Refactor fishing surfaces around authored water
This commit is contained in:
parent
9f52620a73
commit
9afa60f6a5
11 changed files with 198 additions and 172 deletions
|
|
@ -13,7 +13,6 @@ var solid_surface_mask: int = 1
|
|||
var query_radius: float = 0.08
|
||||
var ray_start_height: float = 100.0
|
||||
var ray_length: float = 240.0
|
||||
var water_occlusion_tolerance: float = 0.04
|
||||
var arc_sample_spacing: float = 0.3
|
||||
|
||||
var _water_query_shape: CylinderShape3D = CylinderShape3D.new()
|
||||
|
|
@ -52,9 +51,9 @@ func resolve_surface(
|
|||
var solid_is_above_water: bool = false
|
||||
if not solid_hit.is_empty():
|
||||
var solid_position: Vector3 = solid_hit["position"]
|
||||
solid_is_above_water = (
|
||||
solid_position.y >= water_height - water_occlusion_tolerance
|
||||
)
|
||||
# The water body's authored height is the exact shoreline authority:
|
||||
# submerged terrain is fishable and terrain at or above it is dry.
|
||||
solid_is_above_water = solid_position.y >= water_height
|
||||
if not solid_is_above_water:
|
||||
sample.has_surface = true
|
||||
sample.position = Vector3(
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue