@@ -26,10 +26,6 @@ void Terrain3DMeshAsset::_set_generated_type(const GenType p_type) {
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LOG (DEBUG, " Generating card mesh" );
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_meshes.push_back (_get_generated_mesh ());
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_set_material_override (_get_material ());
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- _height_offset = 0 .5f ;
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- _generated_faces = 2 ;
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- _relative_density = 10 .f ;
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- _calculated_density = 10 .f ;
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}
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}
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@@ -158,8 +154,7 @@ void Terrain3DMeshAsset::clear() {
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_cast_shadows = GeometryInstance3D::SHADOW_CASTING_SETTING_ON;
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_generated_faces = 2 .f ;
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_generated_size = Vector2 (1 .f , 1 .f );
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- _relative_density = -1 .f ;
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- _calculated_density = -1 .f ;
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+ _density = 10 .f ;
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_packed_scene.unref ();
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_material_override.unref ();
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_set_generated_type (TYPE_TEXTURE_CARD);
@@ -187,19 +182,7 @@ void Terrain3DMeshAsset::set_height_offset(const real_t p_offset) {
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void Terrain3DMeshAsset::set_density (const real_t p_density) {
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LOG (INFO, " Setting mesh density: " , p_density);
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- if (p_density < 0 ) {
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- _relative_density = _calculated_density;
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- } else {
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- _relative_density = CLAMP (p_density, 0 .01f , 10 .f );
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- }
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- }
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-
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- real_t Terrain3DMeshAsset::get_density () const {
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- if (_relative_density > 0 ) {
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- return _relative_density;
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- } else {
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- return _calculated_density;
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- }
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+ _density = CLAMP (p_density, 0 .01f , 10 .f );
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}
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void Terrain3DMeshAsset::set_visibility_range (const real_t p_visibility_range) {
@@ -260,17 +243,18 @@ void Terrain3DMeshAsset::set_scene_file(const Ref<PackedScene> &p_scene_file) {
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}
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if (_meshes.size () > 0 ) {
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Ref<Mesh> mesh = _meshes[0 ];
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- _calculated_density = CLAMP (10 .f / mesh->get_aabb ().get_volume (), 0 .01f , 10 .0f );
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- _relative_density = _calculated_density;
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- LOG (DEBUG, " Emitting file_changed" );
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- emit_signal (" file_changed" );
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+ _density = CLAMP (10 .f / mesh->get_aabb ().get_volume (), 0 .01f , 10 .0f );
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} else {
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LOG (ERROR, " No MeshInstance3D found in scene file" );
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}
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notify_property_list_changed ();
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} else {
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set_generated_type (TYPE_TEXTURE_CARD);
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+ _density = 10 .f ;
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}
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+ LOG (DEBUG, " Emitting file_changed" );
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+ emit_signal (" file_changed" );
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+ emit_signal (" instancer_setting_changed" );
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}
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void Terrain3DMeshAsset::set_material_override (const Ref<Material> &p_material) {
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