Low-level utility to save and load the data within a VoxelBuffer. This can be useful to send data over the network, or to store it in a file.
Note: this utility uses StreamPeer as temporary support for the data, because Godot does not have a common interface between files and network streams. So typically, you should use a temporary StreamPeerBuffer to put voxel data into, and then you can use its member StreamPeerBuffer.data_array to save the data in the actual place you want.
To store into a file:
# Note, buffer can be re-used if you do this often var stream_peer_buffer = StreamPeerBuffer.new() var written_size = serializer.serialize(stream_peer_buffer, voxels, true) file.store_32(written_size) file.store_buffer(stream_peer_buffer.data_array)
To read it back:
var size = file.get_32() var stream_peer_buffer = StreamPeerBuffer.new() # Unfortunately Godot will always allocate memory with this API, can't avoid that stream_peer_buffer.data_array = file.get_buffer(size) serializer.deserialize(stream_peer_buffer, voxels, size, true)
|void||deserialize ( StreamPeer peer, VoxelBuffer voxel_buffer, int size, bool decompress )|
|int||serialize ( StreamPeer peer, VoxelBuffer voxel_buffer, bool compress )|
Generated on May 31, 2021