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@@ -8,9 +8,45 @@ extends StaticBody3D
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const INNER_HALF_X := 12.0
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const INNER_HALF_Z := 18.0
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const INNER_HEIGHT := 12.0
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# Goal-centre distance from arena centre; the end walls sit 1 m behind, so a
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# ball pinned against them still overlaps the goal sensor.
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const GOAL_LINE_Z := 17.0
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# Goal-centre distance from arena centre. Flush with the end walls (see
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# arena_01.tscn's goal transforms), so there is no floating gap between the
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# goal and the wall for a ball to ramp across before reaching the sensor.
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const GOAL_LINE_Z := INNER_HALF_Z
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# Curved transitions, so the ball rolls back into play instead of wedging
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# into a 90° pocket and ships can carry speed up the walls: quarter-cylinder
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# corner curves spanning the four vertical wall-wall edges, and base fillets
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# easing the floor into every wall. Everything is generated in _ready from
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# these constants, but collision and visuals deliberately differ:
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# - collision is rings of thick flat boxes tangent to the true arc — a
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# concave curve can't be one convex collider, primitives give Jolt clean
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# stable contact normals (the wall-contact reward reads them), and 1 m of
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# thickness is tunnel-proof at ball speeds;
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# - visuals are single smooth ArrayMesh surfaces (one per corner plus one
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# for all fillets) — proper curved normals, no seams or double-tinted
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# overlaps, one draw call each.
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# The corner curves reach at most the chord plane
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# |x| + |z| = INNER_HALF_X + INNER_HALF_Z - CORNER_RADIUS.
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const CORNER_RADIUS := 4.0
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const BASE_RADIUS := 2.0
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# The end-wall fillets stop short of the goal mouth so floor-level shots
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# roll flat into the goal sensor (3.5 m wide) instead of ramping over it.
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const GOAL_MOUTH_HALF_WIDTH := 2.5
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# Flat collider segments per quarter arc. Max sag from the true curve is
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# R * (1 - cos(45° / N)): under 4 cm for both radii, invisible to the ball.
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const CORNER_SEGMENTS := 6
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const BASE_SEGMENTS := 4
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# Path segments carrying the fillet around each corner curve's base.
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const WRAP_SEGMENTS := 3
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# Arc steps for the smooth visual surfaces (finer than the colliders; the
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# ball can sit at most ~4 cm proud of the drawn surface, which never reads).
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const CORNER_VISUAL_ARCS := 16
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const FILLET_VISUAL_ARCS := 8
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# Match the boxes in arena_boundary.tscn: 1 m thick surfaces, walls spanning
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# y -1..12 (flush with the floor slab's bottom and the ceiling slab's top).
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const SURFACE_THICKNESS := 1.0
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const WALL_HEIGHT := INNER_HEIGHT + 1.0
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const WALL_CENTRE_Y := INNER_HEIGHT / 2.0 - 0.5
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@onready var _wall_pos_x: MeshInstance3D = $WallPosXMesh
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@onready var _wall_neg_x: MeshInstance3D = $WallNegXMesh
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@@ -18,6 +54,15 @@ const GOAL_LINE_Z := 17.0
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@onready var _wall_neg_z: MeshInstance3D = $WallNegZMesh
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@onready var _ceiling: MeshInstance3D = $CeilingMesh
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# Corner curve visuals, following the same hide-when-the-camera-is-outside
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# rule as the walls: {mesh, point (on the 45° tangent plane), outward}.
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var _corner_visuals: Array[Dictionary] = []
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func _ready() -> void:
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_build_corner_curves()
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_build_base_fillets()
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func _process(_delta: float) -> void:
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# The translucent field material tints everything behind it, so any face
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@@ -33,3 +78,267 @@ func _process(_delta: float) -> void:
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_wall_pos_z.visible = p.z < INNER_HALF_Z
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_wall_neg_z.visible = p.z > -INNER_HALF_Z
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_ceiling.visible = p.y < INNER_HEIGHT
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for visual in _corner_visuals:
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var mesh: MeshInstance3D = visual["mesh"]
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var point: Vector3 = visual["point"]
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var outward: Vector3 = visual["outward"]
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mesh.visible = (p - point).dot(outward) < 0.0
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# Vertical quarter-cylinder curves across the four wall-wall corners, faced
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# with the walls' translucent field material.
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func _build_corner_curves() -> void:
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var field_material: Material = (_wall_pos_x.mesh as BoxMesh).material
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var arc_step := (PI / 2.0) / CORNER_SEGMENTS
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# Wide enough that adjacent tangent segments overlap instead of gapping.
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var face_width := 2.0 * CORNER_RADIUS * tan(arc_step / 2.0) + 0.4
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for sx in [-1.0, 1.0]:
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for sz in [-1.0, 1.0]:
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var arc_centre := Vector3(
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sx * (INNER_HALF_X - CORNER_RADIUS),
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0.0,
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sz * (INNER_HALF_Z - CORNER_RADIUS)
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)
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for i in CORNER_SEGMENTS:
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# Angle sweeps the quarter arc from facing the ±x wall (0)
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# to facing the ±z wall (90°); segments are tangent at
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# their arc midpoints, so the ends sit flush on the walls.
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var angle := (i + 0.5) * arc_step
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var outward := Vector3(sx * cos(angle), 0.0, sz * sin(angle))
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_add_curve_collider(
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arc_centre + outward * CORNER_RADIUS + Vector3.UP * WALL_CENTRE_Y,
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outward, Vector3.UP, face_width, WALL_HEIGHT
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)
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_add_corner_visual(sx, sz, arc_centre, field_material)
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# One smooth quarter-cylinder surface (floor to ceiling) plus a top cap so
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# the curve doesn't read as a hollow tube from above the (hidden) ceiling.
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func _add_corner_visual(sx: float, sz: float, arc_centre: Vector3, material: Material) -> void:
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var st := SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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var arc_step := (PI / 2.0) / CORNER_VISUAL_ARCS
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var top := Vector3.UP * INNER_HEIGHT
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var cap_corner := Vector3(sx * INNER_HALF_X, INNER_HEIGHT, sz * INNER_HALF_Z)
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for i in CORNER_VISUAL_ARCS:
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var dir_a := Vector3(sx * cos(i * arc_step), 0.0, sz * sin(i * arc_step))
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var dir_b := Vector3(sx * cos((i + 1) * arc_step), 0.0, sz * sin((i + 1) * arc_step))
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var base_a := arc_centre + dir_a * CORNER_RADIUS
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var base_b := arc_centre + dir_b * CORNER_RADIUS
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_add_quad(st, base_a, -dir_a, base_b, -dir_b, base_b + top, -dir_b, base_a + top, -dir_a)
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_add_cap_tri(st, cap_corner, base_a + top, base_b + top, Vector3.UP)
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st.set_material(material)
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var mesh_instance := MeshInstance3D.new()
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mesh_instance.mesh = st.commit()
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mesh_instance.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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add_child(mesh_instance)
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# Hide when the camera crosses the 45° tangent plane — the deepest point
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# of the curve, so it never vanishes while the camera is still in play.
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var outward_45 := Vector3(sx, 0.0, sz).normalized()
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_corner_visuals.append({
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"mesh": mesh_instance,
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"point": arc_centre + outward_45 * CORNER_RADIUS,
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"outward": outward_45,
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})
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# Quarter-cylinder fillets easing the floor into each wall, faced with the
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# floor material (they read as curved skirting, and like the floor they are
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# never hidden — they sit too low to block the view). Torus sections wrap
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# the fillet around each corner curve, joining the side- and end-wall runs
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# with no exposed end face; the goal-mouth ends stay a simple flat cutoff
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# (capped) since the goal now sits flush with the wall there (see
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# GOAL_LINE_Z) — there is no floating approach for a ship to hug at speed.
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func _build_base_fillets() -> void:
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var floor_material: Material = ($FloorMesh.mesh as BoxMesh).material
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var arc_step := (PI / 2.0) / BASE_SEGMENTS
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var face_width := 2.0 * BASE_RADIUS * tan(arc_step / 2.0) + 0.3
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# Side-wall fillets run the full span between the corner wraps; end-wall
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# fillets run from the corner wraps to the goal mouth.
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var side_run := 2.0 * (INNER_HALF_Z - CORNER_RADIUS)
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var end_run := (INNER_HALF_X - CORNER_RADIUS) - GOAL_MOUTH_HALF_WIDTH
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var end_centre_x := GOAL_MOUTH_HALF_WIDTH + end_run / 2.0
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# Each run: horizontal unit vector toward its wall, unit direction along
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# the wall, centre of its arc axis, run length, and which ends (in
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# +run_dir / -run_dir order) are exposed and need a cap rather than
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# meeting a corner wrap.
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var runs: Array[Dictionary] = []
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for side in [-1.0, 1.0]:
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runs.append({
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"wall_out": Vector3(side, 0, 0),
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"run_dir": Vector3(0, 0, 1),
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"centre": Vector3(side * (INNER_HALF_X - BASE_RADIUS), BASE_RADIUS, 0),
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"length": side_run,
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"caps": [false, false],
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})
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for goal_side in [-1.0, 1.0]:
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runs.append({
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"wall_out": Vector3(0, 0, side),
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"run_dir": Vector3(1, 0, 0),
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"centre": Vector3(goal_side * end_centre_x, BASE_RADIUS, side * (INNER_HALF_Z - BASE_RADIUS)),
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"length": end_run,
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# The end at the corner wrap is unexposed; the end at the
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# goal mouth needs a cap. run_dir is always +X, so the
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# mouth-facing end is -run_dir when goal_side is +1.
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"caps": [goal_side > 0.0, goal_side < 0.0],
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})
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var st := SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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for run in runs:
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var wall_out: Vector3 = run["wall_out"]
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var run_dir: Vector3 = run["run_dir"]
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var centre: Vector3 = run["centre"]
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var length: float = run["length"]
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var caps: Array = run["caps"]
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# Profile angle sweeps the quarter arc from facing the floor (0) to
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# facing the wall (90°); the direction points from the arc axis into
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# the fillet material.
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for i in BASE_SEGMENTS:
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var outward := _fillet_dir(wall_out, (i + 0.5) * arc_step)
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_add_curve_collider(centre + outward * BASE_RADIUS, outward, run_dir, face_width, length)
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_add_fillet_visual(st, wall_out, run_dir, centre, length, caps[0], caps[1])
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for sx in [-1.0, 1.0]:
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for sz in [-1.0, 1.0]:
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_add_fillet_corner_wrap(st, sx, sz)
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st.set_material(floor_material)
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var mesh_instance := MeshInstance3D.new()
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mesh_instance.mesh = st.commit()
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mesh_instance.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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add_child(mesh_instance)
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# Torus section carrying the fillet around a corner curve's base: the fillet
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# profile swept along the corner arc, meeting the straight runs flush at both
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# ends. Sweep position: with u(phi) the horizontal radial direction from the
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# corner arc's centre, the surface is
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# P(phi, theta) = centre + u * (CORNER_RADIUS - BASE_RADIUS
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# + BASE_RADIUS * sin(theta)) + UP * BASE_RADIUS * (1 - cos(theta))
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# whose outward (into-material) normal is u * sin(theta) - UP * cos(theta).
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func _add_fillet_corner_wrap(st: SurfaceTool, sx: float, sz: float) -> void:
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var origin := Vector3(sx * (INNER_HALF_X - CORNER_RADIUS), 0.0, sz * (INNER_HALF_Z - CORNER_RADIUS))
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var axis_radius := CORNER_RADIUS - BASE_RADIUS
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var path_step := (PI / 2.0) / WRAP_SEGMENTS
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var profile_step := (PI / 2.0) / BASE_SEGMENTS
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var face_width := 2.0 * BASE_RADIUS * tan(profile_step / 2.0) + 0.3
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for i in WRAP_SEGMENTS:
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var phi := (i + 0.5) * path_step
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var u := Vector3(sx * cos(phi), 0.0, sz * sin(phi))
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var along := Vector3(-sx * sin(phi), 0.0, sz * cos(phi))
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for j in BASE_SEGMENTS:
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var theta := (j + 0.5) * profile_step
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var ring_radius := axis_radius + BASE_RADIUS * sin(theta)
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var face_centre := origin + u * ring_radius \
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+ Vector3.UP * (BASE_RADIUS * (1.0 - cos(theta)))
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var outward := u * sin(theta) - Vector3.UP * cos(theta)
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var run_length := ring_radius * 2.0 * tan(path_step / 2.0) + 0.3
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_add_curve_collider(face_centre, outward, along, face_width, run_length)
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# Smooth visual patch over the same torus.
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var v_path := 8
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var v_step := (PI / 2.0) / v_path
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var p_step := (PI / 2.0) / FILLET_VISUAL_ARCS
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for i in v_path:
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for j in FILLET_VISUAL_ARCS:
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var points: Array[Vector3] = []
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var normals: Array[Vector3] = []
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for corner in [[i, j], [i + 1, j], [i + 1, j + 1], [i, j + 1]]:
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var u_c := Vector3(sx * cos(corner[0] * v_step), 0.0, sz * sin(corner[0] * v_step))
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var theta_c: float = corner[1] * p_step
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points.append(origin + u_c * (axis_radius + BASE_RADIUS * sin(theta_c)) \
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+ Vector3.UP * (BASE_RADIUS * (1.0 - cos(theta_c))))
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normals.append(-(u_c * sin(theta_c) - Vector3.UP * cos(theta_c)))
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_add_quad(
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st, points[0], normals[0], points[1], normals[1],
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points[2], normals[2], points[3], normals[3]
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)
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# One smooth fillet strip, optionally capped at either end (see caller: an
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# end is capped when it stops at the goal mouth rather than meeting a
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# corner wrap).
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func _add_fillet_visual(
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st: SurfaceTool, wall_out: Vector3, run_dir: Vector3, centre: Vector3, length: float,
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cap_start: bool, cap_end: bool
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) -> void:
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var arc_step := (PI / 2.0) / FILLET_VISUAL_ARCS
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var end_a := centre - run_dir * (length / 2.0)
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var end_b := centre + run_dir * (length / 2.0)
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for i in FILLET_VISUAL_ARCS:
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var dir_a := _fillet_dir(wall_out, i * arc_step)
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var dir_b := _fillet_dir(wall_out, (i + 1) * arc_step)
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_add_quad(
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st,
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end_a + dir_a * BASE_RADIUS, -dir_a,
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end_b + dir_a * BASE_RADIUS, -dir_a,
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end_b + dir_b * BASE_RADIUS, -dir_b,
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end_a + dir_b * BASE_RADIUS, -dir_b
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|
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)
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var caps: Array[Array] = []
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if cap_start:
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|
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caps.append([end_a, -run_dir])
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|
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if cap_end:
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caps.append([end_b, run_dir])
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for cap in caps:
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|
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var end_point: Vector3 = cap[0]
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|
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var cap_normal: Vector3 = cap[1]
|
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|
|
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# Fan from the wall-floor corner of the cross-section to the arc.
|
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|
|
|
var cap_corner := end_point + (wall_out + Vector3.DOWN) * BASE_RADIUS
|
|
|
|
|
for i in FILLET_VISUAL_ARCS:
|
|
|
|
|
var p0 := end_point + _fillet_dir(wall_out, i * arc_step) * BASE_RADIUS
|
|
|
|
|
var p1 := end_point + _fillet_dir(wall_out, (i + 1) * arc_step) * BASE_RADIUS
|
|
|
|
|
_add_cap_tri(st, cap_corner, p0, p1, cap_normal)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _fillet_dir(wall_out: Vector3, angle: float) -> Vector3:
|
|
|
|
|
return wall_out * sin(angle) + Vector3.DOWN * cos(angle)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# One flat tangent collider segment of a curved surface: a box whose inner
|
|
|
|
|
# face is centred on face_centre, facing -outward, running run_length along
|
|
|
|
|
# `along` and face_width across.
|
|
|
|
|
func _add_curve_collider(
|
|
|
|
|
face_centre: Vector3, outward: Vector3, along: Vector3,
|
|
|
|
|
face_width: float, run_length: float
|
|
|
|
|
) -> void:
|
|
|
|
|
var segment_basis := Basis(outward, along, outward.cross(along))
|
|
|
|
|
var origin := face_centre + outward * (SURFACE_THICKNESS / 2.0)
|
|
|
|
|
var collision := CollisionShape3D.new()
|
|
|
|
|
var box := BoxShape3D.new()
|
|
|
|
|
box.size = Vector3(SURFACE_THICKNESS, run_length, face_width)
|
|
|
|
|
collision.shape = box
|
|
|
|
|
collision.transform = Transform3D(segment_basis, origin)
|
|
|
|
|
add_child(collision)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# Quad a-b-c-d with per-vertex normals, wound so the front faces the normals
|
|
|
|
|
# (Godot front faces wind clockwise when seen from the normal side).
|
|
|
|
|
func _add_quad(
|
|
|
|
|
st: SurfaceTool,
|
|
|
|
|
a: Vector3, na: Vector3, b: Vector3, nb: Vector3,
|
|
|
|
|
c: Vector3, nc: Vector3, d: Vector3, nd: Vector3
|
|
|
|
|
) -> void:
|
|
|
|
|
if (b - a).cross(c - a).dot(na + nb + nc + nd) < 0.0:
|
|
|
|
|
_add_tri(st, a, na, b, nb, c, nc)
|
|
|
|
|
_add_tri(st, a, na, c, nc, d, nd)
|
|
|
|
|
else:
|
|
|
|
|
_add_tri(st, a, na, d, nd, c, nc)
|
|
|
|
|
_add_tri(st, a, na, c, nc, b, nb)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _add_cap_tri(st: SurfaceTool, a: Vector3, b: Vector3, c: Vector3, normal: Vector3) -> void:
|
|
|
|
|
if (b - a).cross(c - a).dot(normal) < 0.0:
|
|
|
|
|
_add_tri(st, a, normal, b, normal, c, normal)
|
|
|
|
|
else:
|
|
|
|
|
_add_tri(st, a, normal, c, normal, b, normal)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _add_tri(
|
|
|
|
|
st: SurfaceTool,
|
|
|
|
|
a: Vector3, na: Vector3, b: Vector3, nb: Vector3, c: Vector3, nc: Vector3
|
|
|
|
|
) -> void:
|
|
|
|
|
st.set_normal(na)
|
|
|
|
|
st.add_vertex(a)
|
|
|
|
|
st.set_normal(nb)
|
|
|
|
|
st.add_vertex(b)
|
|
|
|
|
st.set_normal(nc)
|
|
|
|
|
st.add_vertex(c)
|
|
|
|
|