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https://github.com/Relintai/voxelman.git
synced 2024-11-12 10:15:12 +01:00
Started moving common things in VoxelWorld to c++.
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2ed334dade
commit
b0dc290c20
@ -1,5 +1,33 @@
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#include "voxel_world.h"
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#include "voxel_world.h"
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int VoxelWorld::get_chunk_size_x() const {
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return _chunk_size.x;
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}
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void VoxelWorld::set_chunk_size_x(const int value) {
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_chunk_size.x = value;
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}
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int VoxelWorld::get_chunk_size_y() const {
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return _chunk_size.y;
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}
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void VoxelWorld::set_chunk_size_y(const int value) {
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_chunk_size.y = value;
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}
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int VoxelWorld::get_chunk_size_z() const {
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return _chunk_size.z;
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}
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void VoxelWorld::set_chunk_size_z(const int value) {
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_chunk_size.z = value;
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}
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Ref<VoxelmanLibrary> VoxelWorld::get_library() const {
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return _library;
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}
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void VoxelWorld::set_library(const ref<VoxelmanLibrary> library) {
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_library = library;
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}
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NodePath VoxelWorld::get_player_path() {
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NodePath VoxelWorld::get_player_path() {
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return _player_path;
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return _player_path;
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}
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}
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@ -8,11 +36,32 @@ void VoxelWorld::set_player_path(NodePath player_path) {
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_player_path = player_path;
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_player_path = player_path;
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}
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}
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VoxelWorld::VoxelWorld() {
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_chunk_size = Vector3i(16, 16, 16);
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}
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VoxelWorld ::~VoxelWorld() {
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VoxelWorld ::~VoxelWorld() {
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_chunks.clear();
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_chunks.clear();
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_library.unref();
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}
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}
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void VoxelWorld::_bind_methods() {
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void VoxelWorld::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_chunk_size_x"), &VoxelWorld::get_chunk_size_x);
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ClassDB::bind_method(D_METHOD("set_chunk_size_x", "value"), &VoxelWorld::set_chunk_size_x);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_x"), "set_chunk_size_x", "get_chunk_size_x");
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ClassDB::bind_method(D_METHOD("get_chunk_size_y"), &VoxelWorld::get_chunk_size_y);
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ClassDB::bind_method(D_METHOD("set_chunk_size_y", "value"), &VoxelWorld::set_chunk_size_y);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_y"), "set_chunk_size_y", "get_chunk_size_y");
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ClassDB::bind_method(D_METHOD("get_chunk_size_z"), &VoxelWorld::get_chunk_size_z);
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ClassDB::bind_method(D_METHOD("set_chunk_size_z", "value"), &VoxelWorld::set_chunk_size_z);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_z"), "set_chunk_size_z", "get_chunk_size_z");
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ClassDB::bind_method(D_METHOD("get_library"), &VoxelWorld::get_library);
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ClassDB::bind_method(D_METHOD("set_library", "value"), &VoxelWorld::set_library);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE), "set_library", "get_library");
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ClassDB::bind_method(D_METHOD("get_player_path"), &VoxelWorld::get_player_path);
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ClassDB::bind_method(D_METHOD("get_player_path"), &VoxelWorld::get_player_path);
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ClassDB::bind_method(D_METHOD("set_player_path", "value"), &VoxelWorld::set_player_path);
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ClassDB::bind_method(D_METHOD("set_player_path", "value"), &VoxelWorld::set_player_path);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "player_path"), "set_player_path", "get_player_path");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "player_path"), "set_player_path", "get_player_path");
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@ -5,23 +5,42 @@
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#include "core/hash_map.h"
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#include "core/hash_map.h"
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#include "../math/vector3i.h"
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#include "../math/vector3i.h"
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#include "../library/voxelman_library.h"
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#include "voxel_buffer.h"
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#include "voxel_buffer.h"
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class VoxelWorld : public Spatial {
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class VoxelWorld : public Spatial {
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GDCLASS(VoxelWorld, Spatial);
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GDCLASS(VoxelWorld, Spatial);
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public:
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public:
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int get_chunk_size_x() const;
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void set_chunk_size_x(const int value);
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int get_chunk_size_y() const;
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void set_chunk_size_y(const int value);
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int get_chunk_size_z() const;
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void set_chunk_size_z(const int value);
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Ref<VoxelmanLibrary> get_library() const;
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void set_library(const ref<VoxelmanLibrary> library);
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NodePath get_player_path();
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NodePath get_player_path();
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void set_player_path(NodePath player_path);
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void set_player_path(NodePath player_path);
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VoxelWorld() {}
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VoxelWorld();
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~VoxelWorld();
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~VoxelWorld();
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protected:
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protected:
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static void _bind_methods();
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static void _bind_methods();
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private:
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private:
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Vector3i _chunk_size;
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Ref<VoxelmanLibrary> _library;
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HashMap<Vector3i, Ref<VoxelBuffer> > _chunks;
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HashMap<Vector3i, Ref<VoxelBuffer> > _chunks;
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Vector<Ref<VoxelBuffer> > _chunks_vector;
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NodePath _player_path;
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NodePath _player_path;
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Spatial *_player;
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Spatial *_player;
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