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https://github.com/Relintai/props_2d.git
synced 2025-02-10 16:40:11 +01:00
Look for terraman 2d instead of just terraman.
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4
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@ -15,8 +15,8 @@ if os.path.isdir('../texture_packer'):
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has_texture_packer = True
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module_env.Append(CPPDEFINES=['TEXTURE_PACKER_PRESENT'])
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if os.path.isdir('../terraman'):
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module_env.Append(CPPDEFINES=['TERRAMAN_PRESENT'])
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if os.path.isdir('../terraman_2d'):
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module_env.Append(CPPDEFINES=['TERRAMAN_2D_PRESENT'])
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if os.path.isdir('../mesh_utils'):
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module_env.Append(CPPDEFINES=['MESH_UTILS_PRESENT'])
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@ -951,8 +951,9 @@ void Prop2DMesher::bake_colors_lights() {
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}
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}
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#ifdef TERRAMAN_PRESENT
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void Prop2DMesher::bake_lights(MeshInstance *node, Vector<Ref<TerrainLight>> &lights) {
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#ifdef TERRAMAN_2D_PRESENT
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void Prop2DMesher::bake_lights(MeshInstance *node, Vector<Ref<Terrain2DLight>> &lights) {
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/*
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ERR_FAIL_COND(node == NULL);
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Color darkColor(0, 0, 0, 1);
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@ -992,15 +993,6 @@ void Prop2DMesher::bake_lights(MeshInstance *node, Vector<Ref<TerrainLight>> &li
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value *= light->get_size();
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v_lightDiffuse += value;
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/*
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float dist2 = Mathf.Clamp(Vector3.Distance(transformedLights[i], vertices), 0f, 15f);
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dist2 /= 35f;
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Vector3 value = Vector3.one;
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value *= ((float) lights[i].Strength) / 255f;
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value *= (1 - dist2);
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v_lightDiffuse += value;*/
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}
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Color f = vertexv.color;
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@ -1037,6 +1029,7 @@ void Prop2DMesher::bake_lights(MeshInstance *node, Vector<Ref<TerrainLight>> &li
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// for (int i = 0; i < _colors->size(); ++i) {
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// print_error(_colors->get(i));
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// }
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*/
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}
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#endif
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@ -56,8 +56,8 @@ using PoolVector = Vector<N>;
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#include "../mesh_data_resource/mesh_data_resource.h"
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#endif
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#ifdef TERRAMAN_PRESENT
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#include "../terraman/data/terrain_light.h"
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#ifdef TERRAMAN_2D_PRESENT
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#include "../terraman_2d/data/terrain_2d_light.h"
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#endif
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class OpenSimplexNoise;
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@ -172,8 +172,8 @@ public:
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void bake_colors_lights_rao();
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void bake_colors_lights();
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#ifdef TERRAMAN_PRESENT
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void bake_lights(MeshInstance *node, Vector<Ref<TerrainLight>> &lights);
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#ifdef TERRAMAN_2D_PRESENT
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void bake_lights(MeshInstance *node, Vector<Ref<Terrain2DLight>> &lights);
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#endif
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Array build_mesh();
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