Unnecessary includes
parent
9bad06737b
commit
6ab6f4a8b6
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@ -325,6 +325,14 @@ void VoxelToolTerrain::run_blocky_random_tick_static(VoxelDataMap &map, Box3i vo
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}
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}
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static Ref<VoxelBlockyLibrary> get_voxel_library(const VoxelTerrain &terrain) {
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Ref<VoxelMesherBlocky> blocky_mesher = terrain.get_mesher();
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if (blocky_mesher.is_valid()) {
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return blocky_mesher->get_library();
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}
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return Ref<VoxelBlockyLibrary>();
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}
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// TODO This function snaps the given AABB to blocks, this is not intuitive. Should figure out a way to respect the
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// area. Executes a function on random voxels in the provided area, using the type channel. This allows to implement
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// slow "natural" cellular automata behavior, as can be seen in Minecraft.
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@ -333,8 +341,8 @@ void VoxelToolTerrain::run_blocky_random_tick(
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ZN_PROFILE_SCOPE();
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ERR_FAIL_COND(_terrain == nullptr);
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ERR_FAIL_COND_MSG(
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_terrain->get_voxel_library().is_null(), "This function requires a volume using VoxelMesherBlocky");
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ERR_FAIL_COND_MSG(get_voxel_library(*_terrain).is_null(),
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String("This function requires a volume using {0}").format(varray(VoxelMesherBlocky::get_class_static())));
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ERR_FAIL_COND(callback.is_null());
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ERR_FAIL_COND(batch_count <= 0);
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ERR_FAIL_COND(voxel_count < 0);
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@ -349,7 +357,7 @@ void VoxelToolTerrain::run_blocky_random_tick(
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};
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CallbackData cb_self{ callback };
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const VoxelBlockyLibrary &lib = **_terrain->get_voxel_library();
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const VoxelBlockyLibrary &lib = **get_voxel_library(*_terrain);
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VoxelDataMap &map = _terrain->get_storage();
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const Box3i voxel_box(math::floor_to_int(voxel_area.position), math::floor_to_int(voxel_area.size));
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@ -1,19 +1,16 @@
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#ifndef VOXEL_SERVER_H
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#define VOXEL_SERVER_H
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#include "../constants/voxel_constants.h"
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#include "../generators/voxel_generator.h"
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#include "../meshers/blocky/voxel_mesher_blocky.h"
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#include "../streams/voxel_stream.h"
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#include "../meshers/voxel_mesher.h"
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#include "../streams/instance_data.h"
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#include "../util/file_locker.h"
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#include "../util/memory.h"
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#include "../util/struct_db.h"
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#include "../util/tasks/progressive_task_runner.h"
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#include "../util/tasks/threaded_task_runner.h"
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#include "../util/tasks/time_spread_task_runner.h"
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#include "priority_dependency.h"
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#include <memory>
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namespace zylann::voxel {
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// Access point for asynchronous voxel processing APIs.
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@ -2,6 +2,7 @@
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#include "../../constants/voxel_constants.h"
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#include "../../constants/voxel_string_names.h"
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#include "../../edition/voxel_tool_terrain.h"
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#include "../../meshers/blocky/voxel_mesher_blocky.h"
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#include "../../server/generate_block_task.h"
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#include "../../server/load_block_data_task.h"
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#include "../../server/mesh_block_task.h"
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@ -296,14 +297,6 @@ void VoxelTerrain::set_mesher(Ref<VoxelMesher> mesher) {
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update_configuration_warnings();
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}
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Ref<VoxelBlockyLibrary> VoxelTerrain::get_voxel_library() const {
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Ref<VoxelMesherBlocky> blocky_mesher = _mesher;
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if (blocky_mesher.is_valid()) {
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return blocky_mesher->get_library();
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}
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return Ref<VoxelBlockyLibrary>();
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}
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void VoxelTerrain::get_viewers_in_area(std::vector<int> &out_viewer_ids, Box3i voxel_box) const {
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const Box3i block_box = voxel_box.downscaled(_data_map.get_block_size());
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@ -110,9 +110,6 @@ public:
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// If the block is out of range of any viewer, it will be cancelled.
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void generate_block_async(Vector3i block_position);
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// For convenience, this is actually stored in a particular type of mesher
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Ref<VoxelBlockyLibrary> get_voxel_library() const;
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struct Stats {
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int updated_blocks = 0;
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int dropped_block_loads = 0;
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@ -1,6 +1,7 @@
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#include "voxel_lod_terrain.h"
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#include "../../constants/voxel_string_names.h"
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#include "../../edition/voxel_tool_lod_terrain.h"
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#include "../../meshers/blocky/voxel_mesher_blocky.h"
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#include "../../meshers/transvoxel/voxel_mesher_transvoxel.h"
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#include "../../server/load_all_blocks_data_task.h"
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#include "../../server/voxel_server_gd.h"
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