@@ -750,8 +750,8 @@ def add_cylinders_to_face(bm, face) :
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cap_ends = True ,
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cap_tris = False ,
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segments = num_segments ,
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- diameter1 = cylinder_size ,
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- diameter2 = cylinder_size ,
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+ radius1 = cylinder_size ,
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+ radius2 = cylinder_size ,
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depth = cylinder_depth ,
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matrix = cylinder_matrix
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)
@@ -807,8 +807,8 @@ def add_weapons_to_face(bm, face) :
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cap_ends = True ,
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cap_tris = False ,
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segments = num_segments ,
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- diameter1 = weapon_size * 0.9 ,
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- diameter2 = weapon_size ,
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+ radius1 = weapon_size * 0.9 ,
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+ radius2 = weapon_size ,
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depth = weapon_depth ,
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matrix = face_matrix
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)
@@ -819,8 +819,8 @@ def add_weapons_to_face(bm, face) :
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cap_ends = True ,
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cap_tris = False ,
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segments = num_segments ,
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- diameter1 = weapon_size * 0.6 ,
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- diameter2 = weapon_size * 0.5 ,
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+ radius1 = weapon_size * 0.6 ,
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+ radius2 = weapon_size * 0.5 ,
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depth = weapon_depth * 2 ,
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matrix =
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face_matrix
@@ -836,8 +836,8 @@ def add_weapons_to_face(bm, face) :
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cap_ends = True ,
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cap_tris = False ,
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segments = num_segments ,
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- diameter1 = weapon_size * 0.5 ,
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- diameter2 = weapon_size * 0.6 ,
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+ radius1 = weapon_size * 0.5 ,
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+ radius2 = weapon_size * 0.6 ,
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depth = weapon_depth * 2 ,
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matrix =
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face_matrix
@@ -862,8 +862,8 @@ def add_weapons_to_face(bm, face) :
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cap_ends = True ,
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cap_tris = False ,
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segments = 8 ,
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- diameter1 = weapon_size * 0.4 ,
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- diameter2 = weapon_size * 0.4 ,
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+ radius1 = weapon_size * 0.4 ,
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+ radius2 = weapon_size * 0.4 ,
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depth = weapon_depth * 5 ,
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matrix = turret_house_mat
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)
@@ -874,8 +874,8 @@ def add_weapons_to_face(bm, face) :
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cap_ends = True ,
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cap_tris = False ,
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segments = 8 ,
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- diameter1 = weapon_size * 0.1 ,
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- diameter2 = weapon_size * 0.1 ,
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+ radius1 = weapon_size * 0.1 ,
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+ radius2 = weapon_size * 0.1 ,
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depth = weapon_depth * 6 ,
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matrix =
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turret_house_mat
@@ -888,8 +888,8 @@ def add_weapons_to_face(bm, face) :
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cap_ends = True ,
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cap_tris = False ,
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segments = 8 ,
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- diameter1 = weapon_size * 0.1 ,
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- diameter2 = weapon_size * 0.1 ,
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+ radius1 = weapon_size * 0.1 ,
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+ radius2 = weapon_size * 0.1 ,
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depth = weapon_depth * 6 ,
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matrix =
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turret_house_mat
@@ -916,7 +916,7 @@ def add_sphere_to_face(bm, face) :
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(
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bm ,
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subdivisions = 3 ,
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- diameter = sphere_size ,
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+ radius = sphere_size ,
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matrix = sphere_matrix
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)
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for vert in result ["verts" ] :
@@ -950,7 +950,7 @@ def add_surface_antenna_to_face(bm, face) :
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face_size = math .sqrt (face .calc_area ())
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depth = geom_random .uniform (0.1 , 1.5 ) * face_size
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depth_short = depth * geom_random .uniform (0.02 , 0.15 )
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- base_diameter = geom_random .uniform (0.005 , 0.05 )
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+ base_radius = geom_random .uniform (0.005 , 0.05 )
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material_index = MATERIAL .HULL_METALLIC
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# Spire
@@ -961,8 +961,8 @@ def add_surface_antenna_to_face(bm, face) :
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cap_ends = False ,
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cap_tris = False ,
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segments = num_segments ,
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- diameter1 = 0 ,
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- diameter2 = base_diameter ,
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+ radius1 = 0 ,
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+ radius2 = base_radius ,
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depth = depth ,
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matrix = get_face_matrix (face , pos + face .normal * depth * 0.5 )
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)
@@ -979,8 +979,8 @@ def add_surface_antenna_to_face(bm, face) :
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cap_ends = True ,
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cap_tris = False ,
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segments = num_segments ,
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- diameter1 = base_diameter * geom_random .uniform (1 , 1.5 ),
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- diameter2 = base_diameter * geom_random .uniform (1.5 , 2 ),
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+ radius1 = base_radius * geom_random .uniform (1 , 1.5 ),
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+ radius2 = base_radius * geom_random .uniform (1.5 , 2 ),
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depth = depth_short ,
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matrix = get_face_matrix (face , pos + face .normal * depth_short * 0.45 )
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)
@@ -1007,8 +1007,8 @@ def add_disc_to_face(bm, face) :
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cap_ends = True ,
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cap_tris = False ,
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segments = 32 ,
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- diameter1 = depth * 3 ,
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- diameter2 = depth * 4 ,
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+ radius1 = depth * 3 ,
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+ radius2 = depth * 4 ,
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depth = depth ,
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matrix = get_face_matrix (face , face .calc_center_bounds () + face .normal * depth * 0.5 )
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)
@@ -1018,8 +1018,8 @@ def add_disc_to_face(bm, face) :
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cap_ends = False ,
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cap_tris = False ,
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segments = 32 ,
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- diameter1 = depth * 1.25 ,
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- diameter2 = depth * 2.25 ,
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+ radius1 = depth * 1.25 ,
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+ radius2 = depth * 2.25 ,
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depth = 0.0 ,
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matrix = get_face_matrix (face , face .calc_center_bounds () + face .normal * depth * 1.05 )
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)
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