parent
1de23642e2
commit
15b6772fd7
@ -1,43 +0,0 @@ |
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extends Spatial |
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var terrain |
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func _ready(): |
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pass |
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func draw_world(): |
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# for i in range(0, 1, 1): |
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# print(i) |
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var st = SurfaceTool.new() |
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st.begin(Mesh.PRIMITIVE_TRIANGLES) |
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# st.add_smooth_group(true) |
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for triangle in terrain.get_triangles(): |
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# for point in triangle.points(): |
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var factor = Vector3(1, 24*5, 1) |
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# if point.get_data("river") and i == 0: |
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# factor.y -= 0 |
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# if i == 1: |
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# factor.y -= 2.0 |
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st.add_vertex(triangle.center3d() * factor) |
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st.generate_normals() |
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# st.generate_tangents() |
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st.index() |
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# Commit to a mesh. |
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var mesh = st.commit() |
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var mi = MeshInstance.new() |
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mi.mesh = mesh |
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var material = load("res://world/world.material") |
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mi.set_surface_material(0, material) |
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mi.create_trimesh_collision() |
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mi.cast_shadow = GeometryInstance.SHADOW_CASTING_SETTING_ON |
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print(mi) |
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add_child(mi) |
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func _on_Game_world_loaded(game_terrain): |
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terrain = game_terrain |
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draw_world() |
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@ -0,0 +1,49 @@ |
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extends Spatial |
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var terrain |
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func _ready(): |
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pass |
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func draw_world(): |
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# for i in range(0, 1, 1): |
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# print(i) |
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var st = SurfaceTool.new() |
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st.begin(Mesh.PRIMITIVE_TRIANGLES) |
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# st.add_smooth_group(true) |
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for triangle in terrain.get_triangles(): |
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var factor = Vector3(1, 12*10, 1) |
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for edge in triangle.edges(): |
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if triangle.get_elevation() > edge.opposite_triangle().get_elevation(): |
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st.add_vertex(Vector3(edge.start().point3d().x, triangle.get_elevation(), edge.start().point3d().z) * factor) |
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st.add_vertex(Vector3(edge.end().point3d().x, triangle.get_elevation(), edge.end().point3d().z) * factor) |
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st.add_vertex(Vector3(edge.start().point3d().x, edge.opposite_triangle().get_elevation(), edge.start().point3d().z) * factor) |
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st.add_vertex(Vector3(edge.end().point3d().x, triangle.get_elevation(), edge.end().point3d().z) * factor) |
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st.add_vertex(Vector3(edge.end().point3d().x, edge.opposite_triangle().get_elevation(), edge.end().point3d().z) * factor) |
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st.add_vertex(Vector3(edge.start().point3d().x, edge.opposite_triangle().get_elevation(), edge.start().point3d().z) * factor) |
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for point in triangle.points(): |
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st.add_vertex(Vector3(point.point3d().x, triangle.get_elevation(), point.point3d().z) * factor) |
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st.generate_normals() |
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st.generate_tangents() |
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st.index() |
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# Commit to a mesh. |
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var mesh = st.commit() |
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var mi = MeshInstance.new() |
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mi.mesh = mesh |
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var material = load("res://world/world.material") |
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mi.set_surface_material(0, material) |
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mi.create_trimesh_collision() |
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mi.cast_shadow = GeometryInstance.SHADOW_CASTING_SETTING_ON |
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print(mi) |
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add_child(mi) |
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func _on_Game_world_loaded(game_terrain): |
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terrain = game_terrain |
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draw_world() |
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