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Copy pathHitballMesh.gd
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HitballMesh.gd
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extends MeshInstance2D
@onready var radius: float = self.get_parent().get_radius()
@export var iteration: float = 20.
func _ready() -> void:
self.radius = radius
var surface_array = []
surface_array.resize(Mesh.ARRAY_MAX)
var verts = PackedVector2Array()
var uvs = PackedVector2Array()
var normals = PackedVector3Array()
var indices = PackedInt32Array()
verts.append(Vector2(0, 0))
uvs.append(Vector2(.5, .5))
for i in range(iteration):
var angle = 2 * PI / iteration * i
var cord = self.radius * Vector2(cos(angle), sin(angle))
verts.append(cord)
uvs.append((cord / self.radius + Vector2(1., 1.)) / 2.)
if i > 0:
indices.append(0)
indices.append(i)
indices.append(i + 1)
indices.append(0)
indices.append(iteration)
indices.append(1)
surface_array[Mesh.ARRAY_VERTEX] = verts
surface_array[Mesh.ARRAY_TEX_UV] = uvs
surface_array[Mesh.ARRAY_INDEX] = indices
mesh = ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array)
ResourceSaver.save(mesh, "res://Meshes/Hitball.tres", ResourceSaver.FLAG_COMPRESS)