (!has_meshes(MESH_INDEX_PROP, MESH_TYPE_INDEX_SHAPE)) {
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create_colliders(MESH_INDEX_PROP);
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}
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PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_PROP, MESH_TYPE_INDEX_SHAPE), temp_arr_collider);
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//temp_arr_collider.resize(0);
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next_phase();
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return;
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}
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case BUILD_PHASE_FINALIZE: {
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update_transforms();
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@ -1541,7 +1622,7 @@ void VoxelChunkDefault::_build_phase_process(int phase) {
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}
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void VoxelChunkDefault::_build_phase_physics_process(int phase) {
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if (phase == BUILD_PHASE_TERRARIN_MESH_COLLIDER) {
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if (phase == BUILD_PHASE_COLLIDER) {
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if (temp_arr_collider.size() != 0) {
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if (!has_meshes(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_BODY)) {
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create_colliders(MESH_INDEX_TERRARIN);
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@ -1568,17 +1649,16 @@ void VoxelChunkDefault::_build_phase_physics_process(int phase) {
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PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid);
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temp_arr_collider_liquid.resize(0);
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} else if (phase == BUILD_PHASE_PROP_COLLIDER) {
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}
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if (!has_meshes(MESH_INDEX_PROP, MESH_TYPE_INDEX_SHAPE)) {
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if (temp_arr_collider_prop.size() != 0) {
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if (!has_meshes(MESH_INDEX_PROP, MESH_TYPE_INDEX_BODY)) {
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create_colliders(MESH_INDEX_PROP);
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}
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PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_PROP, MESH_TYPE_INDEX_SHAPE), temp_arr_collider);
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//temp_arr_collider.resize(0);
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PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_PROP, MESH_TYPE_INDEX_SHAPE), temp_arr_collider_prop);
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set_active_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
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next_phase();
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temp_arr_collider_prop.resize(0);
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}
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set_active_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
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@ -1757,10 +1837,9 @@ 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_TERRARIN_MESH_SETUP);
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BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_COLLIDER);
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BIND_CONSTANT(BUILD_PHASE_COLLIDER);
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BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH);
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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_LIGHTS);
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BIND_CONSTANT(BUILD_PHASE_FINALIZE);
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BIND_CONSTANT(BUILD_PHASE_MAX);
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@ -73,11 +73,10 @@ public:
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BUILD_PHASE_DONE = 0,
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BUILD_PHASE_SETUP,
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BUILD_PHASE_TERRARIN_MESH_SETUP,
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BUILD_PHASE_TERRARIN_MESH_COLLIDER,
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BUILD_PHASE_COLLIDER,
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BUILD_PHASE_LIGHTS,
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BUILD_PHASE_TERRARIN_MESH,
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BUILD_PHASE_PROP_MESH,
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BUILD_PHASE_PROP_COLLIDER,
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BUILD_PHASE_FINALIZE,
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BUILD_PHASE_MAX
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};
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@ -286,6 +285,7 @@ protected:
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Array temp_array;
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PoolVector<Vector3> temp_arr_collider;
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PoolVector<Vector3> temp_arr_collider_liquid;
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PoolVector<Vector3> temp_arr_collider_prop;
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ActiveBuildPhaseType _active_build_phase_type;
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@ -251,6 +251,28 @@ int VoxelChunk::get_liquid_mesher_count() const {
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return _liquid_meshers.size();
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}
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Ref<VoxelMesher> VoxelChunk::get_prop_mesher(int index) const {
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ERR_FAIL_INDEX_V(index, _prop_meshers.size(), Ref<VoxelMesher>());
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return _prop_meshers.get(index);
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}
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void VoxelChunk::set_prop_mesher(int index, const Ref<VoxelMesher> &mesher) {
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ERR_FAIL_INDEX(index, _prop_meshers.size());
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_prop_meshers.set(index, mesher);
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}
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void VoxelChunk::remove_prop_mesher(const int index) {
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ERR_FAIL_INDEX(index, _prop_meshers.size());
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_prop_meshers.remove(index);
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}
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void VoxelChunk::add_prop_mesher(const Ref<VoxelMesher> &mesher) {
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_prop_meshers.push_back(mesher);
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}
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int VoxelChunk::get_prop_mesher_count() const {
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return _prop_meshers.size();
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}
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//Voxel Data
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void VoxelChunk::setup_channels() {
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ERR_FAIL_COND_MSG(!has_method("_setup_channels"), "VoxelChunk: _setup_channels() is missing! Please implement it!");
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@ -977,6 +999,18 @@ void VoxelChunk::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &VoxelChunk::add_mesher);
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ClassDB::bind_method(D_METHOD("get_mesher_count"), &VoxelChunk::get_mesher_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_liquid_mesher", "index"), &VoxelChunk::get_liquid_mesher);
|
||||
ClassDB::bind_method(D_METHOD("set_liquid_mesher", "index", "mesher"), &VoxelChunk::set_liquid_mesher);
|
||||
ClassDB::bind_method(D_METHOD("remove_liquid_mesher", "index"), &VoxelChunk::remove_liquid_mesher);
|
||||
ClassDB::bind_method(D_METHOD("add_liquid_mesher", "mesher"), &VoxelChunk::add_liquid_mesher);
|
||||
ClassDB::bind_method(D_METHOD("get_liquid_mesher_count"), &VoxelChunk::get_liquid_mesher_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_prop_mesher", "index"), &VoxelChunk::get_prop_mesher);
|
||||
ClassDB::bind_method(D_METHOD("set_prop_mesher", "index", "mesher"), &VoxelChunk::set_prop_mesher);
|
||||
ClassDB::bind_method(D_METHOD("remove_prop_mesher", "index"), &VoxelChunk::remove_prop_mesher);
|
||||
ClassDB::bind_method(D_METHOD("add_prop_mesher", "mesher"), &VoxelChunk::add_prop_mesher);
|
||||
ClassDB::bind_method(D_METHOD("get_prop_mesher_count"), &VoxelChunk::get_prop_mesher_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_voxel_world"), &VoxelChunk::get_voxel_world);
|
||||
ClassDB::bind_method(D_METHOD("set_voxel_world", "world"), &VoxelChunk::set_voxel_world_bind);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "voxel_world", PROPERTY_HINT_RESOURCE_TYPE, "VoxelWorld", 0), "set_voxel_world", "get_voxel_world");
|
||||
|
@ -151,6 +151,13 @@ public:
|
||||
void add_liquid_mesher(const Ref<VoxelMesher> &mesher);
|
||||
int get_liquid_mesher_count() const;
|
||||
|
||||
//Prop Meshers
|
||||
Ref<VoxelMesher> get_prop_mesher(const int index) const;
|
||||
void set_prop_mesher(const int index, const Ref<VoxelMesher> &mesher);
|
||||
void remove_prop_mesher(const int index);
|
||||
void add_prop_mesher(const Ref<VoxelMesher> &mesher);
|
||||
int get_prop_mesher_count() const;
|
||||
|
||||
//Channels
|
||||
void setup_channels();
|
||||
|
||||
@ -264,6 +271,7 @@ protected:
|
||||
Ref<VoxelmanLibrary> _library;
|
||||
Vector<Ref<VoxelMesher> > _meshers;
|
||||
Vector<Ref<VoxelMesher> > _liquid_meshers;
|
||||
Vector<Ref<VoxelMesher> > _prop_meshers;
|
||||
|
||||
//mergeable props
|
||||
Vector<Ref<VoxelChunkPropData> > _props;
|
||||
|
Loading…
Reference in New Issue
Block a user