#include <mesh_generator_thread.h>
◆ UpdateMode
Enumerator |
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FORCE_UPDATE | |
SKIP_UPDATE_IF_ALREADY_CACHED | |
◆ MeshUpdateQueue()
MeshUpdateQueue::MeshUpdateQueue |
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Client * | client | ) |
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◆ ~MeshUpdateQueue()
MeshUpdateQueue::~MeshUpdateQueue |
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◆ addBlock()
bool MeshUpdateQueue::addBlock |
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Map * | map, |
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v3s16 | p, |
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bool | ack_block_to_server, |
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bool | urgent ) |
References QueuedMeshUpdate::ack_list, MeshGrid::cell_size, QueuedMeshUpdate::crack_level, QueuedMeshUpdate::crack_pos, Map::getBlockNoCreateNoEx(), Client::getCrackLevel(), Client::getCrackPos(), Client::getMeshGrid(), MeshGrid::getMeshPos(), m_client, m_mutex, m_queue, m_urgents, QueuedMeshUpdate::map_blocks, p(), QueuedMeshUpdate::p, MapBlock::refGrab(), and QueuedMeshUpdate::urgent.
Referenced by MeshUpdateManager::updateBlock().
◆ cleanupCache()
void MeshUpdateQueue::cleanupCache |
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◆ done()
void MeshUpdateQueue::done |
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v3s16 | pos | ) |
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◆ fillDataFromMapBlocks()
References block_placeholder, QueuedMeshUpdate::crack_level, QueuedMeshUpdate::crack_pos, BlockPlaceholder::data, QueuedMeshUpdate::data, MeshMakeData::fillBlockData(), MeshMakeData::fillBlockDataBegin(), MapBlock::getData(), Client::getMeshGrid(), m_cache_enable_shaders, m_cache_smooth_lighting, m_client, QueuedMeshUpdate::map_blocks, MAP_BLOCKSIZE, IGameDef::ndef(), QueuedMeshUpdate::p, MeshMakeData::setCrack(), and MeshMakeData::setSmoothLighting().
Referenced by pop().
◆ pop()
◆ size()
u32 MeshUpdateQueue::size |
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inline |
◆ m_cache_enable_shaders
bool MeshUpdateQueue::m_cache_enable_shaders |
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private |
◆ m_cache_smooth_lighting
bool MeshUpdateQueue::m_cache_smooth_lighting |
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◆ m_client
Client* MeshUpdateQueue::m_client |
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◆ m_inflight_blocks
std::unordered_set<v3s16> MeshUpdateQueue::m_inflight_blocks |
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◆ m_mutex
std::mutex MeshUpdateQueue::m_mutex |
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◆ m_queue
◆ m_urgents
std::unordered_set<v3s16> MeshUpdateQueue::m_urgents |
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private |
The documentation for this class was generated from the following files: