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https://github.com/godotengine/godot.git
synced 2026-01-06 10:11:57 +03:00
PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
This commit is contained in:
committed by
Juan Linietsky
parent
fb8c93c10b
commit
3205a92ad8
@@ -497,7 +497,7 @@ Vector<Color> Voxelizer::_get_bake_texture(Ref<Image> p_image, const Color &p_co
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p_image->convert(Image::FORMAT_RGBA8);
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p_image->resize(bake_texture_size, bake_texture_size, Image::INTERPOLATE_CUBIC);
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PoolVector<uint8_t>::Read r = p_image->get_data().read();
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const uint8_t *r = p_image->get_data().ptr();
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ret.resize(bake_texture_size * bake_texture_size);
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for (int i = 0; i < bake_texture_size * bake_texture_size; i++) {
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@@ -589,32 +589,32 @@ void Voxelizer::plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, const Vec
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Array a = p_mesh->surface_get_arrays(i);
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PoolVector<Vector3> vertices = a[Mesh::ARRAY_VERTEX];
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PoolVector<Vector3>::Read vr = vertices.read();
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PoolVector<Vector2> uv = a[Mesh::ARRAY_TEX_UV];
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PoolVector<Vector2>::Read uvr;
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PoolVector<Vector3> normals = a[Mesh::ARRAY_NORMAL];
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PoolVector<Vector3>::Read nr;
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PoolVector<int> index = a[Mesh::ARRAY_INDEX];
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Vector<Vector3> vertices = a[Mesh::ARRAY_VERTEX];
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const Vector3 *vr = vertices.ptr();
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Vector<Vector2> uv = a[Mesh::ARRAY_TEX_UV];
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const Vector2 *uvr;
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Vector<Vector3> normals = a[Mesh::ARRAY_NORMAL];
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const Vector3 *nr;
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Vector<int> index = a[Mesh::ARRAY_INDEX];
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bool read_uv = false;
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bool read_normals = false;
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if (uv.size()) {
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uvr = uv.read();
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uvr = uv.ptr();
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read_uv = true;
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}
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if (normals.size()) {
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read_normals = true;
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nr = normals.read();
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nr = normals.ptr();
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}
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if (index.size()) {
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int facecount = index.size() / 3;
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PoolVector<int>::Read ir = index.read();
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const int *ir = index.ptr();
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for (int j = 0; j < facecount; j++) {
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@@ -886,12 +886,12 @@ int Voxelizer::get_giprobe_cell_count() const {
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return bake_cells.size();
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}
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PoolVector<uint8_t> Voxelizer::get_giprobe_octree_cells() const {
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PoolVector<uint8_t> data;
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Vector<uint8_t> Voxelizer::get_giprobe_octree_cells() const {
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Vector<uint8_t> data;
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data.resize((8 * 4) * bake_cells.size()); //8 uint32t values
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{
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PoolVector<uint8_t>::Write w = data.write();
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uint32_t *children_cells = (uint32_t *)w.ptr();
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uint8_t *w = data.ptrw();
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uint32_t *children_cells = (uint32_t *)w;
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const Cell *cells = bake_cells.ptr();
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uint32_t cell_count = bake_cells.size();
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@@ -906,12 +906,12 @@ PoolVector<uint8_t> Voxelizer::get_giprobe_octree_cells() const {
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return data;
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}
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PoolVector<uint8_t> Voxelizer::get_giprobe_data_cells() const {
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PoolVector<uint8_t> data;
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Vector<uint8_t> Voxelizer::get_giprobe_data_cells() const {
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Vector<uint8_t> data;
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data.resize((4 * 4) * bake_cells.size()); //8 uint32t values
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{
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PoolVector<uint8_t>::Write w = data.write();
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uint32_t *dataptr = (uint32_t *)w.ptr();
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uint8_t *w = data.ptrw();
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uint32_t *dataptr = (uint32_t *)w;
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const Cell *cells = bake_cells.ptr();
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uint32_t cell_count = bake_cells.size();
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@@ -962,13 +962,13 @@ PoolVector<uint8_t> Voxelizer::get_giprobe_data_cells() const {
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return data;
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}
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PoolVector<int> Voxelizer::get_giprobe_level_cell_count() const {
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Vector<int> Voxelizer::get_giprobe_level_cell_count() const {
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uint32_t cell_count = bake_cells.size();
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const Cell *cells = bake_cells.ptr();
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PoolVector<int> level_count;
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Vector<int> level_count;
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level_count.resize(cell_subdiv + 1); //remember, always x+1 levels for x subdivisions
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{
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PoolVector<int>::Write w = level_count.write();
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int *w = level_count.ptrw();
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for (int i = 0; i < cell_subdiv + 1; i++) {
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w[i] = 0;
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}
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@@ -1025,7 +1025,7 @@ static void edt(float *f, int stride, int n) {
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#undef square
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PoolVector<uint8_t> Voxelizer::get_sdf_3d_image() const {
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Vector<uint8_t> Voxelizer::get_sdf_3d_image() const {
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Vector3i octree_size = get_giprobe_octree_size();
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@@ -1078,10 +1078,10 @@ PoolVector<uint8_t> Voxelizer::get_sdf_3d_image() const {
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}
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}
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PoolVector<uint8_t> image3d;
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Vector<uint8_t> image3d;
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image3d.resize(float_count);
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{
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PoolVector<uint8_t>::Write w = image3d.write();
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uint8_t *w = image3d.ptrw();
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for (uint32_t i = 0; i < float_count; i++) {
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uint32_t d = uint32_t(Math::sqrt(work_memory[i]));
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if (d == 0) {
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@@ -1154,8 +1154,8 @@ Ref<MultiMesh> Voxelizer::create_debug_multimesh() {
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Array arr;
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arr.resize(Mesh::ARRAY_MAX);
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PoolVector<Vector3> vertices;
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PoolVector<Color> colors;
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Vector<Vector3> vertices;
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Vector<Color> colors;
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#define ADD_VTX(m_idx) \
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vertices.push_back(face_points[m_idx]); \
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colors.push_back(Color(1, 1, 1, 1));
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