kopia lustrzana https://github.com/a1studmuffin/SpaceshipGenerator
Merge 72621eacca
into 0fe0149c9d
commit
33f495dce7
|
@ -201,8 +201,8 @@ def add_cylinders_to_face(bm, face):
|
|||
cap_ends=True,
|
||||
cap_tris=False,
|
||||
segments=num_segments,
|
||||
diameter1=cylinder_size,
|
||||
diameter2=cylinder_size,
|
||||
radius1=cylinder_size,
|
||||
radius2=cylinder_size,
|
||||
depth=cylinder_depth,
|
||||
matrix=cylinder_matrix)
|
||||
|
||||
|
@ -233,8 +233,8 @@ def add_weapons_to_face(bm, face):
|
|||
cap_ends=True,
|
||||
cap_tris=False,
|
||||
segments=num_segments,
|
||||
diameter1=weapon_size * 0.9,
|
||||
diameter2=weapon_size,
|
||||
radius1=weapon_size * 0.9,
|
||||
radius2=weapon_size,
|
||||
depth=weapon_depth,
|
||||
matrix=face_matrix)
|
||||
|
||||
|
@ -246,8 +246,8 @@ def add_weapons_to_face(bm, face):
|
|||
cap_ends=True,
|
||||
cap_tris=False,
|
||||
segments=num_segments,
|
||||
diameter1=weapon_size * 0.6,
|
||||
diameter2=weapon_size * 0.5,
|
||||
radius1=weapon_size * 0.6,
|
||||
radius2=weapon_size * 0.5,
|
||||
depth=weapon_depth * 2,
|
||||
matrix=left_guard_mat)
|
||||
|
||||
|
@ -259,8 +259,8 @@ def add_weapons_to_face(bm, face):
|
|||
cap_ends=True,
|
||||
cap_tris=False,
|
||||
segments=num_segments,
|
||||
diameter1=weapon_size * 0.5,
|
||||
diameter2=weapon_size * 0.6,
|
||||
radius1=weapon_size * 0.5,
|
||||
radius2=weapon_size * 0.6,
|
||||
depth=weapon_depth * 2,
|
||||
matrix=right_guard_mat)
|
||||
|
||||
|
@ -273,8 +273,8 @@ def add_weapons_to_face(bm, face):
|
|||
cap_ends=True,
|
||||
cap_tris=False,
|
||||
segments=8,
|
||||
diameter1=weapon_size * 0.4,
|
||||
diameter2=weapon_size * 0.4,
|
||||
radius1=weapon_size * 0.4,
|
||||
radius2=weapon_size * 0.4,
|
||||
depth=weapon_depth * 5,
|
||||
matrix=turret_house_mat)
|
||||
|
||||
|
@ -283,8 +283,8 @@ def add_weapons_to_face(bm, face):
|
|||
cap_ends=True,
|
||||
cap_tris=False,
|
||||
segments=8,
|
||||
diameter1=weapon_size * 0.1,
|
||||
diameter2=weapon_size * 0.1,
|
||||
radius1=weapon_size * 0.1,
|
||||
radius2=weapon_size * 0.1,
|
||||
depth=weapon_depth * 6,
|
||||
matrix=turret_house_mat @ \
|
||||
Matrix.Translation(Vector((weapon_size * 0.2, 0, -weapon_size))).to_4x4())
|
||||
|
@ -292,8 +292,8 @@ def add_weapons_to_face(bm, face):
|
|||
cap_ends=True,
|
||||
cap_tris=False,
|
||||
segments=8,
|
||||
diameter1=weapon_size * 0.1,
|
||||
diameter2=weapon_size * 0.1,
|
||||
radius1=weapon_size * 0.1,
|
||||
radius2=weapon_size * 0.1,
|
||||
depth=weapon_depth * 6,
|
||||
matrix=turret_house_mat @ \
|
||||
Matrix.Translation(Vector((weapon_size * -0.2, 0, -weapon_size))).to_4x4())
|
||||
|
@ -309,7 +309,7 @@ def add_sphere_to_face(bm, face):
|
|||
uniform(0, sphere_size * 0.5))
|
||||
result = bmesh.ops.create_icosphere(bm,
|
||||
subdivisions=3,
|
||||
diameter=sphere_size,
|
||||
radius=sphere_size,
|
||||
matrix=sphere_matrix)
|
||||
for vert in result['verts']:
|
||||
for face in vert.link_faces:
|
||||
|
@ -332,7 +332,7 @@ def add_surface_antenna_to_face(bm, face):
|
|||
face_size = sqrt(face.calc_area())
|
||||
depth = uniform(0.1, 1.5) * face_size
|
||||
depth_short = depth * uniform(0.02, 0.15)
|
||||
base_diameter = uniform(0.005, 0.05)
|
||||
base_radius = uniform(0.005, 0.05)
|
||||
|
||||
material_index = Material.hull if random() > 0.5 else Material.hull_dark
|
||||
|
||||
|
@ -342,8 +342,8 @@ def add_surface_antenna_to_face(bm, face):
|
|||
cap_ends=False,
|
||||
cap_tris=False,
|
||||
segments=num_segments,
|
||||
diameter1=0,
|
||||
diameter2=base_diameter,
|
||||
radius1=0,
|
||||
radius2=base_radius,
|
||||
depth=depth,
|
||||
matrix=get_face_matrix(face, pos + face.normal * depth * 0.5))
|
||||
for vert in result['verts']:
|
||||
|
@ -355,8 +355,8 @@ def add_surface_antenna_to_face(bm, face):
|
|||
cap_ends=True,
|
||||
cap_tris=False,
|
||||
segments=num_segments,
|
||||
diameter1=base_diameter * uniform(1, 1.5),
|
||||
diameter2=base_diameter * uniform(1.5, 2),
|
||||
radius1=base_radius * uniform(1, 1.5),
|
||||
radius2=base_radius * uniform(1.5, 2),
|
||||
depth=depth_short,
|
||||
matrix=get_face_matrix(face, pos + face.normal * depth_short * 0.45))
|
||||
for vert in result['verts']:
|
||||
|
@ -373,16 +373,16 @@ def add_disc_to_face(bm, face):
|
|||
cap_ends=True,
|
||||
cap_tris=False,
|
||||
segments=32,
|
||||
diameter1=depth * 3,
|
||||
diameter2=depth * 4,
|
||||
radius1=depth * 3,
|
||||
radius2=depth * 4,
|
||||
depth=depth,
|
||||
matrix=get_face_matrix(face, face.calc_center_bounds() + face.normal * depth * 0.5))
|
||||
result = bmesh.ops.create_cone(bm,
|
||||
cap_ends=False,
|
||||
cap_tris=False,
|
||||
segments=32,
|
||||
diameter1=depth * 1.25,
|
||||
diameter2=depth * 2.25,
|
||||
radius1=depth * 1.25,
|
||||
radius2=depth * 2.25,
|
||||
depth=0.0,
|
||||
matrix=get_face_matrix(face, face.calc_center_bounds() + face.normal * depth * 1.05))
|
||||
for vert in result['verts']:
|
||||
|
|
Ładowanie…
Reference in New Issue