Grade em onda
Uma grade de 196 cubos surfando uma onda senoidal. Dois loops aninhados na montagem, uma linha de matemática por quadro.
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Classes do Godot usadas
MeshInstance3DBoxMeshCamera3D
O código
scripts/main.gd
extends Node
const GRID: int = 14
const SPACING: float = 0.9
const AMPLITUDE: float = 1.2
var cubes: Array[MeshInstance3D] = []
var elapsed: float = 0.0
func _ready() -> void:
_add_environment()
_add_light()
var mesh: BoxMesh = BoxMesh.new()
mesh.size = Vector3(0.6, 0.6, 0.6)
var offset: float = (GRID - 1) * SPACING * 0.5
for x in GRID:
var material: StandardMaterial3D = StandardMaterial3D.new()
material.albedo_color = Color.from_hsv(float(x) / GRID * 0.4 + 0.5, 0.5, 0.95)
material.roughness = 0.35
for z in GRID:
var cube: MeshInstance3D = MeshInstance3D.new()
cube.mesh = mesh
cube.material_override = material
cube.position = Vector3(x * SPACING - offset, 0, z * SPACING - offset)
add_child(cube)
cubes.append(cube)
var camera: Camera3D = Camera3D.new()
camera.position = Vector3(0, 8, 13)
add_child(camera)
camera.look_at(Vector3.ZERO, Vector3.UP)
camera.current = true
func _process(delta: float) -> void:
elapsed += delta
for cube in cubes:
var wave: float = sin(cube.position.x * 0.8 + elapsed * 2.0) * cos(cube.position.z * 0.8 + elapsed * 1.4)
cube.position.y = wave * AMPLITUDE
func _add_environment() -> void:
var sky_material: ProceduralSkyMaterial = ProceduralSkyMaterial.new()
sky_material.sky_top_color = Color(0.04, 0.05, 0.1)
sky_material.sky_horizon_color = Color(0.12, 0.14, 0.22)
sky_material.ground_bottom_color = Color(0.02, 0.02, 0.04)
sky_material.ground_horizon_color = Color(0.09, 0.1, 0.15)
var sky: Sky = Sky.new()
sky.sky_material = sky_material
var env: Environment = Environment.new()
env.background_mode = Environment.BG_SKY
env.sky = sky
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_energy = 0.9
var world: WorldEnvironment = WorldEnvironment.new()
world.environment = env
add_child(world)
func _add_light() -> void:
var light: DirectionalLight3D = DirectionalLight3D.new()
light.rotation_degrees = Vector3(-60, -30, 0)
light.light_energy = 1.1
add_child(light)