diff --git a/ui/map/map.gd b/ui/map/map.gd index 1334eaf..4c72cb4 100644 --- a/ui/map/map.gd +++ b/ui/map/map.gd @@ -12,9 +12,9 @@ func heightmap(): colors.add_point(0.25, Color("#fbf8b0")) # yellow colors.add_point(0, Color("#89cfa5")) # green colors.add_point(-0.999, Color("#5e4fa2")) # blue - var color = colors.interpolate(min(triangle.get_data("elevation"), 0.999)) + var color = colors.interpolate(min(triangle.get_elevation(), 0.999)) if triangle.get_data("ocean"): - var factor = pow((triangle.get_data("elevation")+1), 10) / 5.0 + var factor = pow((triangle.get_elevation()+1), 10) / 5.0 color = Color("#5e4fa2") + Color(factor, factor, factor, 0.0) if triangle.polygon().size() > 2: draw_polygon(triangle.polygon(), PoolColorArray([color])) diff --git a/world/World.gd b/world/World.gd index 0638b4d..73d9bb3 100644 --- a/world/World.gd +++ b/world/World.gd @@ -14,13 +14,13 @@ func draw_world(): st.begin(Mesh.PRIMITIVE_TRIANGLES) # st.add_smooth_group(true) for triangle in terrain.get_triangles(): - for point in triangle.points(): - var factor = Vector3(1, 24*5, 1) + # for point in triangle.points(): + var factor = Vector3(1, 24*5, 1) # if point.get_data("river") and i == 0: # factor.y -= 0 # if i == 1: # factor.y -= 2.0 - st.add_vertex(point.point3d() * factor) + st.add_vertex(triangle.center3d() * factor) st.generate_normals() # st.generate_tangents() diff --git a/world/game.gd b/world/game.gd index 2c11f32..133185c 100644 --- a/world/game.gd +++ b/world/game.gd @@ -59,7 +59,8 @@ func init_data(): if point.get_data("river"): set_river_path(point) for triangle in terrain.get_triangles(): - triangle.set_data("elevation", triangle_find_elevation(triangle)) + triangle.set_elevation(point_find_elevation(triangle.center2d())) + # triangle.set_data("elevation", triangle_find_elevation(triangle)) triangle.set_data("water", triangle_is_water(triangle)) triangle.set_data("ocean", false) # TODO #1 : Get triangles around point @@ -177,7 +178,7 @@ func triangle_find_elevation(triangle): return elevation func triangle_is_water(triangle): - if triangle.get_data("elevation") <= 0: + if triangle.get_elevation() <= 0: return true return false