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https://github.com/Relintai/terraman_2d.git
synced 2025-02-20 17:24:45 +01:00
Fix placing meshes. Y sorting still doesn't work with them though.
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@ -481,7 +481,7 @@ void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
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continue;
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continue;
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}
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}
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_mesh_transform = Transform2D(0, Vector2(x * cell_size_x, y * cell_size_y));
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_mesh_transform = Transform2D(0, mesh_transform_terrain.xform(Vector2(x * cell_size_x, y * cell_size_y)));
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_NORTH) != 0) {
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_NORTH) != 0) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(cell_size_x, cell_size_y));
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(cell_size_x, cell_size_y));
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@ -580,14 +580,15 @@ void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
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vc += 4;
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vc += 4;
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}
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}
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if (_vertices.size() > 0) {
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if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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bake_colors(chunk);
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}
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store_mesh();
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}
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}
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}
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}
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}
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if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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bake_colors(chunk);
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}
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store_mesh();
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}
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}
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Terrain2DMesherIsometric::Terrain2DMesherIsometric() {
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Terrain2DMesherIsometric::Terrain2DMesherIsometric() {
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@ -694,12 +694,10 @@ void Terrain2DChunkDefault::_draw() {
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if (terrain_mesh_rid != RID()) {
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if (terrain_mesh_rid != RID()) {
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RID terrain_texture_rid = mesh_rid_get(MESH_INDEX_TERRAIN, MESH_TYPE_INDEX_TEXTURE_RID);
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RID terrain_texture_rid = mesh_rid_get(MESH_INDEX_TERRAIN, MESH_TYPE_INDEX_TEXTURE_RID);
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//VisualServer::get_singleton()->canvas_item_add_set_transform(get_canvas_item(), _mesh_transforms[i]);
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VisualServer::get_singleton()->canvas_item_add_set_transform(get_canvas_item(), _mesh_transforms[i]);
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//Note: the transform parameter is not implemented in gles2
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//Note: the transform parameter is not implemented in gles2
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VisualServer::get_singleton()->canvas_item_add_mesh(get_canvas_item(), terrain_mesh_rid, _mesh_transforms[i], Color(1, 1, 1, 1), terrain_texture_rid, RID());
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VisualServer::get_singleton()->canvas_item_add_mesh(get_canvas_item(), terrain_mesh_rid, Transform2D(), Color(1, 1, 1, 1), terrain_texture_rid, RID());
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//VisualServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), Transform2D());
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}
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}
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}
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}
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