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@@ -33,26 +33,27 @@ func genMesh():
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var arr = []
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arr.resize(Mesh.ARRAY_MAX)
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arr[Mesh.ARRAY_VERTEX] = verts
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- arr[Mesh.ARRAY_TEX_UV] = genUV()
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+ #arr[Mesh.ARRAY_TEX_UV] = genUV()
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arr[Mesh.ARRAY_NORMAL] = genNormals(verts)
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arr[Mesh.ARRAY_INDEX] = genIndex()
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mesh = Mesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
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-
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- var i = 0.0
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- for vert in verts:
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- var point = Point.instance()
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- point.translate(vert)
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- var mat = SpatialMaterial.new()#point.mesh.surface_get_material(0)
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- mat.albedo_color = Color(i,0,0,1)
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- i+=0.1
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- point.mesh.surface_set_material(0,mat)
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- .get_parent().add_child(point)
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+ var drawBubbles = true
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+ if drawBubbles:
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+ var i = 0.0
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+ for vert in verts:
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+ var point = Point.instance()
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+ point.translate(vert)
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+ var mat = SpatialMaterial.new()#point.mesh.surface_get_material(0)
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+ mat.albedo_color = Color(i,0,0,1)
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+ i+=0.1
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+ point.mesh.surface_set_material(0,mat)
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+ .get_parent().add_child(point)
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func genNormals(verts:PoolVector3Array):
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var normals = PoolVector3Array()
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- normals.resize((resolution+1) * (resolution+1))
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+ normals.resize(len(verts))
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var v_idx = 0
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for vert in verts:
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normals[v_idx] = vert.normalized()
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@@ -76,11 +77,11 @@ func genUV():
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func genIndex():
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var indices = PoolIntArray()
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- indices.resize(6* ((resolution+1) * (resolution+1)))
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+ indices.resize(6* ((resolution) * (resolution)))
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var i_idx = 0
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- for row in range(0, resolution+1):
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- for col in range(0,resolution+1):
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+ for row in range(0, resolution):
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+ for col in range(0,resolution):
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var v_idx = row*(resolution+1)+col
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indices[i_idx] = v_idx
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