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@ -24,12 +24,12 @@ func draw_world(): |
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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, 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.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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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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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.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_normals() |
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st.generate_tangents() |
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# st.generate_tangents() |
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st.index() |
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st.index() |
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# Commit to a mesh. |
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# Commit to a mesh. |
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var mesh = st.commit() |
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var mesh = st.commit() |
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@ -42,8 +42,11 @@ func draw_world(): |
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mi.cast_shadow = GeometryInstance.SHADOW_CASTING_SETTING_ON |
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mi.cast_shadow = GeometryInstance.SHADOW_CASTING_SETTING_ON |
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print(mi) |
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print(mi) |
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add_child(mi) |
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add_child(mi) |
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Global.print_debug(OS.get_ticks_msec() / 1000.0) |
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func _on_Game_world_loaded(game_terrain): |
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func _on_Game_world_loaded(game_terrain): |
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terrain = game_terrain |
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terrain = game_terrain |
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draw_world() |
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draw_world() |
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# 18 - 42 |
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# 4 - 9 |
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