使用 AutoSave 插件管理文件
修复 AVoxelWorld::CenterAgent 为空时 RE 修复区块不能根据距离正常卸载的问题
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d1103c580b
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0663e3192e
@ -6,6 +6,24 @@
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#include "ProceduralMeshComponent.h"
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#include "KismetProceduralMeshLibrary.h"
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bool FVoxelChunkData::Serialize(FArchive & Slot)
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{
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UScriptStruct* VoxelBlockStruct = FVoxelBlock::StaticStruct();
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for (int32 X = 0; X < 16; ++X)
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{
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for (int32 Y = 0; Y < 16; ++Y)
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{
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for (int32 Z = 0; Z < 256; ++Z)
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{
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VoxelBlockStruct->SerializeItem(Slot, &Blocks[X][Y][Z], nullptr);
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}
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}
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}
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return true;
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}
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AVoxelChunk::AVoxelChunk(const class FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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@ -24,14 +42,35 @@ AVoxelChunk::AVoxelChunk(const class FObjectInitializer& ObjectInitializer)
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void AVoxelChunk::BeginPlay()
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{
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Super::BeginPlay();
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UGameInstance* GameInstance = GetGameInstance();
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VoxelSubsystem = GameInstance->GetSubsystem<UVoxelSubsystem>();
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AttachToActor(GetOwner(), FAttachmentTransformRules::KeepRelativeTransform);
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FlushMaterials();
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ArchiveFile = VoxelWorld->GetWorldSetting().ArchiveFolder / FString::Printf(TEXT("%08X%08X"), ChunkLocation.X, ChunkLocation.Y);
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FSaveStructLoadDelegate OnLoaded;
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OnLoaded.BindUFunction(this, TEXT("OnDataLoaded"));
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Data = MakeShared<FSaveStructPtr<FVoxelChunkData>>(GetGameInstance()->GetSubsystem<UAutoSaveSubsystem>(), ArchiveFile, OnLoaded);
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check(Data->IsValid());
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}
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void AVoxelChunk::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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Data = nullptr;
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Super::EndPlay(EndPlayReason);
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}
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const FVoxelBlock & AVoxelChunk::GetBlockByRelativeLocation(const FIntVector & Location) const
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{
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checkCode(
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if (!FMath::IsWithin(Location.X, 0, 16)
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if (!Data->IsLoaded()
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|| !FMath::IsWithin(Location.X, 0, 16)
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|| !FMath::IsWithin(Location.Y, 0, 16)
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|| !FMath::IsWithin(Location.Z, 0, 256))
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{
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@ -40,13 +79,14 @@ const FVoxelBlock & AVoxelChunk::GetBlockByRelativeLocation(const FIntVector & L
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}
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);
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return Blocks[Location.X][Location.Y][Location.Z];
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return (*Data)->Blocks[Location.X][Location.Y][Location.Z];
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}
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void AVoxelChunk::SetBlockByRelativeLocation(const FIntVector& Location, const FVoxelBlock& NewBlock)
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{
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checkCode(
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if (!FMath::IsWithin(Location.X, 0, 16)
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if (!Data->IsLoaded()
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|| !FMath::IsWithin(Location.X, 0, 16)
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|| !FMath::IsWithin(Location.Y, 0, 16)
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|| !FMath::IsWithin(Location.Z, 0, 256))
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{
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@ -55,7 +95,7 @@ void AVoxelChunk::SetBlockByRelativeLocation(const FIntVector& Location, const F
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}
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);
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Blocks[Location.X][Location.Y][Location.Z] = NewBlock;
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(*Data)->Blocks[Location.X][Location.Y][Location.Z] = NewBlock;
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FlushMeshFlags |= 1 << (Location.Z / 16);
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@ -146,78 +186,10 @@ void AVoxelChunk::FlushMaterials()
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}
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}
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void AVoxelChunk::Load()
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{
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QUICK_SCOPE_CYCLE_COUNTER(STAT_VoxelChunk_Load);
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if (VoxelWorld->GetWorldSetting().ArchiveFolder.IsEmpty())
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{
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ArchiveFile.Empty();
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return;
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}
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ArchiveFile = VoxelWorld->GetWorldSetting().ArchiveFolder / FString::Printf(TEXT("%08X%08X"), ChunkLocation.X, ChunkLocation.Y) + ChunkFileExtension;
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if (FPaths::FileExists(ArchiveFile))
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{
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TArray<uint8> ChunkDataBuffer;
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if (FFileHelper::LoadFileToArray(ChunkDataBuffer, *ArchiveFile))
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{
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FMemoryReader MemoryReader(ChunkDataBuffer);
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UScriptStruct* VoxelBlockStruct = FVoxelBlock::StaticStruct();
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for (int32 X = 0; X < 16; ++X)
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{
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for (int32 Y = 0; Y < 16; ++Y)
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{
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for (int32 Z = 0; Z < 256; ++Z)
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{
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VoxelBlockStruct->SerializeItem(MemoryReader, &Blocks[X][Y][Z], nullptr);
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}
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}
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}
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UE_LOG(LogVoxel, Log, TEXT("Load Chunk %d, %d From File '%s'"), ChunkLocation.X, ChunkLocation.Y, *ArchiveFile);
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}
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}
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}
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void AVoxelChunk::Unload()
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{
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QUICK_SCOPE_CYCLE_COUNTER(STAT_VoxelChunk_Unload);
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if (ArchiveFile.IsEmpty()) return;
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TArray<uint8> ChunkDataBuffer;
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FMemoryWriter MemoryWriter(ChunkDataBuffer);
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UScriptStruct* VoxelBlockStruct = FVoxelBlock::StaticStruct();
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for (int32 X = 0; X < 16; ++X)
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{
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for (int32 Y = 0; Y < 16; ++Y)
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{
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for (int32 Z = 0; Z < 256; ++Z)
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{
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VoxelBlockStruct->SerializeItem(MemoryWriter, &Blocks[X][Y][Z], nullptr);
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}
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}
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}
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if (FFileHelper::SaveArrayToFile(ChunkDataBuffer, *ArchiveFile))
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{
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UE_LOG(LogVoxel, Log, TEXT("Save Chunk %d, %d To File '%s'"), ChunkLocation.X, ChunkLocation.Y, *ArchiveFile);
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}
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else
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{
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UE_LOG(LogVoxel, Error, TEXT("Failed To Save Chunk %d, %d To File '%s'"), ChunkLocation.X, ChunkLocation.Y, *ArchiveFile);
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}
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}
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void AVoxelChunk::FlushMeshSection(int32 SectionIndex)
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{
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if (!Data->IsLoaded()) return;
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static FVoxelMeshData CubeTopFaceBuffer = FVoxelMeshData::CubeTopFace;
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static FVoxelMeshData CubeBottomFaceBuffer = FVoxelMeshData::CubeBottomFace;
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static FVoxelMeshData CubeFrontFaceBuffer = FVoxelMeshData::CubeFrontFace;
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@ -244,16 +216,16 @@ void AVoxelChunk::FlushMeshSection(int32 SectionIndex)
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{
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for (int32 Z = 0 + SectionIndex * 16; Z < 16 + SectionIndex * 16; ++Z)
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{
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const FVoxelBlockType& CurrentVoxelBlock = VoxelSubsystem->GetBlockType(Blocks[X][Y][Z].Type);
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const FVoxelBlockType& CurrentVoxelBlock = VoxelSubsystem->GetBlockType((*Data)->Blocks[X][Y][Z].Type);
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if (CurrentVoxelBlock.Shape != EVoxelBlockShape::Cube) continue;
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const FVoxelBlockType& TopVoxelBlock = VoxelSubsystem->GetBlockType(Z + 1 < 256 ? Blocks[X][Y][Z + 1].Type : TEXT("Air"));
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const FVoxelBlockType& BottomVoxelBlock = VoxelSubsystem->GetBlockType(Z - 1 >= 0 ? Blocks[X][Y][Z - 1].Type : TEXT("Air"));
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const FVoxelBlockType& FrontVoxelBlock = VoxelSubsystem->GetBlockType(X + 1 < 16 ? Blocks[X + 1][Y][Z].Type : (FrontChunk ? FrontChunk->GetBlockByRelativeLocation(FIntVector(0, Y, Z)).Type : TEXT("Air")));
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const FVoxelBlockType& BackVoxelBlock = VoxelSubsystem->GetBlockType(X - 1 >= 0 ? Blocks[X - 1][Y][Z].Type : (BackChunk ? BackChunk->GetBlockByRelativeLocation(FIntVector(15, Y, Z)).Type : TEXT("Air")));
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const FVoxelBlockType& LeftVoxelBlock = VoxelSubsystem->GetBlockType(Y - 1 >= 0 ? Blocks[X][Y - 1][Z].Type : (LeftChunk ? LeftChunk->GetBlockByRelativeLocation(FIntVector(X, 15, Z)).Type : TEXT("Air")));
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const FVoxelBlockType& RightVoxelBlock = VoxelSubsystem->GetBlockType(Y + 1 < 16 ? Blocks[X][Y + 1][Z].Type : (RightChunk ? RightChunk->GetBlockByRelativeLocation(FIntVector(X, 0, Z)).Type : TEXT("Air")));
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const FVoxelBlockType& TopVoxelBlock = VoxelSubsystem->GetBlockType(Z + 1 < 256 ? (*Data)->Blocks[X][Y][Z + 1].Type : TEXT("Air"));
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const FVoxelBlockType& BottomVoxelBlock = VoxelSubsystem->GetBlockType(Z - 1 >= 0 ? (*Data)->Blocks[X][Y][Z - 1].Type : TEXT("Air"));
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const FVoxelBlockType& FrontVoxelBlock = VoxelSubsystem->GetBlockType(X + 1 < 16 ? (*Data)->Blocks[X + 1][Y][Z].Type : (FrontChunk ? FrontChunk->GetBlockByRelativeLocation(FIntVector(0, Y, Z)).Type : TEXT("Air")));
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const FVoxelBlockType& BackVoxelBlock = VoxelSubsystem->GetBlockType(X - 1 >= 0 ? (*Data)->Blocks[X - 1][Y][Z].Type : (BackChunk ? BackChunk->GetBlockByRelativeLocation(FIntVector(15, Y, Z)).Type : TEXT("Air")));
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const FVoxelBlockType& LeftVoxelBlock = VoxelSubsystem->GetBlockType(Y - 1 >= 0 ? (*Data)->Blocks[X][Y - 1][Z].Type : (LeftChunk ? LeftChunk->GetBlockByRelativeLocation(FIntVector(X, 15, Z)).Type : TEXT("Air")));
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const FVoxelBlockType& RightVoxelBlock = VoxelSubsystem->GetBlockType(Y + 1 < 16 ? (*Data)->Blocks[X][Y + 1][Z].Type : (RightChunk ? RightChunk->GetBlockByRelativeLocation(FIntVector(X, 0, Z)).Type : TEXT("Air")));
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if (TopVoxelBlock.Shape != EVoxelBlockShape::Cube)
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{
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@ -321,3 +293,8 @@ void AVoxelChunk::FlushMeshSection(int32 SectionIndex)
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true
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);
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}
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void AVoxelChunk::OnDataLoaded(const FString & Filename)
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{
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VoxelWorld->AddChunkToMeshFlushBuffer(ChunkLocation);
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}
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@ -1,20 +1,46 @@
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#include "VoxelHelper.h"
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#include "VoxelWorld.h"
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#include "Kismet/GameplayStatics.h"
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AVoxelWorld * UVoxelHelper::CreateVoxelWorld(UObject* WorldContextObject, const FVoxelWorldSetting& WorldSetting)
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{
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if (!IsWorldSettingValid(WorldContextObject, WorldSetting)) return nullptr;
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UWorld* World = WorldContextObject->GetWorld();
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if (!World) return nullptr;
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AVoxelWorld* VoxelWorld = World->SpawnActor<AVoxelWorld>();
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AVoxelWorld* VoxelWorld = Cast<AVoxelWorld>(
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UGameplayStatics::BeginDeferredActorSpawnFromClass(
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World,
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AVoxelWorld::StaticClass(),
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FTransform(),
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ESpawnActorCollisionHandlingMethod::AlwaysSpawn,
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nullptr
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)
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);
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VoxelWorld->WorldSetting = WorldSetting;
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UGameplayStatics::FinishSpawningActor(VoxelWorld, FTransform());
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return VoxelWorld;
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}
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bool UVoxelHelper::IsWorldSettingValid(UObject * WorldContextObject, const FVoxelWorldSetting & WorldSetting)
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{
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FString TestFilePath = WorldSetting.ArchiveFolder / TEXT("TestFile");
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if (!FFileHelper::SaveStringToFile(TEXT(""), *TestFilePath))
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return false;
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IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
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PlatformFile.DeleteFile(*TestFilePath);
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return true;
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}
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void UVoxelHelper::WorldToRelativeLocation(const FIntVector & InWorldLocation, FIntPoint & OutChunkLocation, FIntVector & OutRelativeLocation)
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{
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OutChunkLocation.X = InWorldLocation.X / 16;
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@ -6,6 +6,7 @@
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#include "Block/VoxelBlock.h"
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#include "Chunk/VoxelChunk.h"
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#include "VoxelAgentInterface.h"
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#include "Kismet/GameplayStatics.h"
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const TArray<FIntPoint> ChunkLoadOrder =
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{
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@ -160,6 +161,10 @@ void AVoxelWorld::BeginPlay()
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UGameInstance* GameInstance = GetGameInstance();
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VoxelSubsystem = GameInstance->GetSubsystem<UVoxelSubsystem>();
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Data = MakeShared<FSaveStructPtr<FVoxelWorldData>>(GetGameInstance()->GetSubsystem<UAutoSaveSubsystem>(), WorldSetting.ArchiveFolder / TEXT("VoxelWorld"));
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check(Data->IsValid());
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}
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void AVoxelWorld::Tick(float DeltaSeconds)
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@ -169,7 +174,6 @@ void AVoxelWorld::Tick(float DeltaSeconds)
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ManageChunk();
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FlushMeshs();
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}
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void AVoxelWorld::EndPlay(const EEndPlayReason::Type EndPlayReason)
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@ -180,6 +184,8 @@ void AVoxelWorld::EndPlay(const EEndPlayReason::Type EndPlayReason)
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for (const FIntPoint& Chunk : ChunksToUnload)
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UnloadChunk(Chunk);
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Data = nullptr;
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Super::EndPlay(EndPlayReason);
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}
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@ -223,14 +229,22 @@ void AVoxelWorld::LoadChunk(const FIntPoint & ChunkLocation)
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check(World);
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AVoxelChunk* NewVoxelChunk = World->SpawnActor<AVoxelChunk>();
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FTransform ChunkTransform(FVector(ChunkLocation.X * 1600.0f, ChunkLocation.Y * 1600.0f, 0.0f));
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AVoxelChunk* NewVoxelChunk = Cast<AVoxelChunk>(
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UGameplayStatics::BeginDeferredActorSpawnFromClass(
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this,
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AVoxelChunk::StaticClass(),
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ChunkTransform,
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ESpawnActorCollisionHandlingMethod::AlwaysSpawn,
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this
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)
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);
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NewVoxelChunk->VoxelWorld = this;
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NewVoxelChunk->ChunkLocation = ChunkLocation;
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NewVoxelChunk->SetActorLocation(FVector(ChunkLocation.X * 1600.0f, ChunkLocation.Y * 1600.0f, 0.0f));
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NewVoxelChunk->AttachToActor(this, FAttachmentTransformRules::KeepRelativeTransform);
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NewVoxelChunk->FlushMaterials();
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NewVoxelChunk->Load();
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AddChunkToMeshFlushBuffer(ChunkLocation);
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UGameplayStatics::FinishSpawningActor(NewVoxelChunk, ChunkTransform);
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Chunks.Add(ChunkLocation, NewVoxelChunk);
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@ -241,7 +255,6 @@ void AVoxelWorld::UnloadChunk(const FIntPoint & ChunkLocation)
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{
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if (!Chunks.Contains(ChunkLocation)) return;
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Chunks[ChunkLocation]->Unload();
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Chunks[ChunkLocation]->Destroy();
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Chunks.Remove(ChunkLocation);
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@ -259,9 +272,16 @@ void AVoxelWorld::FlushMaterials()
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void AVoxelWorld::ManageChunk()
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{
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FIntPoint RootChunk;
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FIntVector RLocation;
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UVoxelHelper::WorldToRelativeLocation(IVoxelAgentInterface::Execute_GetAgentLocation(CenterAgent.GetObject()), RootChunk, RLocation);
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if (GetGameInstance()->GetSubsystem<UAutoSaveSubsystem>()->GetIdleThreadNum() <= 0) return;
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FIntPoint RootChunk = FIntPoint(0, 0);
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if (CenterAgent.GetObject())
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{
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FIntVector RLocation;
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UVoxelHelper::WorldToRelativeLocation(IVoxelAgentInterface::Execute_GetAgentLocation(CenterAgent.GetObject()), RootChunk, RLocation);
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}
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// Load
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for (const FIntPoint& Chunk : ChunkLoadOrder)
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@ -286,7 +306,7 @@ void AVoxelWorld::ManageChunk()
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const FIntPoint WorldLocation = Chunk.Key;
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const FIntPoint RelativeLocation = WorldLocation - RootChunk;
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const bool bInUnloadDistance = FMath::Abs(RelativeLocation.X) > ChunkUnloadDistance && FMath::Abs(RelativeLocation.Y) > ChunkUnloadDistance;
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const bool bInUnloadDistance = FMath::Abs(RelativeLocation.X) > ChunkUnloadDistance || FMath::Abs(RelativeLocation.Y) > ChunkUnloadDistance;
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if (bInUnloadDistance)
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{
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@ -1,6 +1,7 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "SaveStruct.h"
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#include "Block/VoxelBlock.h"
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#include "GameFramework/Actor.h"
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#include "VoxelChunk.generated.h"
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@ -9,7 +10,24 @@ class AVoxelWorld;
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class UVoxelSubsystem;
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class UProceduralMeshComponent;
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const FString ChunkFileExtension = TEXT(".voxelchunk");
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USTRUCT()
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struct FVoxelChunkData : public FSaveStruct
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{
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GENERATED_BODY()
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FVoxelBlock Blocks[16][16][256];
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bool Serialize(FArchive& Slot);
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};
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template<>
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struct TStructOpsTypeTraits<FVoxelChunkData> : public TStructOpsTypeTraitsBase2<FVoxelChunkData>
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{
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enum
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{
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WithSerializer = true,
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};
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};
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UCLASS(BlueprintType)
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class VOXEL_API AVoxelChunk : public AActor
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@ -24,6 +42,8 @@ public:
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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UFUNCTION(BlueprintCallable, Category = "Voxel|Chunk")
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AVoxelWorld* GetVoxelWorld() const { return VoxelWorld; }
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@ -59,16 +79,15 @@ private:
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uint16 FlushMeshFlags;
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FVoxelBlock Blocks[16][16][256];
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TSharedPtr<FSaveStructPtr<FVoxelChunkData>> Data;
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FVoxelMeshData MeshSectionBuffer;
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private:
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void Load();
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void Unload();
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void FlushMeshSection(int32 SectionIndex);
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UFUNCTION()
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void OnDataLoaded(const FString& Filename);
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};
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|
@ -17,6 +17,9 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Voxel|Helper", meta = (WorldContext = "WorldContextObject"))
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static AVoxelWorld* CreateVoxelWorld(UObject* WorldContextObject, const FVoxelWorldSetting& WorldSetting);
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UFUNCTION(BlueprintCallable, Category = "Voxel|Helper", meta = (WorldContext = "WorldContextObject"))
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static bool IsWorldSettingValid(UObject* WorldContextObject, const FVoxelWorldSetting& WorldSetting);
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UFUNCTION(BlueprintPure, Category = "Voxel|Helper")
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static void WorldToRelativeLocation(const FIntVector& InWorldLocation, FIntPoint& OutChunkLocation, FIntVector& OutRelativeLocation);
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||||
|
@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "SaveStruct.h"
|
||||
#include "GameFramework/Info.h"
|
||||
#include "VoxelWorld.generated.h"
|
||||
|
||||
@ -22,6 +23,12 @@ struct VOXEL_API FVoxelWorldSetting
|
||||
|
||||
};
|
||||
|
||||
USTRUCT()
|
||||
struct FVoxelWorldData : public FSaveStruct
|
||||
{
|
||||
GENERATED_BODY()
|
||||
};
|
||||
|
||||
UCLASS(BlueprintType)
|
||||
class VOXEL_API AVoxelWorld : public AInfo
|
||||
{
|
||||
@ -79,10 +86,14 @@ private:
|
||||
UPROPERTY()
|
||||
TSet<FIntPoint> MeshFlushBuffer;
|
||||
|
||||
TSharedPtr<FSaveStructPtr<FVoxelWorldData>> Data;
|
||||
|
||||
private:
|
||||
|
||||
void ManageChunk();
|
||||
|
||||
void FlushMeshs();
|
||||
|
||||
bool TestWorldSettingValid();
|
||||
|
||||
};
|
||||
|
@ -39,6 +39,7 @@ public class Voxel : ModuleRules
|
||||
"Slate",
|
||||
"SlateCore",
|
||||
"ProceduralMeshComponent",
|
||||
"AutoSave",
|
||||
// ... add private dependencies that you statically link with here ...
|
||||
}
|
||||
);
|
||||
|
@ -21,10 +21,14 @@
|
||||
"LoadingPhase": "Default"
|
||||
}
|
||||
],
|
||||
"Plugins": [
|
||||
{
|
||||
"Name": "ProceduralMeshComponent",
|
||||
"Enabled": true
|
||||
}
|
||||
]
|
||||
"Plugins": [
|
||||
{
|
||||
"Name": "ProceduralMeshComponent",
|
||||
"Enabled": true
|
||||
},
|
||||
{
|
||||
"Name": "AutoSave",
|
||||
"Enabled": true
|
||||
}
|
||||
]
|
||||
}
|
Reference in New Issue
Block a user