Renamed the mesh data resource getters in VoxelChunk to a new format, where the mesh_data_resource in the name is a prefix and not a postfix. This makes VoxelChunk's in engine documentation much more usable.

This commit is contained in:
Relintai 2020-10-26 16:52:38 +01:00
parent f14faead25
commit 98155939c2
4 changed files with 66 additions and 66 deletions

View File

@ -58,8 +58,8 @@ void VoxelPropJob::phase_physics_process() {
chunk->clear_colliders();
#ifdef MESH_DATA_RESOURCE_PRESENT
for (int i = 0; i < chunk->get_mesh_data_resource_count(); ++i) {
Ref<MeshDataResource> mdr = chunk->get_mesh_data_resource(i);
for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
for (int j = 0; j < mdr->get_collision_shape_count(); ++j) {
Ref<Shape> shape = mdr->get_collision_shape(j);
@ -71,7 +71,7 @@ void VoxelPropJob::phase_physics_process() {
RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
Transform transform = chunk->get_mesh_data_resource_transform(i);
Transform transform = chunk->mesh_data_resource_get_transform(i);
transform *= offset;
PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid());
@ -116,15 +116,15 @@ void VoxelPropJob::phase_prop() {
}
if (should_do()) {
if (chunk->get_mesh_data_resource_count() == 0) {
if (chunk->mesh_data_resource_get_count() == 0) {
set_complete(true); //So threadpool knows it's done
next_job();
return;
}
for (int i = 0; i < chunk->get_mesh_data_resource_count(); ++i) {
if (chunk->get_mesh_data_resource_is_inside(i)) {
get_prop_mesher()->add_mesh_data_resource_transform(chunk->get_mesh_data_resource(i), chunk->get_mesh_data_resource_transform(i), chunk->get_mesh_data_resource_uv_rect(i));
for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
if (chunk->mesh_data_resource_get_is_inside(i)) {
get_prop_mesher()->add_mesh_data_resource_transform(chunk->mesh_data_resource_get(i), chunk->mesh_data_resource_get_transform(i), chunk->mesh_data_resource_get_uv_rect(i));
}
}
@ -156,13 +156,13 @@ void VoxelPropJob::phase_prop() {
VoxelWorldDefault *world = Object::cast_to<VoxelWorldDefault>(chunk->get_voxel_world());
if (world) {
for (int i = 0; i < chunk->get_mesh_data_resource_count(); ++i) {
if (!chunk->get_mesh_data_resource_is_inside(i)) {
Ref<MeshDataResource> mdr = chunk->get_mesh_data_resource(i);
for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
if (!chunk->mesh_data_resource_get_is_inside(i)) {
Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
ERR_CONTINUE(!mdr.is_valid());
Transform trf = chunk->get_mesh_data_resource_transform(i);
Transform trf = chunk->mesh_data_resource_get_transform(i);
Array arr = mdr->get_array();
@ -178,7 +178,7 @@ void VoxelPropJob::phase_prop() {
PoolColorArray carr = world->get_vertex_colors(trf, varr);
get_prop_mesher()->add_mesh_data_resource_transform_colored(mdr, trf, carr, chunk->get_mesh_data_resource_uv_rect(i));
get_prop_mesher()->add_mesh_data_resource_transform_colored(mdr, trf, carr, chunk->mesh_data_resource_get_uv_rect(i));
}
}
}
@ -343,7 +343,7 @@ void VoxelPropJob::_execute_phase() {
if (!chunk.is_valid()
#ifdef MESH_DATA_RESOURCE_PRESENT
|| chunk->get_mesh_data_resource_count() == 0
|| chunk->mesh_data_resource_get_count() == 0
#endif
) {
set_complete(true);

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@ -701,7 +701,7 @@ void VoxelChunk::clear_props() {
#endif
#if MESH_DATA_RESOURCE_PRESENT
int VoxelChunk::add_mesh_data_resourcev(const Vector3 &local_data_pos, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture, const Color &color, const bool apply_voxel_scale) {
int VoxelChunk::mesh_data_resource_addv(const Vector3 &local_data_pos, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture, const Color &color, const bool apply_voxel_scale) {
ERR_FAIL_COND_V(!mesh.is_valid(), 0);
int index = _mesh_data_resources.size();
@ -737,7 +737,7 @@ int VoxelChunk::add_mesh_data_resourcev(const Vector3 &local_data_pos, const Ref
return index;
}
int VoxelChunk::add_mesh_data_resource(const Transform &local_transform, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture, const Color &color, const bool apply_voxel_scale) {
int VoxelChunk::mesh_data_resource_add(const Transform &local_transform, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture, const Color &color, const bool apply_voxel_scale) {
ERR_FAIL_COND_V(!mesh.is_valid(), 0);
int index = _mesh_data_resources.size();
@ -772,80 +772,80 @@ int VoxelChunk::add_mesh_data_resource(const Transform &local_transform, const R
return index;
}
Ref<MeshDataResource> VoxelChunk::get_mesh_data_resource(const int index) {
Ref<MeshDataResource> VoxelChunk::mesh_data_resource_get(const int index) {
ERR_FAIL_INDEX_V(index, _mesh_data_resources.size(), Ref<MeshDataResource>());
return _mesh_data_resources[index].mesh;
}
void VoxelChunk::set_mesh_data_resource(const int index, const Ref<MeshDataResource> &mesh) {
void VoxelChunk::mesh_data_resource_set(const int index, const Ref<MeshDataResource> &mesh) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
}
Ref<Texture> VoxelChunk::get_mesh_data_resource_texture(const int index) {
Ref<Texture> VoxelChunk::mesh_data_resource_get_texture(const int index) {
ERR_FAIL_INDEX_V(index, _mesh_data_resources.size(), Ref<Texture>());
return _mesh_data_resources[index].texture;
}
void VoxelChunk::set_mesh_data_resource_texture(const int index, const Ref<Texture> &texture) {
void VoxelChunk::mesh_data_resource_set_texture(const int index, const Ref<Texture> &texture) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
_mesh_data_resources.write[index].texture = texture;
}
Color VoxelChunk::get_mesh_data_resource_color(const int index) {
Color VoxelChunk::mesh_data_resource_get_color(const int index) {
ERR_FAIL_INDEX_V(index, _mesh_data_resources.size(), Color());
return _mesh_data_resources[index].color;
}
void VoxelChunk::set_mesh_data_resource_color(const int index, const Color &color) {
void VoxelChunk::mesh_data_resource_set_color(const int index, const Color &color) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
_mesh_data_resources.write[index].color = color;
}
Rect2 VoxelChunk::get_mesh_data_resource_uv_rect(const int index) {
Rect2 VoxelChunk::mesh_data_resource_get_uv_rect(const int index) {
ERR_FAIL_INDEX_V(index, _mesh_data_resources.size(), Rect2());
return _mesh_data_resources[index].uv_rect;
}
void VoxelChunk::set_mesh_data_resource_uv_rect(const int index, const Rect2 &uv_rect) {
void VoxelChunk::mesh_data_resource_set_uv_rect(const int index, const Rect2 &uv_rect) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
_mesh_data_resources.write[index].uv_rect = uv_rect;
}
Transform VoxelChunk::get_mesh_data_resource_transform(const int index) {
Transform VoxelChunk::mesh_data_resource_get_transform(const int index) {
ERR_FAIL_INDEX_V(index, _mesh_data_resources.size(), Transform());
return _mesh_data_resources.write[index].transform;
}
void VoxelChunk::set_mesh_data_resource_transform(const int index, const Transform &transform) {
void VoxelChunk::mesh_data_resource_set_transform(const int index, const Transform &transform) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
_mesh_data_resources.write[index].transform = transform;
}
bool VoxelChunk::get_mesh_data_resource_is_inside(const int index) {
bool VoxelChunk::mesh_data_resource_get_is_inside(const int index) {
ERR_FAIL_INDEX_V(index, _mesh_data_resources.size(), true);
return _mesh_data_resources[index].is_inside;
}
void VoxelChunk::set_mesh_data_resource_is_inside(const int index, const bool &inside) {
void VoxelChunk::mesh_data_resource_set_is_inside(const int index, const bool &inside) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
_mesh_data_resources.write[index].is_inside = inside;
}
int VoxelChunk::get_mesh_data_resource_count() const {
int VoxelChunk::mesh_data_resource_get_count() const {
return _mesh_data_resources.size();
}
void VoxelChunk::remove_mesh_data_resource(const int index) {
void VoxelChunk::mesh_data_resource_remove(const int index) {
ERR_FAIL_INDEX(index, _mesh_data_resources.size());
_mesh_data_resources.remove(index);
}
void VoxelChunk::clear_mesh_data_resources() {
void VoxelChunk::mesh_data_resource_clear() {
_mesh_data_resources.clear();
}
@ -1036,7 +1036,7 @@ VoxelChunk::~VoxelChunk() {
#endif
#if MESH_DATA_RESOURCE_PRESENT
clear_mesh_data_resources();
mesh_data_resource_clear();
#endif
for (int i = 0; i < _channels.size(); ++i) {
@ -1385,30 +1385,30 @@ void VoxelChunk::_bind_methods() {
#endif
#if MESH_DATA_RESOURCE_PRESENT
ClassDB::bind_method(D_METHOD("add_mesh_data_resourcev", "local_data_pos", "mesh", "texture", "color", "apply_voxel_scale"), &VoxelChunk::add_mesh_data_resourcev, DEFVAL(Ref<Texture>()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(true));
ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "local_transform", "mesh", "texture", "color", "apply_voxel_scale"), &VoxelChunk::add_mesh_data_resource, DEFVAL(Ref<Texture>()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(true));
ClassDB::bind_method(D_METHOD("mesh_data_resource_addv", "local_data_pos", "mesh", "texture", "color", "apply_voxel_scale"), &VoxelChunk::mesh_data_resource_addv, DEFVAL(Ref<Texture>()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(true));
ClassDB::bind_method(D_METHOD("mesh_data_resource_add", "local_transform", "mesh", "texture", "color", "apply_voxel_scale"), &VoxelChunk::mesh_data_resource_add, DEFVAL(Ref<Texture>()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_mesh_data_resource", "index"), &VoxelChunk::get_mesh_data_resource);
ClassDB::bind_method(D_METHOD("set_mesh_data_resource", "index", "mesh"), &VoxelChunk::set_mesh_data_resource);
ClassDB::bind_method(D_METHOD("mesh_data_resource_get", "index"), &VoxelChunk::mesh_data_resource_get);
ClassDB::bind_method(D_METHOD("mesh_data_resource_set", "index", "mesh"), &VoxelChunk::mesh_data_resource_set);
ClassDB::bind_method(D_METHOD("get_mesh_data_resource_texture", "index"), &VoxelChunk::get_mesh_data_resource_texture);
ClassDB::bind_method(D_METHOD("set_mesh_data_resource_texture", "index", "texture"), &VoxelChunk::set_mesh_data_resource_texture);
ClassDB::bind_method(D_METHOD("mesh_data_resource_get_texture", "index"), &VoxelChunk::mesh_data_resource_get_texture);
ClassDB::bind_method(D_METHOD("mesh_data_resource_set_texture", "index", "texture"), &VoxelChunk::mesh_data_resource_set_texture);
ClassDB::bind_method(D_METHOD("get_mesh_data_resource_color", "index"), &VoxelChunk::get_mesh_data_resource_color);
ClassDB::bind_method(D_METHOD("set_mesh_data_resource_color", "index", "color"), &VoxelChunk::set_mesh_data_resource_color);
ClassDB::bind_method(D_METHOD("mesh_data_resource_get_color", "index"), &VoxelChunk::mesh_data_resource_get_color);
ClassDB::bind_method(D_METHOD("mesh_data_resource_set_color", "index", "color"), &VoxelChunk::mesh_data_resource_set_color);
ClassDB::bind_method(D_METHOD("get_mesh_data_resource_uv_rect", "index"), &VoxelChunk::get_mesh_data_resource_uv_rect);
ClassDB::bind_method(D_METHOD("set_mesh_data_resource_uv_rect", "index", "uv_rect"), &VoxelChunk::set_mesh_data_resource_uv_rect);
ClassDB::bind_method(D_METHOD("mesh_data_resource_get_uv_rect", "index"), &VoxelChunk::mesh_data_resource_get_uv_rect);
ClassDB::bind_method(D_METHOD("mesh_data_resource_set_uv_rect", "index", "uv_rect"), &VoxelChunk::mesh_data_resource_set_uv_rect);
ClassDB::bind_method(D_METHOD("get_mesh_data_resource_transform", "index"), &VoxelChunk::get_mesh_data_resource_transform);
ClassDB::bind_method(D_METHOD("set_mesh_data_resource_transform", "index", "transform"), &VoxelChunk::set_mesh_data_resource_transform);
ClassDB::bind_method(D_METHOD("mesh_data_resource_get_transform", "index"), &VoxelChunk::mesh_data_resource_get_transform);
ClassDB::bind_method(D_METHOD("mesh_data_resource_set_transform", "index", "transform"), &VoxelChunk::mesh_data_resource_set_transform);
ClassDB::bind_method(D_METHOD("get_mesh_data_resource_is_inside", "index"), &VoxelChunk::get_mesh_data_resource_is_inside);
ClassDB::bind_method(D_METHOD("set_mesh_data_resource_is_inside", "index", "inside"), &VoxelChunk::set_mesh_data_resource_is_inside);
ClassDB::bind_method(D_METHOD("mesh_data_resource_get_is_inside", "index"), &VoxelChunk::mesh_data_resource_get_is_inside);
ClassDB::bind_method(D_METHOD("mesh_data_resource_set_is_inside", "index", "inside"), &VoxelChunk::mesh_data_resource_set_is_inside);
ClassDB::bind_method(D_METHOD("get_mesh_data_resource_count"), &VoxelChunk::get_mesh_data_resource_count);
ClassDB::bind_method(D_METHOD("remove_mesh_data_resource", "index"), &VoxelChunk::remove_mesh_data_resource);
ClassDB::bind_method(D_METHOD("clear_mesh_data_resources"), &VoxelChunk::clear_mesh_data_resources);
ClassDB::bind_method(D_METHOD("mesh_data_resource_get_count"), &VoxelChunk::mesh_data_resource_get_count);
ClassDB::bind_method(D_METHOD("mesh_data_resource_remove", "index"), &VoxelChunk::mesh_data_resource_remove);
ClassDB::bind_method(D_METHOD("mesh_data_resource_clear"), &VoxelChunk::mesh_data_resource_clear);
#endif
ClassDB::bind_method(D_METHOD("add_collider", "local_transform", "shape", "shape_rid", "body"), &VoxelChunk::add_collider, DEFVAL(RID()), DEFVAL(RID()));

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@ -220,30 +220,30 @@ public:
#endif
#if MESH_DATA_RESOURCE_PRESENT
int add_mesh_data_resourcev(const Vector3 &local_data_pos, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture = Ref<Texture>(), const Color &color = Color(1, 1, 1, 1), const bool apply_voxel_scale = true);
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), const bool apply_voxel_scale = true);
int mesh_data_resource_addv(const Vector3 &local_data_pos, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture = Ref<Texture>(), const Color &color = Color(1, 1, 1, 1), const bool apply_voxel_scale = true);
int mesh_data_resource_add(const Transform &local_transform, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture = Ref<Texture>(), const Color &color = Color(1, 1, 1, 1), const bool apply_voxel_scale = true);
Ref<MeshDataResource> get_mesh_data_resource(const int index);
void set_mesh_data_resource(const int index, const Ref<MeshDataResource> &mesh);
Ref<MeshDataResource> mesh_data_resource_get(const int index);
void mesh_data_resource_set(const int index, const Ref<MeshDataResource> &mesh);
Ref<Texture> get_mesh_data_resource_texture(const int index);
void set_mesh_data_resource_texture(const int index, const Ref<Texture> &texture);
Ref<Texture> mesh_data_resource_get_texture(const int index);
void mesh_data_resource_set_texture(const int index, const Ref<Texture> &texture);
Color get_mesh_data_resource_color(const int index);
void set_mesh_data_resource_color(const int index, const Color &color);
Color mesh_data_resource_get_color(const int index);
void mesh_data_resource_set_color(const int index, const Color &color);
Rect2 get_mesh_data_resource_uv_rect(const int index);
void set_mesh_data_resource_uv_rect(const int index, const Rect2 &uv_rect);
Rect2 mesh_data_resource_get_uv_rect(const int index);
void mesh_data_resource_set_uv_rect(const int index, const Rect2 &uv_rect);
Transform get_mesh_data_resource_transform(const int index);
void set_mesh_data_resource_transform(const int index, const Transform &transform);
Transform mesh_data_resource_get_transform(const int index);
void mesh_data_resource_set_transform(const int index, const Transform &transform);
bool get_mesh_data_resource_is_inside(const int index);
void set_mesh_data_resource_is_inside(const int index, const bool &inside);
bool mesh_data_resource_get_is_inside(const int index);
void mesh_data_resource_set_is_inside(const int index, const bool &inside);
int get_mesh_data_resource_count() const;
void remove_mesh_data_resource(const int index);
void clear_mesh_data_resources();
int mesh_data_resource_get_count() const;
void mesh_data_resource_remove(const int index);
void mesh_data_resource_clear();
#endif
//Colliders

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@ -622,7 +622,7 @@ void VoxelWorld::add_prop(Transform tarnsform, const Ref<PropData> &prop, const
if (!mdr.is_valid())
continue;
chunk->add_mesh_data_resource(t, mdr, mesh_data->get_texture());
chunk->mesh_data_resource_add(t, mdr, mesh_data->get_texture());
continue;
}