613 lines
18 KiB
GDScript
613 lines
18 KiB
GDScript
tool
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extends Spatial
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# Child node of the terrain, used to render numerous small objects on the ground
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# such as grass or rocks. They do so by using a texture covering the terrain
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# (a "detail map"), which is found in the terrain data itself.
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# A terrain can have multiple detail maps, and you can choose which one will be
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# used with `layer_index`.
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# Details use instanced rendering within their own chunk grid, scattered around
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# the player. Importantly, the position and rotation of this node don't matter,
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# and they also do NOT scale with map scale. Indeed, scaling the heightmap
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# doesn't mean we want to scale grass blades (which is not a use case I know of).
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const HTerrainData = preload("./hterrain_data.gd")
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const DirectMultiMeshInstance = preload("./util/direct_multimesh_instance.gd")
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const DirectMeshInstance = preload("./util/direct_mesh_instance.gd")
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const Util = preload("./util/util.gd")
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const Logger = preload("./util/logger.gd")
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const DefaultMesh = preload("./models/grass_quad.obj")
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var HTerrain = load("res://addons/zylann.hterrain/hterrain.gd")
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const CHUNK_SIZE = 32
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const DEFAULT_SHADER_PATH = "res://addons/zylann.hterrain/shaders/detail.shader"
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const DEBUG = false
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# These parameters are considered built-in,
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# they are managed internally so they are not directly exposed
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const _API_SHADER_PARAMS = {
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"u_terrain_heightmap": true,
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"u_terrain_detailmap": true,
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"u_terrain_normalmap": true,
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"u_terrain_globalmap": true,
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"u_terrain_inverse_transform": true,
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"u_terrain_normal_basis": true,
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"u_albedo_alpha": true,
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"u_view_distance": true,
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"u_ambient_wind": true
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}
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# TODO Should be renamed `map_index`
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# Which detail map this layer will use
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export(int) var layer_index := 0 setget set_layer_index, get_layer_index
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# Texture to render on the detail meshes.
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export(Texture) var texture : Texture setget set_texture, get_texture
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# How far detail meshes can be seen.
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# TODO Improve speed of _get_chunk_aabb() so we can increase the limit
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# See https://github.com/Zylann/godot_heightmap_plugin/issues/155
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export(float, 1.0, 500.0) var view_distance := 100.0 setget set_view_distance, get_view_distance
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# Custom shader to replace the default one.
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export(Shader) var custom_shader : Shader setget set_custom_shader, get_custom_shader
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# Density modifier, to make more or less detail meshes appear overall.
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export(float, 0, 10) var density := 4.0 setget set_density, get_density
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# Mesh used for every detail instance (for example, every grass patch).
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# If not assigned, an internal quad mesh will be used.
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# I would have called it `mesh` but that's too broad and conflicts with local vars ._.
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export(Mesh) var instance_mesh : Mesh setget set_instance_mesh, get_instance_mesh
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var _material: ShaderMaterial = null
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var _default_shader: Shader = null
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# Vector2 => DirectMultiMeshInstance
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var _chunks := {}
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var _multimesh: MultiMesh
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var _multimesh_need_regen = true
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var _multimesh_instance_pool := []
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var _ambient_wind_time := 0.0
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#var _auto_pick_index_on_enter_tree := Engine.editor_hint
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var _debug_wirecube_mesh: Mesh = null
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var _debug_cubes := []
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var _logger := Logger.get_for(self)
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func _init():
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_default_shader = load(DEFAULT_SHADER_PATH)
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_material = ShaderMaterial.new()
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_material.shader = _default_shader
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_multimesh = MultiMesh.new()
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_multimesh.transform_format = MultiMesh.TRANSFORM_3D
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_multimesh.color_format = MultiMesh.COLOR_8BIT
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func _enter_tree():
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var terrain = _get_terrain()
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if terrain != null:
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terrain.connect("transform_changed", self, "_on_terrain_transform_changed")
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#if _auto_pick_index_on_enter_tree:
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# _auto_pick_index_on_enter_tree = false
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# _auto_pick_index()
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terrain._internal_add_detail_layer(self)
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_update_material()
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func _exit_tree():
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var terrain = _get_terrain()
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if terrain != null:
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terrain.disconnect("transform_changed", self, "_on_terrain_transform_changed")
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terrain._internal_remove_detail_layer(self)
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_update_material()
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for k in _chunks.keys():
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_recycle_chunk(k)
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_chunks.clear()
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#func _auto_pick_index():
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# # Automatically pick an unused layer
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#
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# var terrain = _get_terrain()
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# if terrain == null:
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# return
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#
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# var terrain_data = terrain.get_data()
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# if terrain_data == null or terrain_data.is_locked():
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# return
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#
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# var auto_index := layer_index
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# var others = terrain.get_detail_layers()
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#
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# if len(others) > 0:
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# var used_layers := []
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# for other in others:
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# used_layers.append(other.layer_index)
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# used_layers.sort()
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#
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# auto_index = used_layers[-1]
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# for i in range(1, len(used_layers)):
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# if used_layers[i - 1] - used_layers[i] > 1:
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# # Found a hole, take it instead
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# auto_index = used_layers[i] - 1
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# break
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#
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# print("Auto picked ", auto_index, " ")
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# layer_index = auto_index
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func _get_property_list() -> Array:
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# Dynamic properties coming from the shader
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var props := []
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if _material != null:
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var shader_params = VisualServer.shader_get_param_list(_material.shader.get_rid())
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for p in shader_params:
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if _API_SHADER_PARAMS.has(p.name):
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continue
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var cp = {}
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for k in p:
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cp[k] = p[k]
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cp.name = str("shader_params/", p.name)
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props.append(cp)
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return props
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func _get(key: String):
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if key.begins_with("shader_params/"):
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var param_name = key.right(len("shader_params/"))
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return get_shader_param(param_name)
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func _set(key: String, v):
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if key.begins_with("shader_params/"):
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var param_name = key.right(len("shader_params/"))
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set_shader_param(param_name, v)
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func get_shader_param(param_name: String):
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return _material.get_shader_param(param_name)
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func set_shader_param(param_name: String, v):
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_material.set_shader_param(param_name, v)
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func _get_terrain():
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if is_inside_tree():
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return get_parent()
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return null
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func set_texture(tex: Texture):
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texture = tex
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_material.set_shader_param("u_albedo_alpha", tex)
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func get_texture() -> Texture:
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return texture
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func set_layer_index(v: int):
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if layer_index == v:
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return
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layer_index = v
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if is_inside_tree():
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_update_material()
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Util.update_configuration_warning(self, false)
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func get_layer_index() -> int:
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return layer_index
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func set_view_distance(v: float):
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if view_distance == v:
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return
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view_distance = max(v, 1.0)
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if is_inside_tree():
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_update_material()
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func get_view_distance() -> float:
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return view_distance
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func set_custom_shader(shader: Shader):
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if custom_shader == shader:
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return
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custom_shader = shader
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if custom_shader == null:
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_material.shader = load(DEFAULT_SHADER_PATH)
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else:
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_material.shader = custom_shader
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if Engine.editor_hint:
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# Ability to fork default shader
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if shader.code == "":
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shader.code = _default_shader.code
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func get_custom_shader() -> Shader:
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return custom_shader
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func set_instance_mesh(p_mesh: Mesh):
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if p_mesh == instance_mesh:
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return
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instance_mesh = p_mesh
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_multimesh.mesh = _get_used_mesh()
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func get_instance_mesh() -> Mesh:
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return instance_mesh
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func _get_used_mesh() -> Mesh:
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if instance_mesh == null:
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return DefaultMesh
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return instance_mesh
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func set_density(v: float):
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v = clamp(v, 0, 10)
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if v == density:
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return
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density = v
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_multimesh_need_regen = true
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func get_density() -> float:
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return density
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# Updates texture references and values that come from the terrain itself.
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# This is typically used when maps are being swapped around in terrain data,
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# so we can restore texture references that may break.
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func update_material():
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_update_material()
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# Formerly update_ambient_wind, reset
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func _notification(what: int):
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match what:
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NOTIFICATION_ENTER_WORLD:
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_set_world(get_world())
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NOTIFICATION_EXIT_WORLD:
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_set_world(null)
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NOTIFICATION_VISIBILITY_CHANGED:
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_set_visible(visible)
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func _set_visible(v: bool):
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for k in _chunks:
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var chunk = _chunks[k]
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chunk.set_visible(v)
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func _set_world(w: World):
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for k in _chunks:
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var chunk = _chunks[k]
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chunk.set_world(w)
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func _on_terrain_transform_changed(gt: Transform):
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_update_material()
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var terrain = _get_terrain()
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if terrain == null:
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_logger.error("Detail layer is not child of a terrain!")
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return
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# Update AABBs, because scale might have changed
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for k in _chunks:
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var mmi = _chunks[k]
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var aabb = _get_chunk_aabb(terrain, Vector3(k.x * CHUNK_SIZE, 0, k.y * CHUNK_SIZE))
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# Nullify XZ translation because that's done by transform already
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aabb.position.x = 0
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aabb.position.z = 0
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mmi.set_aabb(aabb)
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func process(delta: float, viewer_pos: Vector3):
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var terrain = _get_terrain()
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if terrain == null:
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_logger.error("DetailLayer processing while terrain is null!")
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return
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if _multimesh_need_regen:
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_regen_multimesh()
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_multimesh_need_regen = false
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# Crash workaround for Godot 3.1
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# See https://github.com/godotengine/godot/issues/32500
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for k in _chunks:
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var mmi = _chunks[k]
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mmi.set_multimesh(_multimesh)
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var local_viewer_pos = viewer_pos - terrain.translation
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var viewer_cx = local_viewer_pos.x / CHUNK_SIZE
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var viewer_cz = local_viewer_pos.z / CHUNK_SIZE
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var cr = int(view_distance) / CHUNK_SIZE + 1
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var cmin_x = viewer_cx - cr
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var cmin_z = viewer_cz - cr
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var cmax_x = viewer_cx + cr
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var cmax_z = viewer_cz + cr
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var map_res = terrain.get_data().get_resolution()
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var map_scale = terrain.map_scale
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var terrain_size_x = map_res * map_scale.x
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var terrain_size_z = map_res * map_scale.z
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var terrain_chunks_x = terrain_size_x / CHUNK_SIZE
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var terrain_chunks_z = terrain_size_z / CHUNK_SIZE
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if cmin_x < 0:
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cmin_x = 0
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if cmin_z < 0:
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cmin_z = 0
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if cmax_x > terrain_chunks_x:
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cmax_x = terrain_chunks_x
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if cmax_z > terrain_chunks_z:
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cmax_z = terrain_chunks_z
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if DEBUG and visible:
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_debug_cubes.clear()
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for cz in range(cmin_z, cmax_z):
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for cx in range(cmin_x, cmax_x):
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_add_debug_cube(terrain, _get_chunk_aabb(terrain, Vector3(cx, 0, cz) * CHUNK_SIZE))
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for cz in range(cmin_z, cmax_z):
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for cx in range(cmin_x, cmax_x):
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var cpos2d = Vector2(cx, cz)
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if _chunks.has(cpos2d):
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continue
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var aabb = _get_chunk_aabb(terrain, Vector3(cx, 0, cz) * CHUNK_SIZE)
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var d = (aabb.position + 0.5 * aabb.size).distance_to(local_viewer_pos)
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if d < view_distance:
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_load_chunk(terrain, cx, cz, aabb)
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var to_recycle = []
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for k in _chunks:
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var chunk = _chunks[k]
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var aabb = _get_chunk_aabb(terrain, Vector3(k.x, 0, k.y) * CHUNK_SIZE)
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var d = (aabb.position + 0.5 * aabb.size).distance_to(local_viewer_pos)
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if d > view_distance:
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to_recycle.append(k)
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for k in to_recycle:
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_recycle_chunk(k)
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# Update time manually, so we can accelerate the animation when strength is increased,
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# without causing phase jumps (which would be the case if we just scaled TIME)
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var ambient_wind_frequency = 1.0 + 3.0 * terrain.ambient_wind
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_ambient_wind_time += delta * ambient_wind_frequency
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var awp = _get_ambient_wind_params()
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_material.set_shader_param("u_ambient_wind", awp)
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# Gets local-space AABB of a detail chunk.
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# This only apply map_scale in Y, because details are not affected by X and Z map scale.
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func _get_chunk_aabb(terrain, lpos: Vector3):
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var terrain_scale = terrain.map_scale
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var terrain_data = terrain.get_data()
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var origin_cells_x := int(lpos.x / terrain_scale.x)
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var origin_cells_z := int(lpos.z / terrain_scale.z)
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var size_cells_x := int(CHUNK_SIZE / terrain_scale.x)
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var size_cells_z := int(CHUNK_SIZE / terrain_scale.z)
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var aabb = terrain_data.get_region_aabb(
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origin_cells_x, origin_cells_z, size_cells_x, size_cells_z)
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aabb.position = Vector3(lpos.x, lpos.y + aabb.position.y * terrain_scale.y, lpos.z)
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aabb.size = Vector3(CHUNK_SIZE, aabb.size.y * terrain_scale.y, CHUNK_SIZE)
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return aabb
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func _load_chunk(terrain, cx: int, cz: int, aabb: AABB):
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var lpos = Vector3(cx, 0, cz) * CHUNK_SIZE
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# Terrain scale is not used on purpose. Rotation is not supported.
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var trans = Transform(Basis(), terrain.get_internal_transform().origin + lpos)
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# Nullify XZ translation because that's done by transform already
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aabb.position.x = 0
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aabb.position.z = 0
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var mmi = null
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if len(_multimesh_instance_pool) != 0:
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mmi = _multimesh_instance_pool[-1]
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_multimesh_instance_pool.pop_back()
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else:
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mmi = DirectMultiMeshInstance.new()
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mmi.set_world(terrain.get_world())
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mmi.set_multimesh(_multimesh)
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mmi.set_material_override(_material)
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mmi.set_transform(trans)
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mmi.set_aabb(aabb)
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mmi.set_visible(visible)
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_chunks[Vector2(cx, cz)] = mmi
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func _recycle_chunk(cpos2d: Vector2):
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var mmi = _chunks[cpos2d]
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_chunks.erase(cpos2d)
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mmi.set_visible(false)
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_multimesh_instance_pool.append(mmi)
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func _get_ambient_wind_params() -> Vector2:
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var aw = 0.0
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var terrain = _get_terrain()
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if terrain != null:
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aw = terrain.ambient_wind
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# amplitude, time
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return Vector2(aw, _ambient_wind_time)
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func _update_material():
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# Sets API shader properties. Custom properties are assumed to be set already
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_logger.debug("Updating detail layer material")
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var terrain_data = null
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var terrain = _get_terrain()
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var it = Transform()
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var normal_basis = Basis()
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if terrain != null:
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var gt = terrain.get_internal_transform()
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it = gt.affine_inverse()
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terrain_data = terrain.get_data()
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# This is needed to properly transform normals if the terrain is scaled
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normal_basis = gt.basis.inverse().transposed()
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var mat = _material
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mat.set_shader_param("u_terrain_inverse_transform", it)
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mat.set_shader_param("u_terrain_normal_basis", normal_basis)
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mat.set_shader_param("u_albedo_alpha", texture)
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mat.set_shader_param("u_view_distance", view_distance)
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mat.set_shader_param("u_ambient_wind", _get_ambient_wind_params())
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var heightmap_texture = null
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var normalmap_texture = null
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var detailmap_texture = null
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var globalmap_texture = null
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if terrain_data != null:
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if terrain_data.is_locked():
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_logger.error("Terrain data locked, can't update detail layer now")
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return
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heightmap_texture = terrain_data.get_texture(HTerrainData.CHANNEL_HEIGHT)
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normalmap_texture = terrain_data.get_texture(HTerrainData.CHANNEL_NORMAL)
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if layer_index < terrain_data.get_map_count(HTerrainData.CHANNEL_DETAIL):
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detailmap_texture = terrain_data.get_texture(HTerrainData.CHANNEL_DETAIL, layer_index)
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if terrain_data.get_map_count(HTerrainData.CHANNEL_GLOBAL_ALBEDO) > 0:
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globalmap_texture = terrain_data.get_texture(HTerrainData.CHANNEL_GLOBAL_ALBEDO)
|
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else:
|
|
_logger.error("Terrain data is null, can't update detail layer completely")
|
|
|
|
mat.set_shader_param("u_terrain_heightmap", heightmap_texture)
|
|
mat.set_shader_param("u_terrain_detailmap", detailmap_texture)
|
|
mat.set_shader_param("u_terrain_normalmap", normalmap_texture)
|
|
mat.set_shader_param("u_terrain_globalmap", globalmap_texture)
|
|
|
|
|
|
func _add_debug_cube(terrain, aabb: AABB):
|
|
var world = terrain.get_world()
|
|
|
|
if _debug_wirecube_mesh == null:
|
|
_debug_wirecube_mesh = Util.create_wirecube_mesh()
|
|
var mat = SpatialMaterial.new()
|
|
mat.flags_unshaded = true
|
|
_debug_wirecube_mesh.surface_set_material(0, mat)
|
|
|
|
var debug_cube = DirectMeshInstance.new()
|
|
debug_cube.set_mesh(_debug_wirecube_mesh)
|
|
debug_cube.set_world(world)
|
|
#aabb.position.y += 0.2*randf()
|
|
debug_cube.set_transform(Transform(Basis().scaled(aabb.size), aabb.position))
|
|
|
|
_debug_cubes.append(debug_cube)
|
|
|
|
|
|
func _regen_multimesh():
|
|
# We modify the existing multimesh instead of replacing it.
|
|
# DirectMultiMeshInstance does not keep a strong reference to them,
|
|
# so replacing would break pooled instances.
|
|
_generate_multimesh(CHUNK_SIZE, density, _get_used_mesh(), _multimesh)
|
|
|
|
|
|
func is_layer_index_valid() -> bool:
|
|
var terrain = _get_terrain()
|
|
if terrain == null:
|
|
return false
|
|
var data = terrain.get_data()
|
|
if data == null:
|
|
return false
|
|
return layer_index >= 0 and layer_index < data.get_map_count(HTerrainData.CHANNEL_DETAIL)
|
|
|
|
|
|
func _get_configuration_warning() -> String:
|
|
var terrain = _get_terrain()
|
|
if not (terrain is HTerrain):
|
|
return "This node must be child of an HTerrain node"
|
|
var data = terrain.get_data()
|
|
if data == null:
|
|
return "The terrain has no data"
|
|
if data.get_map_count(HTerrainData.CHANNEL_DETAIL) == 0:
|
|
return "The terrain does not have any detail map"
|
|
if layer_index < 0 or layer_index >= data.get_map_count(HTerrainData.CHANNEL_DETAIL):
|
|
return "Layer index is out of bounds"
|
|
var tex = data.get_texture(HTerrainData.CHANNEL_DETAIL, layer_index)
|
|
if tex == null:
|
|
return "The terrain does not have a map assigned in slot {0}".format([layer_index])
|
|
return ""
|
|
|
|
|
|
static func _generate_multimesh(resolution: int, density: float, mesh: Mesh, multimesh: MultiMesh):
|
|
assert(multimesh != null)
|
|
|
|
var position_randomness = 0.5
|
|
var scale_randomness = 0.0
|
|
#var color_randomness = 0.5
|
|
|
|
var cell_count = resolution * resolution
|
|
var idensity = int(density)
|
|
var random_instance_count = int(cell_count * (density - floor(density)))
|
|
var total_instance_count = cell_count * idensity + random_instance_count
|
|
|
|
multimesh.instance_count = total_instance_count
|
|
multimesh.mesh = mesh
|
|
|
|
# First pass ensures uniform spread
|
|
var i = 0
|
|
for z in resolution:
|
|
for x in resolution:
|
|
for j in idensity:
|
|
|
|
var pos = Vector3(x, 0, z)
|
|
pos.x += rand_range(-position_randomness, position_randomness)
|
|
pos.z += rand_range(-position_randomness, position_randomness)
|
|
|
|
multimesh.set_instance_color(i, Color(1, 1, 1))
|
|
multimesh.set_instance_transform(i, \
|
|
Transform(_get_random_instance_basis(scale_randomness), pos))
|
|
i += 1
|
|
|
|
# Second pass adds the rest
|
|
for j in random_instance_count:
|
|
var pos = Vector3(rand_range(0, resolution), 0, rand_range(0, resolution))
|
|
multimesh.set_instance_color(i, Color(1, 1, 1))
|
|
multimesh.set_instance_transform(i, \
|
|
Transform(_get_random_instance_basis(scale_randomness), pos))
|
|
i += 1
|
|
|
|
|
|
static func _get_random_instance_basis(scale_randomness: float) -> Basis:
|
|
var sr = rand_range(0, scale_randomness)
|
|
var s = 1.0 + (sr * sr * sr * sr * sr) * 50.0
|
|
|
|
var basis = Basis()
|
|
basis = basis.scaled(Vector3(1, s, 1))
|
|
basis = basis.rotated(Vector3(0, 1, 0), rand_range(0, PI))
|
|
|
|
return basis
|