diff --git a/core/daynight/snow_cap.gd b/core/daynight/snow_cap.gd index 0545abc..ac97c3e 100644 --- a/core/daynight/snow_cap.gd +++ b/core/daynight/snow_cap.gd @@ -20,17 +20,14 @@ const SNOW_CAP_SHADER: Shader = preload("res://core/daynight/snow_cap.gdshader") var _mesh_instance: MeshInstance3D - func _ready() -> void: add_to_group("weather_overlay_ignore") _ensure_mesh_instance() _rebuild() - func rebuild() -> void: _rebuild() - func _ensure_mesh_instance() -> void: _mesh_instance = get_node_or_null("SnowCapMesh") as MeshInstance3D if _mesh_instance != null: @@ -41,7 +38,6 @@ func _ensure_mesh_instance() -> void: _mesh_instance.add_to_group("weather_overlay_ignore") add_child(_mesh_instance) - func _rebuild() -> void: var cap_width: float = 0.0 var cap_depth: float = 0.0 @@ -78,7 +74,6 @@ func _rebuild() -> void: _mesh_instance.material_override = _build_material(cap_width, cap_depth) _mesh_instance.visible = true - func _build_material(cap_width: float, cap_depth: float) -> ShaderMaterial: var material := ShaderMaterial.new() material.shader = SNOW_CAP_SHADER @@ -87,7 +82,6 @@ func _build_material(cap_width: float, cap_depth: float) -> ShaderMaterial: material.set_shader_parameter("half_depth", cap_depth * 0.5) return material - func _get_target_aabb(target_mesh: MeshInstance3D) -> AABB: var points: Array[Vector3] = [] for point in _get_aabb_points(target_mesh.get_aabb()): @@ -98,7 +92,6 @@ func _get_target_aabb(target_mesh: MeshInstance3D) -> AABB: merged = merged.expand(point) return merged - func _get_aabb_points(aabb: AABB) -> Array[Vector3]: var p: Vector3 = aabb.position var s: Vector3 = aabb.size