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Decouple MeshMakeData from Client
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parent
2f35b121a4
commit
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6 changed files with 36 additions and 34 deletions
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@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <unordered_map>
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class Client;
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class NodeDefManager;
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class IShaderSource;
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/*
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@ -43,13 +44,12 @@ struct MeshMakeData
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v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
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v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
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bool m_smooth_lighting = false;
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MeshGrid m_mesh_grid;
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u16 side_length;
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Client *m_client;
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const NodeDefManager *nodedef;
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bool m_use_shaders;
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MeshMakeData(Client *client, bool use_shaders);
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MeshMakeData(const NodeDefManager *ndef, u16 side_length, bool use_shaders);
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/*
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Copy block data manually (to allow optimizations by the caller)
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@ -179,7 +179,7 @@ class MapBlockMesh
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{
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public:
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// Builds the mesh given
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MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
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MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offset);
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~MapBlockMesh();
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// Main animation function, parameters:
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