Initialize class/struct variables with default values in modules/

This commit is contained in:
Rafał Mikrut
2021-02-08 10:57:18 +01:00
parent 57e2822a05
commit f7209b459b
100 changed files with 533 additions and 772 deletions

View File

@@ -33,15 +33,6 @@
#include "core/core_string_names.h"
NoiseTexture::NoiseTexture() {
update_queued = false;
regen_queued = false;
first_time = true;
size = Vector2i(512, 512);
seamless = false;
as_normal_map = false;
bump_strength = 8.0;
noise = Ref<OpenSimplexNoise>();
_queue_update();

View File

@@ -47,18 +47,18 @@ private:
Thread noise_thread;
bool first_time;
bool update_queued;
bool regen_queued;
bool first_time = true;
bool update_queued = false;
bool regen_queued = false;
mutable RID texture;
uint32_t flags;
uint32_t flags = 0;
Ref<OpenSimplexNoise> noise;
Vector2i size;
bool seamless;
bool as_normal_map;
float bump_strength;
Vector2i size = Vector2i(512, 512);
bool seamless = false;
bool as_normal_map = false;
float bump_strength = 8.0;
void _thread_done(const Ref<Image> &p_image);
static void _thread_function(void *p_ud);

View File

@@ -33,12 +33,6 @@
#include "core/core_string_names.h"
OpenSimplexNoise::OpenSimplexNoise() {
seed = 0;
persistence = 0.5;
octaves = 3;
period = 64;
lacunarity = 2.0;
_init_seeds();
}

View File

@@ -48,11 +48,11 @@ class OpenSimplexNoise : public Resource {
osn_context contexts[MAX_OCTAVES];
int seed;
float persistence; // Controls details, value in [0,1]. Higher increases grain, lower increases smoothness.
int octaves; // Number of noise layers
float period; // Distance above which we start to see similarities. The higher, the longer "hills" will be on a terrain.
float lacunarity; // Controls period change across octaves. 2 is usually a good value to address all detail levels.
int seed = 0;
float persistence = 0.5; // Controls details, value in [0,1]. Higher increases grain, lower increases smoothness.
int octaves = 3; // Number of noise layers
float period = 64.0; // Distance above which we start to see similarities. The higher, the longer "hills" will be on a terrain.
float lacunarity = 2.0; // Controls period change across octaves. 2 is usually a good value to address all detail levels.
public:
OpenSimplexNoise();