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- [3D Terrain] Add level property.
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@ -9,8 +9,6 @@ function __3dTerrain() : __3dObject() constructor {
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heights = array_create((subdivision + 1) * (subdivision + 1));
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static initModel = function() {
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print("Init")
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var _hs = 1 / 2;
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var _vt = array_create(3 * 2 * subdivision * subdivision);
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var _in = 0;
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@ -18,9 +18,12 @@ function Node_3D_Mesh_Terrain(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y, _gr
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inputs[| in_mesh + 5] = nodeValue("Smooth", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
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inputs[| in_mesh + 6] = nodeValue("Front Height Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
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.setDisplay(VALUE_DISPLAY.slider_range);
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input_display_list = [
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__d3d_input_list_transform,
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["Terrain", false], in_mesh + 3, in_mesh + 1, in_mesh + 2, in_mesh + 4, in_mesh + 5,
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["Terrain", false], in_mesh + 3, in_mesh + 1, in_mesh + 2, in_mesh + 4, in_mesh + 5, in_mesh + 6,
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["Material", false], in_mesh + 0,
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]
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@ -38,10 +41,15 @@ function Node_3D_Mesh_Terrain(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y, _gr
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var _his = _data[in_mesh + 2];
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var _hia = _data[in_mesh + 4];
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var _smt = _data[in_mesh + 5];
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var _lvl = _data[in_mesh + 6];
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var _h = array_create((_sub + 1) * (_sub + 1));
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var object = getObject(_array_index);
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var lv_min = _lvl[0];
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var lv_max = _lvl[1];
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var lv_rng = lv_max - lv_min;
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if(_inT == 0 && is_surface(_his)) {
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var _ind = 0;
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var _sw = surface_get_width(_his);
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@ -57,7 +65,7 @@ function Node_3D_Mesh_Terrain(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y, _gr
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buffer_seek(_bf, buffer_seek_start, ps * 4);
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var cc = buffer_read(_bf, buffer_u32);
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_h[_ind] = colorBrightness(cc);
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_h[_ind] = lv_min + colorBrightness(cc) * lv_rng;
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_ind++;
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}
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