65 lines
1.7 KiB
GDScript3
65 lines
1.7 KiB
GDScript3
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extends MeshInstance3D
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var rings = 50
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var radial_segments = 50
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var radius = 1
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func _ready():
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var surface_array = []
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surface_array.resize(Mesh.ARRAY_MAX)
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# PackedVector**Arrays for mesh construction.
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var verts = PackedVector3Array()
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var uvs = PackedVector2Array()
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var normals = PackedVector3Array()
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var indices = PackedInt32Array()
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#######################################
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# Vertex indices.
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var thisrow = 0
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var prevrow = 0
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var point = 0
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# Loop over rings.
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for i in range(rings + 1):
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var v = float(i) / rings
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var w = sin(PI * v)
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var y = cos(PI * v)
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# Loop over segments in ring.
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for j in range(radial_segments + 1):
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var u = float(j) / radial_segments
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var x = sin(u * PI * 2.0)
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var z = cos(u * PI * 2.0)
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var vert = Vector3(x * radius * w, y * radius, z * radius * w)
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verts.append(vert)
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normals.append(vert.normalized())
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uvs.append(Vector2(u, v))
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point += 1
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# Create triangles in ring using indices.
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if i > 0 and j > 0:
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indices.append(prevrow + j - 1)
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indices.append(prevrow + j)
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indices.append(thisrow + j - 1)
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indices.append(prevrow + j)
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indices.append(thisrow + j)
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indices.append(thisrow + j - 1)
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prevrow = thisrow
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thisrow = point
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#######################################
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# Assign arrays to surface array.
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surface_array[Mesh.ARRAY_VERTEX] = verts
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surface_array[Mesh.ARRAY_TEX_UV] = uvs
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surface_array[Mesh.ARRAY_NORMAL] = normals
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surface_array[Mesh.ARRAY_INDEX] = indices
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# Create mesh surface from mesh array.
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# No blendshapes, lods, or compression used.
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array)
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ResourceSaver.save(mesh, "res://experiments/sphere.tres", ResourceSaver.FLAG_COMPRESS)
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