Fix compilation

master
Marc Gilleron 2017-06-24 01:20:24 +02:00
parent f07ddb37e3
commit dd64868c2e
5 changed files with 18 additions and 18 deletions

View File

@ -170,16 +170,16 @@ inline bool is_transparent(const VoxelLibrary & lib, int voxel_id) {
return true;
}
Ref<Mesh> VoxelMesher::build_ref(Ref<VoxelBuffer> buffer_ref, unsigned int channel, Ref<Mesh> mesh) {
ERR_FAIL_COND_V(buffer_ref.is_null(), Ref<Mesh>());
Ref<ArrayMesh> VoxelMesher::build_ref(Ref<VoxelBuffer> buffer_ref, unsigned int channel, Ref<ArrayMesh> mesh) {
ERR_FAIL_COND_V(buffer_ref.is_null(), Ref<ArrayMesh>());
VoxelBuffer & buffer = **buffer_ref;
mesh = build(buffer, channel, Vector3i(), buffer.get_size(), mesh);
return mesh;
}
Ref<Mesh> VoxelMesher::build(const VoxelBuffer & buffer, unsigned int channel, Vector3i min, Vector3i max, Ref<Mesh> mesh) {
ERR_FAIL_COND_V(_library.is_null(), Ref<Mesh>());
ERR_FAIL_COND_V(channel >= VoxelBuffer::MAX_CHANNELS, Ref<Mesh>());
Ref<ArrayMesh> VoxelMesher::build(const VoxelBuffer & buffer, unsigned int channel, Vector3i min, Vector3i max, Ref<ArrayMesh> mesh) {
ERR_FAIL_COND_V(_library.is_null(), Ref<ArrayMesh>());
ERR_FAIL_COND_V(channel >= VoxelBuffer::MAX_CHANNELS, Ref<ArrayMesh>());
const VoxelLibrary & library = **_library;
@ -337,9 +337,9 @@ Ref<Mesh> VoxelMesher::build(const VoxelBuffer & buffer, unsigned int channel, V
// Commit mesh
Ref<Mesh> mesh_ref = mesh;
Ref<ArrayMesh> mesh_ref = mesh;
if(mesh.is_null())
mesh_ref = Ref<Mesh>(memnew(Mesh));
mesh_ref = Ref<ArrayMesh>(memnew(ArrayMesh));
for (unsigned int i = 0; i < MAX_MATERIALS; ++i) {
if (_materials[i].is_valid()) {

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@ -31,8 +31,8 @@ public:
void set_occlusion_enabled(bool enable);
bool get_occlusion_enabled() const { return _bake_occlusion; }
Ref<Mesh> build(const VoxelBuffer & buffer_ref, unsigned int channel, Vector3i min, Vector3i max, Ref<Mesh> mesh=Ref<Mesh>());
Ref<Mesh> build_ref(Ref<VoxelBuffer> buffer_ref, unsigned int channel, Ref<Mesh> mesh=Ref<Mesh>());
Ref<ArrayMesh> build(const VoxelBuffer & buffer_ref, unsigned int channel, Vector3i min, Vector3i max, Ref<ArrayMesh> mesh=Ref<Mesh>());
Ref<ArrayMesh> build_ref(Ref<VoxelBuffer> buffer_ref, unsigned int channel, Ref<ArrayMesh> mesh=Ref<ArrayMesh>());
protected:
static void _bind_methods();

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@ -70,18 +70,18 @@ VoxelMesherSmooth::ReuseCell::ReuseCell() {
VoxelMesherSmooth::VoxelMesherSmooth() {
}
Ref<Mesh> VoxelMesherSmooth::build_ref(Ref<VoxelBuffer> voxels_ref, unsigned int channel, Ref<Mesh> mesh) {
Ref<ArrayMesh> VoxelMesherSmooth::build_ref(Ref<VoxelBuffer> voxels_ref, unsigned int channel, Ref<ArrayMesh> mesh) {
ERR_FAIL_COND_V(voxels_ref.is_null(), Ref<Mesh>());
ERR_FAIL_COND_V(voxels_ref.is_null(), Ref<ArrayMesh>());
VoxelBuffer & voxels = **voxels_ref;
return build(voxels, channel, mesh);
}
Ref<Mesh> VoxelMesherSmooth::build(const VoxelBuffer & voxels, unsigned int channel, Ref<Mesh> mesh) {
Ref<ArrayMesh> VoxelMesherSmooth::build(const VoxelBuffer & voxels, unsigned int channel, Ref<ArrayMesh> mesh) {
ERR_FAIL_COND_V(channel >= VoxelBuffer::MAX_CHANNELS, Ref<Mesh>());
ERR_FAIL_COND_V(channel >= VoxelBuffer::MAX_CHANNELS, Ref<ArrayMesh>());
// Initialize dynamic memory:
// These vectors are re-used.
@ -100,7 +100,7 @@ Ref<Mesh> VoxelMesherSmooth::build(const VoxelBuffer & voxels, unsigned int chan
if(m_output_vertices.size() == 0) {
// The mesh can be empty
return Ref<Mesh>();
return Ref<ArrayMesh>();
}
PoolVector<Vector3> vertices;
@ -120,7 +120,7 @@ Ref<Mesh> VoxelMesherSmooth::build(const VoxelBuffer & voxels, unsigned int chan
arrays[Mesh::ARRAY_INDEX] = indices;
if(mesh.is_null())
mesh = Ref<Mesh>(memnew(Mesh));
mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);

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@ -10,8 +10,8 @@ class VoxelMesherSmooth : public Reference {
public:
VoxelMesherSmooth();
Ref<Mesh> build_ref(Ref<VoxelBuffer> voxels_ref, unsigned int channel, Ref<Mesh> mesh=Ref<Mesh>());
Ref<Mesh> build(const VoxelBuffer & voxels, unsigned int channel, Ref<Mesh> mesh=Ref<Mesh>());
Ref<ArrayMesh> build_ref(Ref<VoxelBuffer> voxels_ref, unsigned int channel, Ref<ArrayMesh> mesh=Ref<ArrayMesh>());
Ref<ArrayMesh> build(const VoxelBuffer & voxels, unsigned int channel, Ref<ArrayMesh> mesh=Ref<ArrayMesh>());
protected:
static void _bind_methods();

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@ -356,7 +356,7 @@ void VoxelTerrain::update_block_mesh(Vector3i block_pos) {
// TODO Re-use existing meshes to optimize memory cost
// Build cubic parts of the mesh
Ref<Mesh> mesh = _mesher->build(nbuffer, Voxel::CHANNEL_TYPE, Vector3i(0,0,0), nbuffer.get_size()-Vector3(1,1,1));
Ref<ArrayMesh> mesh = _mesher->build(nbuffer, Voxel::CHANNEL_TYPE, Vector3i(0,0,0), nbuffer.get_size()-Vector3(1,1,1));
// Build smooth parts of the mesh
_mesher_smooth->build(nbuffer, Voxel::CHANNEL_ISOLEVEL, mesh);