Rename VoxelStreamVXB => VoxelStreamBlockFiles
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@ -7,7 +7,7 @@
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#include "streams/voxel_stream_noise.h"
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#include "streams/voxel_stream_region.h"
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#include "streams/voxel_stream_test.h"
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#include "streams/voxel_stream_vxb.h"
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#include "streams/voxel_stream_block_files.h"
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#include "terrain/voxel_box_mover.h"
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#include "terrain/voxel_lod_terrain.h"
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#include "terrain/voxel_map.h"
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@ -36,7 +36,7 @@ void register_voxel_types() {
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ClassDB::register_class<VoxelStreamImage>();
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ClassDB::register_class<VoxelStreamNoise>();
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ClassDB::register_class<VoxelStreamFile>();
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ClassDB::register_class<VoxelStreamVXB>();
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ClassDB::register_class<VoxelStreamBlockFiles>();
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ClassDB::register_class<VoxelStreamRegion>();
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// Helpers
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@ -1,4 +1,4 @@
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#include "voxel_stream_vxb.h"
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#include "voxel_stream_block_files.h"
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#include "../util/utility.h"
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#include "file_utils.h"
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#include <core/os/dir_access.h>
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@ -13,7 +13,7 @@ const char *META_FILE_NAME = "meta.vxbm";
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const char *BLOCK_FILE_EXTENSION = ".vxb";
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} // namespace
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VoxelStreamVXB::VoxelStreamVXB() {
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VoxelStreamBlockFiles::VoxelStreamBlockFiles() {
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// Defaults
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_meta.block_size = DEFAULT_BLOCK_SIZE;
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_meta.lod_count = 1;
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@ -22,7 +22,7 @@ VoxelStreamVXB::VoxelStreamVXB() {
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// TODO Have configurable block size
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void VoxelStreamVXB::emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_voxels, int lod) {
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void VoxelStreamBlockFiles::emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_voxels, int lod) {
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ERR_FAIL_COND(out_buffer.is_null());
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@ -72,7 +72,7 @@ void VoxelStreamVXB::emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_i
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memdelete(f);
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}
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void VoxelStreamVXB::immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxels, int lod) {
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void VoxelStreamBlockFiles::immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxels, int lod) {
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ERR_FAIL_COND(_directory_path.empty());
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ERR_FAIL_COND(buffer.is_null());
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@ -113,18 +113,18 @@ void VoxelStreamVXB::immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_v
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}
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}
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String VoxelStreamVXB::get_directory() const {
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String VoxelStreamBlockFiles::get_directory() const {
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return _directory_path;
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}
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void VoxelStreamVXB::set_directory(String dirpath) {
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void VoxelStreamBlockFiles::set_directory(String dirpath) {
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if (_directory_path != dirpath) {
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_directory_path = dirpath;
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_meta.loaded = false;
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}
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}
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Error VoxelStreamVXB::save_meta() {
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Error VoxelStreamBlockFiles::save_meta() {
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CRASH_COND(_directory_path.empty());
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@ -158,7 +158,7 @@ Error VoxelStreamVXB::save_meta() {
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return OK;
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}
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Error VoxelStreamVXB::load_meta() {
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Error VoxelStreamBlockFiles::load_meta() {
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CRASH_COND(_directory_path.empty());
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String meta_path = _directory_path.plus_file(META_FILE_NAME);
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@ -190,7 +190,7 @@ Error VoxelStreamVXB::load_meta() {
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return OK;
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}
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String VoxelStreamVXB::get_block_file_path(const Vector3i &block_pos, unsigned int lod) const {
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String VoxelStreamBlockFiles::get_block_file_path(const Vector3i &block_pos, unsigned int lod) const {
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// TODO This is probably extremely inefficient, also given the nature of Godot strings
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// Save under a folder, because there could be other kinds of data to store in this terrain
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@ -207,14 +207,14 @@ String VoxelStreamVXB::get_block_file_path(const Vector3i &block_pos, unsigned i
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return _directory_path.plus_file(path);
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}
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Vector3i VoxelStreamVXB::get_block_position(const Vector3i &origin_in_voxels) const {
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Vector3i VoxelStreamBlockFiles::get_block_position(const Vector3i &origin_in_voxels) const {
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return origin_in_voxels.udiv(_meta.block_size);
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}
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void VoxelStreamVXB::_bind_methods() {
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void VoxelStreamBlockFiles::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_directory", "directory"), &VoxelStreamVXB::set_directory);
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ClassDB::bind_method(D_METHOD("get_directory"), &VoxelStreamVXB::get_directory);
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ClassDB::bind_method(D_METHOD("set_directory", "directory"), &VoxelStreamBlockFiles::set_directory);
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ClassDB::bind_method(D_METHOD("get_directory"), &VoxelStreamBlockFiles::get_directory);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "directory"), "set_directory", "get_directory");
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}
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@ -1,5 +1,5 @@
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#ifndef VOXEL_STREAM_VXB_H
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#define VOXEL_STREAM_VXB_H
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#ifndef VOXEL_STREAM_BLOCK_FILES_H
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#define VOXEL_STREAM_BLOCK_FILES_H
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#include "voxel_stream_file.h"
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@ -7,10 +7,10 @@ class FileAccess;
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// Loads and saves blocks to the filesystem, under a directory.
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// Each block gets its own file, which may produce a lot of them, but it makes it simple to implement.
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class VoxelStreamVXB : public VoxelStreamFile {
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GDCLASS(VoxelStreamVXB, VoxelStreamFile)
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class VoxelStreamBlockFiles : public VoxelStreamFile {
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GDCLASS(VoxelStreamBlockFiles, VoxelStreamFile)
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public:
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VoxelStreamVXB();
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VoxelStreamBlockFiles();
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void emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_voxels, int lod) override;
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void immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxels, int lod) override;
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@ -42,4 +42,4 @@ private:
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Meta _meta;
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};
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#endif // VOXEL_STREAM_VXB_H
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#endif // VOXEL_STREAM_BLOCK_FILES_H
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