Grady Woodruff 2023-09-08 14:53:33 -05:00 zatwierdzone przez GitHub
commit d6fdf26445
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ID klucza GPG: 4AEE18F83AFDEB23
1 zmienionych plików z 25 dodań i 25 usunięć

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@ -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 / 2,
radius2=cylinder_size / 2,
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) / 2,
radius2=weapon_size / 2,
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) / 2,
radius2=(weapon_size * 0.5) / 2,
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) / 2,
radius2=(weapon_size * 0.6) / 2,
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) / 2,
radius2=(weapon_size * 0.4) / 2,
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) / 2,
radius2=(weapon_size * 0.1) / 2,
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) / 2,
radius2=(weapon_size * 0.1) / 2,
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 / 2,
matrix=sphere_matrix)
for vert in result['verts']:
for face in vert.link_faces:
@ -337,13 +337,13 @@ def add_surface_antenna_to_face(bm, face):
material_index = Material.hull if random() > 0.5 else Material.hull_dark
# Spire
num_segments = uniform(3, 6)
num_segments = int(uniform(3, 6))
result = bmesh.ops.create_cone(bm,
cap_ends=False,
cap_tris=False,
segments=num_segments,
diameter1=0,
diameter2=base_diameter,
radius1=0,
radius2=base_diameter / 2,
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_diameter * uniform(1, 1.5) / 2),
radius2=(base_diameter * uniform(1.5, 2)) / 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) / 2,
radius2=(depth * 4) / 2,
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) / 2,
radius2=(depth * 2.25) / 2,
depth=0.0,
matrix=get_face_matrix(face, face.calc_center_bounds() + face.normal * depth * 1.05))
for vert in result['verts']:
@ -585,7 +585,7 @@ def generate_spaceship(random_seed='',
face = ribbed_extrude_face(
bm, face, hull_segment_length, randint(2, 4), rib_scale)
# Add some large asymmetrical sections of the hull that stick out
# Add some large asynmmetrical sections of the hull that stick out
if create_asymmetry_segments:
for face in bm.faces[:]:
# Skip any long thin faces as it'll probably look stupid