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@ -7,8 +7,8 @@ func _ready(): |
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func draw_world(): |
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func draw_world(): |
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for i in range(0, 1, 1): |
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# for i in range(0, 1, 1): |
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print(i) |
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# print(i) |
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var st = SurfaceTool.new() |
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var st = SurfaceTool.new() |
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st.begin(Mesh.PRIMITIVE_TRIANGLES) |
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st.begin(Mesh.PRIMITIVE_TRIANGLES) |
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@ -16,10 +16,10 @@ func draw_world(): |
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for triangle in terrain.get_triangles(): |
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for triangle in terrain.get_triangles(): |
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for point in triangle.points(): |
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for point in triangle.points(): |
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var factor = Vector3(1, 24*5, 1) |
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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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# if point.get_data("river") and i == 0: |
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factor.y -= 0 |
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# factor.y -= 0 |
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if i == 1: |
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# if i == 1: |
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factor.y -= 2.0 |
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# factor.y -= 2.0 |
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st.add_vertex(point.point3d() * factor) |
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st.add_vertex(point.point3d() * factor) |
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st.generate_normals() |
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st.generate_normals() |
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@ -30,7 +30,6 @@ func draw_world(): |
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var mi = MeshInstance.new() |
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var mi = MeshInstance.new() |
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mi.mesh = mesh |
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mi.mesh = mesh |
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if i == 0: |
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var material = load("res://world/world.material") |
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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.set_surface_material(0, material) |
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mi.create_trimesh_collision() |
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mi.create_trimesh_collision() |
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