kopia lustrzana https://github.com/a1studmuffin/SpaceshipGenerator
Merge f18f950a42
into 0fe0149c9d
commit
d6fdf26445
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@ -201,8 +201,8 @@ def add_cylinders_to_face(bm, face):
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cap_ends=True,
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cap_tris=False,
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segments=num_segments,
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diameter1=cylinder_size,
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diameter2=cylinder_size,
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radius1=cylinder_size / 2,
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radius2=cylinder_size / 2,
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depth=cylinder_depth,
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matrix=cylinder_matrix)
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@ -233,8 +233,8 @@ def add_weapons_to_face(bm, face):
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cap_ends=True,
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cap_tris=False,
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segments=num_segments,
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diameter1=weapon_size * 0.9,
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diameter2=weapon_size,
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radius1=(weapon_size * 0.9) / 2,
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radius2=weapon_size / 2,
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depth=weapon_depth,
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matrix=face_matrix)
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@ -246,8 +246,8 @@ def add_weapons_to_face(bm, face):
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cap_ends=True,
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cap_tris=False,
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segments=num_segments,
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diameter1=weapon_size * 0.6,
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diameter2=weapon_size * 0.5,
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radius1=(weapon_size * 0.6) / 2,
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radius2=(weapon_size * 0.5) / 2,
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depth=weapon_depth * 2,
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matrix=left_guard_mat)
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@ -259,8 +259,8 @@ def add_weapons_to_face(bm, face):
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cap_ends=True,
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cap_tris=False,
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segments=num_segments,
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diameter1=weapon_size * 0.5,
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diameter2=weapon_size * 0.6,
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radius1=(weapon_size * 0.5) / 2,
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radius2=(weapon_size * 0.6) / 2,
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depth=weapon_depth * 2,
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matrix=right_guard_mat)
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@ -273,8 +273,8 @@ def add_weapons_to_face(bm, face):
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cap_ends=True,
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cap_tris=False,
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segments=8,
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diameter1=weapon_size * 0.4,
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diameter2=weapon_size * 0.4,
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radius1=(weapon_size * 0.4) / 2,
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radius2=(weapon_size * 0.4) / 2,
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depth=weapon_depth * 5,
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matrix=turret_house_mat)
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@ -283,8 +283,8 @@ def add_weapons_to_face(bm, face):
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cap_ends=True,
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cap_tris=False,
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segments=8,
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diameter1=weapon_size * 0.1,
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diameter2=weapon_size * 0.1,
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radius1=(weapon_size * 0.1) / 2,
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radius2=(weapon_size * 0.1) / 2,
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depth=weapon_depth * 6,
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matrix=turret_house_mat @ \
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Matrix.Translation(Vector((weapon_size * 0.2, 0, -weapon_size))).to_4x4())
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@ -292,8 +292,8 @@ def add_weapons_to_face(bm, face):
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cap_ends=True,
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cap_tris=False,
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segments=8,
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diameter1=weapon_size * 0.1,
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diameter2=weapon_size * 0.1,
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radius1=(weapon_size * 0.1) / 2,
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radius2=(weapon_size * 0.1) / 2,
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depth=weapon_depth * 6,
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matrix=turret_house_mat @ \
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Matrix.Translation(Vector((weapon_size * -0.2, 0, -weapon_size))).to_4x4())
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@ -309,7 +309,7 @@ def add_sphere_to_face(bm, face):
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uniform(0, sphere_size * 0.5))
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result = bmesh.ops.create_icosphere(bm,
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subdivisions=3,
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diameter=sphere_size,
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radius=sphere_size / 2,
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matrix=sphere_matrix)
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for vert in result['verts']:
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for face in vert.link_faces:
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@ -337,13 +337,13 @@ def add_surface_antenna_to_face(bm, face):
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material_index = Material.hull if random() > 0.5 else Material.hull_dark
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# Spire
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num_segments = uniform(3, 6)
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num_segments = int(uniform(3, 6))
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result = bmesh.ops.create_cone(bm,
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cap_ends=False,
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cap_tris=False,
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segments=num_segments,
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diameter1=0,
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diameter2=base_diameter,
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radius1=0,
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radius2=base_diameter / 2,
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depth=depth,
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matrix=get_face_matrix(face, pos + face.normal * depth * 0.5))
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for vert in result['verts']:
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@ -355,8 +355,8 @@ def add_surface_antenna_to_face(bm, face):
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cap_ends=True,
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cap_tris=False,
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segments=num_segments,
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diameter1=base_diameter * uniform(1, 1.5),
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diameter2=base_diameter * uniform(1.5, 2),
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radius1=(base_diameter * uniform(1, 1.5) / 2),
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radius2=(base_diameter * uniform(1.5, 2)) / 2,
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depth=depth_short,
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matrix=get_face_matrix(face, pos + face.normal * depth_short * 0.45))
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for vert in result['verts']:
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@ -373,16 +373,16 @@ def add_disc_to_face(bm, face):
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cap_ends=True,
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cap_tris=False,
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segments=32,
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diameter1=depth * 3,
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diameter2=depth * 4,
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radius1=(depth * 3) / 2,
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radius2=(depth * 4) / 2,
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depth=depth,
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matrix=get_face_matrix(face, face.calc_center_bounds() + face.normal * depth * 0.5))
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result = bmesh.ops.create_cone(bm,
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cap_ends=False,
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cap_tris=False,
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segments=32,
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diameter1=depth * 1.25,
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diameter2=depth * 2.25,
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radius1=(depth * 1.25) / 2,
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radius2=(depth * 2.25) / 2,
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depth=0.0,
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matrix=get_face_matrix(face, face.calc_center_bounds() + face.normal * depth * 1.05))
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for vert in result['verts']:
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@ -585,7 +585,7 @@ def generate_spaceship(random_seed='',
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face = ribbed_extrude_face(
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bm, face, hull_segment_length, randint(2, 4), rib_scale)
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# Add some large asymmetrical sections of the hull that stick out
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# Add some large asynmmetrical sections of the hull that stick out
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if create_asymmetry_segments:
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for face in bm.faces[:]:
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# Skip any long thin faces as it'll probably look stupid
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