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More work on VoxelJob's api.
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@ -26,23 +26,66 @@ SOFTWARE.
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#include "../../../opensimplex/open_simplex_noise.h"
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const String VoxelJob::BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE = "Normal,Process,Physics Process";
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VoxelJob::ActiveBuildPhaseType VoxelJob::get_build_phase_type() {
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return _build_phase_type;
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}
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void VoxelJob::set_build_phase_type(VoxelJob::ActiveBuildPhaseType build_phase_type) {
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_build_phase_type = build_phase_type;
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}
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void VoxelJob::set_chunk(const Ref<VoxelChunk> &chunk) {
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_chunk = chunk;
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_in_tree = true;
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}
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void VoxelJob::chunk_exit_tree() {
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int VoxelJob::get_phase() {
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return _phase;
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}
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void VoxelJob::set_phase(const int phase) {
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_phase = phase;
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}
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void VoxelJob::next_phase() {
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++_phase;
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}
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_in_tree = false;
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bool VoxelJob::get_build_done() {
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return _build_done;
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}
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void VoxelJob::set_build_done(const bool val) {
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_build_done = val;
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}
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if (get_complete()) {
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_chunk.unref();
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} else {
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set_cancelled(true);
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void VoxelJob::next_job() {
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//chunk->next_job();
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set_build_done(true);
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}
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void VoxelJob::reset() {
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call("_reset");
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}
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void VoxelJob::_reset() {
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_build_done = false;
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_phase = 0;
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}
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#define NEW 0
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#if NEW
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void VoxelJob::_execute() {
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ActiveBuildPhaseType origpt = _build_phase_type;
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while (!get_cancelled() && _in_tree && !_build_done && origpt == _build_phase_type && !should_return()) {
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execute_phase();
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}
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}
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#else
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void VoxelJob::_execute() {
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ERR_FAIL_COND(!_chunk.is_valid());
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@ -51,28 +94,15 @@ void VoxelJob::_execute() {
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ERR_FAIL_COND(!chunk.is_valid());
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if (!chunk->has_next_phase()) {
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//_chunk->set_build_step_in_progress(false);
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//if (!_in_tree) {
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// _chunk.unref();
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//}
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set_complete(true);
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}
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ERR_FAIL_COND(!chunk->has_next_phase());
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//ERR_FAIL_COND(_build_step_in_progress);
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//_chunk->set_build_step_in_progress(true);
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while (!get_cancelled() && _in_tree && chunk->has_next_phase() && chunk->get_active_build_phase_type() == VoxelChunkDefault::BUILD_PHASE_TYPE_NORMAL) {
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//int phase = _chunk->get_current_build_phase();
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chunk->build_phase();
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//print_error(String::num(get_current_execution_time()) + " phase: " + String::num(phase));
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if (chunk->get_active_build_phase_type() == VoxelChunkDefault::BUILD_PHASE_TYPE_NORMAL && should_return())
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return;
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@ -89,6 +119,16 @@ void VoxelJob::_execute() {
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set_complete(true);
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}
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#endif
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void VoxelJob::execute_phase() {
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call("_execute_phase");
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}
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void VoxelJob::_execute_phase() {
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next_job();
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}
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//Data Management functions
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void VoxelJob::generate_ao() {
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ERR_FAIL_COND(!_chunk.is_valid());
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@ -176,9 +216,24 @@ void VoxelJob::generate_random_ao(int seed, int octaves, int period, float persi
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}
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}
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void VoxelJob::chunk_exit_tree() {
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_in_tree = false;
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if (get_complete()) {
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_chunk.unref();
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} else {
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set_cancelled(true);
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}
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}
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VoxelJob::VoxelJob() {
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_in_tree = false;
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_build_phase_type = BUILD_PHASE_TYPE_NORMAL;
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_build_done = true;
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_phase = 0;
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#if !THREAD_POOL_PRESENT
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_complete = true;
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_cancelled = false;
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@ -196,8 +251,37 @@ VoxelJob::~VoxelJob() {
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}
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void VoxelJob::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_build_phase_type"), &VoxelJob::get_build_phase_type);
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ClassDB::bind_method(D_METHOD("set_build_phase_type", "value"), &VoxelJob::set_build_phase_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "build_phase_type", PROPERTY_HINT_ENUM, BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE), "set_build_phase_type", "get_build_phase_type");
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ClassDB::bind_method(D_METHOD("set_chunk", "chunk"), &VoxelJob::set_chunk);
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ClassDB::bind_method(D_METHOD("get_phase"), &VoxelJob::get_phase);
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ClassDB::bind_method(D_METHOD("set_phase", "phase"), &VoxelJob::set_phase);
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ClassDB::bind_method(D_METHOD("next_phase"), &VoxelJob::next_phase);
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ClassDB::bind_method(D_METHOD("get_build_done"), &VoxelJob::get_build_done);
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ClassDB::bind_method(D_METHOD("set_build_done", "val"), &VoxelJob::set_build_done);
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ClassDB::bind_method(D_METHOD("next_job"), &VoxelJob::next_job);
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BIND_VMETHOD(MethodInfo("_reset"));
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ClassDB::bind_method(D_METHOD("reset"), &VoxelJob::reset);
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ClassDB::bind_method(D_METHOD("_reset"), &VoxelJob::_reset);
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ClassDB::bind_method(D_METHOD("_execute"), &VoxelJob::_execute);
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BIND_VMETHOD(MethodInfo("_execute_phase"));
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ClassDB::bind_method(D_METHOD("execute_phase"), &VoxelJob::execute_phase);
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ClassDB::bind_method(D_METHOD("generate_ao"), &VoxelJob::generate_ao);
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ClassDB::bind_method(D_METHOD("generate_random_ao", "seed", "octaves", "period", "persistence", "scale_factor"), &VoxelJob::generate_random_ao);
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ClassDB::bind_method(D_METHOD("chunk_exit_tree"), &VoxelJob::chunk_exit_tree);
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#if !THREAD_POOL_PRESENT
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ClassDB::bind_method(D_METHOD("get_complete"), &VoxelJob::get_complete);
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ClassDB::bind_method(D_METHOD("set_complete", "value"), &VoxelJob::set_complete);
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@ -40,27 +40,51 @@ class VoxelJob : public Resource {
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#endif
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public:
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enum {
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RESULT_TYPE_FLAG_MESH = 1 << 0,
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RESULT_TYPE_FLAG_COLLIDER = 1 << 1,
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static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;
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enum ActiveBuildPhaseType {
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BUILD_PHASE_TYPE_NORMAL = 0,
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BUILD_PHASE_TYPE_PROCESS,
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BUILD_PHASE_TYPE_PHYSICS_PROCESS,
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};
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public:
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void set_chunk(const Ref<VoxelChunk> &chunk);
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void chunk_exit_tree();
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ActiveBuildPhaseType get_build_phase_type();
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void set_build_phase_type(VoxelJob::ActiveBuildPhaseType build_phase_type);
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void set_chunk(const Ref<VoxelChunk> &chunk);
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int get_phase();
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void set_phase(const int phase);
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void next_phase();
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bool get_build_done();
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void set_build_done(const bool val);
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void next_job();
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void reset();
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virtual void _reset();
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void finalize_build();
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void _execute();
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void execute_phase();
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virtual void _execute_phase();
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void generate_ao();
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void generate_random_ao(int seed, int octaves, int period, float persistence, float scale_factor);
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void chunk_exit_tree();
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VoxelJob();
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~VoxelJob();
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protected:
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static void _bind_methods();
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ActiveBuildPhaseType _build_phase_type;
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bool _build_done;
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int _phase;
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bool _in_tree;
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Ref<VoxelChunk> _chunk;
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@ -103,4 +127,6 @@ private:
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#endif
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};
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VARIANT_ENUM_CAST(VoxelJob::ActiveBuildPhaseType);
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#endif
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@ -542,20 +542,38 @@ void VoxelTerrarinJob::phase_terrarin_mesh() {
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reset_stages();
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}
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void VoxelTerrarinJob::_execute() {
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void VoxelTerrarinJob::phase_finalize() {
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//add vs meshes to chunk
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set_complete(true); //So threadpool knows it's done
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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}
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void VoxelTerrarinJob::phase_finalize_physics_process() {
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// add physics meshes
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next_job();
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}
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void VoxelTerrarinJob::_execute_phase() {
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ERR_FAIL_COND(!_chunk.is_valid());
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Ref<VoxelmanLibrary> library = _chunk->get_library();
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ERR_FAIL_COND(!library.is_valid());
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//Todo add checks for these whether the phases are done or not
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phase_setup();
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phase_terrarin_mesh_setup();
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phase_collider();
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phase_terrarin_mesh();
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//finish
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if (_phase == 0)
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phase_setup();
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else if (_phase == 1)
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phase_terrarin_mesh_setup();
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else if (_phase == 2)
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phase_collider();
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else if (_phase == 3)
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phase_terrarin_mesh();
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else if (_phase == 4)
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phase_finalize();
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else if (_phase == 5)
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phase_finalize_physics_process();
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}
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VoxelTerrarinJob::VoxelTerrarinJob() {
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@ -578,4 +596,6 @@ void VoxelTerrarinJob::_bind_methods() {
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ClassDB::bind_method(D_METHOD("remove_liquid_mesher", "index"), &VoxelTerrarinJob::remove_liquid_mesher);
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ClassDB::bind_method(D_METHOD("add_liquid_mesher", "mesher"), &VoxelTerrarinJob::add_liquid_mesher);
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ClassDB::bind_method(D_METHOD("get_liquid_mesher_count"), &VoxelTerrarinJob::get_liquid_mesher_count);
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ClassDB::bind_method(D_METHOD("_execute_phase"), &VoxelTerrarinJob::_execute_phase);
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}
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void phase_terrarin_mesh_setup();
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void phase_collider();
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void phase_terrarin_mesh();
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void phase_finalize();
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void phase_finalize_physics_process();
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void _execute();
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void _execute_phase();
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VoxelTerrarinJob();
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~VoxelTerrarinJob();
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