diff --git a/world/World.gd b/world/World.gd index e4ab1d1..a3f2520 100644 --- a/world/World.gd +++ b/world/World.gd @@ -7,36 +7,35 @@ func _ready(): func draw_world(): - for i in range(0, 1, 1): - print(i) - var st = SurfaceTool.new() - - 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) - 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.generate_normals() - # st.generate_tangents() - st.index() - # Commit to a mesh. - var mesh = st.commit() - - var mi = MeshInstance.new() - mi.mesh = mesh - if i == 0: - var material = load("res://world/world.material") - mi.set_surface_material(0, material) - mi.create_trimesh_collision() - mi.cast_shadow = GeometryInstance.SHADOW_CASTING_SETTING_ON - print(mi) - add_child(mi) + # for i in range(0, 1, 1): + # print(i) + var st = SurfaceTool.new() + + 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) + # 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.generate_normals() + # st.generate_tangents() + st.index() + # Commit to a mesh. + var mesh = st.commit() + + var mi = MeshInstance.new() + mi.mesh = mesh + var material = load("res://world/world.material") + mi.set_surface_material(0, material) + mi.create_trimesh_collision() + mi.cast_shadow = GeometryInstance.SHADOW_CASTING_SETTING_ON + print(mi) + add_child(mi) func _on_Game_world_loaded(game_terrain): terrain = game_terrain diff --git a/world/game.gd b/world/game.gd index 5a59c44..5492cf2 100644 --- a/world/game.gd +++ b/world/game.gd @@ -24,7 +24,7 @@ func _ready(): noise.octaves = octaves # terrain = Terrain.new(width,height,spacing,false) - var terrain_name="bonjour" + var terrain_name="bonjourazeazea" terrain = Terrain.new() print(terrain.list()) @@ -48,7 +48,7 @@ func init_data(): point.set_elevation(point_find_elevation(point.point2d())) point.set_data("water", point_is_water(point)) point.set_data("mountain", point_is_mountain(point)) - point.set_data("river", point_is_river(point)) + # point.set_data("river", point_is_river(point)) fill_oceans() @@ -141,7 +141,7 @@ func point_find_elevation(point): elevation = min(elevation, 1) - # elevation = round(elevation * terraces) / terraces + elevation = round(elevation * terraces) / terraces return elevation func point_is_water(point):