godot_voxel/streams/voxel_stream_file.cpp

71 lines
2.3 KiB
C++

#include "voxel_stream_file.h"
#include <core/os/file_access.h>
#include <core/os/os.h>
void VoxelStreamFile::set_save_fallback_output(bool enabled) {
_save_fallback_output = enabled;
}
bool VoxelStreamFile::get_save_fallback_output() const {
return _save_fallback_output;
}
Ref<VoxelStream> VoxelStreamFile::get_fallback_stream() const {
return _fallback_stream;
}
void VoxelStreamFile::set_fallback_stream(Ref<VoxelStream> stream) {
ERR_FAIL_COND(*stream == this);
_fallback_stream = stream;
}
void VoxelStreamFile::emerge_block_fallback(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_voxels, int lod) {
// This function is just a helper around the true thing, really. I might remove it in the future.
BlockRequest r;
r.voxel_buffer = out_buffer;
r.origin_in_voxels = origin_in_voxels;
r.lod = lod;
Vector<BlockRequest> requests;
requests.push_back(r);
emerge_blocks_fallback(requests);
}
void VoxelStreamFile::emerge_blocks_fallback(Vector<VoxelStreamFile::BlockRequest> &requests) {
VOXEL_PROFILE_SCOPE(profile_scope);
if (_fallback_stream.is_valid()) {
_fallback_stream->emerge_blocks(requests);
if (_save_fallback_output) {
immerge_blocks(requests);
}
}
}
FileAccess *VoxelStreamFile::open_file(const String &fpath, int mode_flags, Error *err) {
VOXEL_PROFILE_SCOPE(profile_scope);
uint64_t time_before = OS::get_singleton()->get_ticks_usec();
FileAccess *f = FileAccess::open(fpath, mode_flags, err);
uint64_t time_spent = OS::get_singleton()->get_ticks_usec() - time_before;
_stats.time_spent_opening_files += time_spent;
++_stats.file_openings;
return f;
}
void VoxelStreamFile::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_save_fallback_output", "enabled"), &VoxelStreamFile::set_save_fallback_output);
ClassDB::bind_method(D_METHOD("get_save_fallback_output"), &VoxelStreamFile::get_save_fallback_output);
ClassDB::bind_method(D_METHOD("set_fallback_stream", "stream"), &VoxelStreamFile::set_fallback_stream);
ClassDB::bind_method(D_METHOD("get_fallback_stream"), &VoxelStreamFile::get_fallback_stream);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fallback_stream", PROPERTY_HINT_RESOURCE_TYPE, "VoxelStream"), "set_fallback_stream", "get_fallback_stream");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "save_fallback_output"), "set_save_fallback_output", "get_save_fallback_output");
}