Adding seats to test basic interaction with object - related to #15

This commit is contained in:
yannk 2022-04-27 23:29:29 +02:00
parent f451c4e3d4
commit 229bd51674
36 changed files with 3348 additions and 1 deletions

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@ -1,4 +1,4 @@
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@tool
extends Node3D
@export var railways: bool = true:
get:
return railways
set(value):
railways = value
@export var main_color: Color = Color(0.494117647059, 0.141176470588, 0.117647058824, 1.0):
get:
return main_color
set(value):
main_color = value
_set_main_color(value)
@export var secondary_color: Color = Color(0.862745098039, 0.6, 0.117647058824, 1.0):
get:
return secondary_color
set(value):
secondary_color = value
_set_secondary_color(value)
func _set_main_color(value) -> void:
get_node("railways/back-fence").mesh.surface_get_material(1).set_shader_param("base_color", value)
get_node("railways/sidewaysL").mesh.surface_get_material(1).set_shader_param("base_color", value)
get_node("railways/sidewaysR").mesh.surface_get_material(1).set_shader_param("base_color", value)
get_node("polesL").mesh.surface_get_material(0).set_shader_param("base_color", value)
get_node("polesR").mesh.surface_get_material(0).set_shader_param("base_color", value)
get_node("supports-back").mesh.surface_get_material(1).set_shader_param("base_color", value)
get_node("supports-side").mesh.surface_get_material(1).set_shader_param("base_color", value)
get_node("back-top-bottom").mesh.surface_get_material(0).albedo_color = value
func _set_secondary_color(value) -> void:
get_node("railways/back-fence").mesh.surface_get_material(1).set_shader_param("decor_color", value)
get_node("railways/sidewaysL").mesh.surface_get_material(1).set_shader_param("decor_color", value)
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get_node("supports-back").mesh.surface_get_material(1).set_shader_param("decor_color", value)
get_node("supports-side").mesh.surface_get_material(1).set_shader_param("decor_color", value)

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// NOTE: Shader automatically converted from Godot Engine 4.0.alpha6's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 base_color : hint_color;
uniform vec4 decor_color : hint_color;
uniform sampler2D texture_albedo : hint_albedo,filter_linear_mipmap,repeat_enable;
uniform float point_size : hint_range(0,128);
uniform float roughness : hint_range(0,1);
uniform sampler2D texture_metallic : hint_white,filter_linear_mipmap,repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
uniform float specular;
uniform float metallic;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV2;
vec4 base_color_tex = texture(texture_albedo,base_uv);
base_color_tex *= COLOR;
ALBEDO = base_color.rgb * (1.0 - base_color_tex.rgb);
vec4 decor_tex = texture(texture_albedo,base_uv);
decor_tex.rgb = decor_color.rgb * decor_tex.rgb;
ALBEDO += decor_tex.rgb;
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
}

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// NOTE: Shader automatically converted from Godot Engine 4.0.alpha6's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 base_color : hint_color;
uniform vec4 decor_color : hint_color;
uniform sampler2D texture_albedo : hint_albedo,filter_linear_mipmap,repeat_disable;
uniform float point_size : hint_range(0,128);
uniform float roughness : hint_range(0,1);
uniform sampler2D texture_metallic : hint_white,filter_linear_mipmap,repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
uniform float specular;
uniform float metallic;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV2;
vec4 base_color_tex = texture(texture_albedo,base_uv);
base_color_tex *= COLOR;
ALBEDO = base_color.rgb * (1.0 - base_color_tex.rgb);
vec4 decor_tex = texture(texture_albedo,base_uv);
decor_tex.rgb = decor_color.rgb * decor_tex.rgb;
ALBEDO += decor_tex.rgb;
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
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