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https://github.com/jcreek/CosmicClash.git
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04691aaa48
Lands the non-networked Phase 0 tasks from multiplayer-todo.md (ship/camera/ arena refactors, sim constants, background FPS handling) plus a first pass at exposing graphics/performance settings (presets, resolution scaling, vsync, FPS cap, perf overlay) and a GPU profiling harness for the real-hardware follow-up in task 0.15b.
781 lines
35 KiB
GDScript
781 lines
35 KiB
GDScript
class_name ArenaBoundary
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extends StaticBody3D
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# The standard arena play volume (inner faces of the enclosure). Every arena
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# instances objects/arena_boundary.tscn so all arenas share one size; code
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# that needs field dimensions derives them from these constants rather than
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# restating numbers.
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const INNER_HALF_X := 18.0
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const INNER_HALF_Z := 27.0
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const INNER_HEIGHT := 18.0
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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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# FLOOR (default) keeps the goal flush with the floor, as above. ELEVATED
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# moves the goal to GOAL_CENTER_Y — see the arena_0X_elevated.tscn scenes,
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# which bake that Y directly onto their Goal nodes and override this export.
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# There's no ramp: ships fly freely (see ship.gd), so nothing physically
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# needs to lead up to an elevated goal.
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enum GoalMode { FLOOR, ELEVATED }
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@export var goal_mode: GoalMode = GoalMode.FLOOR
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const GOAL_CENTER_Y := INNER_HEIGHT / 2.0 # ELEVATED mode goal centre
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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, base fillets
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# easing the floor into every wall, and ceiling fillets easing every wall
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# into the ceiling. Everything is generated in _ready from these constants,
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# 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 one merged shell (see _build_visual_shell) — proper curved
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# normals, and every surface drawn exactly once.
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# The base and ceiling fillets are the same skirting mirrored vertically, so
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# every function that builds one takes a `rise` of +1 (base, climbing away
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# from the floor) or -1 (ceiling, dropping away from it) and serves both.
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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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# The real navigable hole in the wall's collision (see
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# _build_end_wall_colliders) — must track objects/goal.tscn's BoxShape3D
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# (3.5 x 1.5, i.e. half-width 1.75, height 1.5) exactly. Anything wider than
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# the scoring sensor lets the ball cross the wall opening without entering
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# the sensor and failing to score; this is collision-authoritative, do not
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# widen it for cosmetic reasons — see GOAL_VISUAL_APERTURE_* below for that.
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# Half-width matches the sensor exactly; height is a few cm off in FLOOR mode
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# (the sensor is vertically offset by the goal node's own y=0.79 placement,
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# while the hole itself is measured from the floor at y=0 — see
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# _goal_surround_bounds), which is immaterial at the ball's radius but means
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# "exact match" isn't literally true.
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const GOAL_APERTURE_HALF_WIDTH := 1.75
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const GOAL_APERTURE_HEIGHT := 1.5
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# The (larger) aperture the visual shell/opaque bulkhead actually cuts —
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# deliberately wider than the true collision hole above, so goal.gd's bezel/
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# rim frame (built starting exactly at the sensor's own half-extents) has
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# clearance to be seen against the hull's cut edge instead of sitting flush
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# with it. Cosmetic only: collision still uses the exact GOAL_APERTURE_*
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# pair above, so this can't reopen the "ball crosses without scoring" bug.
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const GOAL_VISUAL_APERTURE_HALF_WIDTH := GOAL_APERTURE_HALF_WIDTH + 0.1
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const GOAL_VISUAL_APERTURE_HEIGHT := GOAL_APERTURE_HEIGHT + 0.15
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# The surround has to be opaque hull: backed by the translucent field panel
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# instead, the goal's recess and net showed straight through the wall beside
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# the mouth and read as a second, duplicated net.
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# ELEVATED only — in FLOOR mode the surround spans the deck to the fillet
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# tangent, so its height is BASE_RADIUS and needs no constant.
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const GOAL_SURROUND_HALF_HEIGHT := 1.6
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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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# Path steps for the torus patches carrying a fillet around a corner curve.
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const WRAP_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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# Where the flat deck/ceiling stops and the fillets take over, and where the
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# fillets hand over to the wall panels. Every piece of the shell is cut to
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# these so no two surfaces overlap.
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const FLAT_HALF_X := INNER_HALF_X - BASE_RADIUS
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const FLAT_HALF_Z := INNER_HALF_Z - BASE_RADIUS
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const CORNER_CENTRE_X := INNER_HALF_X - CORNER_RADIUS
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const CORNER_CENTRE_Z := INNER_HALF_Z - CORNER_RADIUS
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const WRAP_RADIUS := CORNER_RADIUS - BASE_RADIUS
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const BASE_FILLET := 1.0
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const CEILING_FILLET := -1.0
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const FIELD_SHADER_PATH := "res://shaders/energy_field.gdshader"
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const DECK_SHADER_PATH := "res://shaders/arena_deck.gdshader"
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@export var field_tint := Color(0.45, 0.65, 1.0)
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@export var field_intensity := 0.09
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@export var team0_tint := TeamColors.TEAM_COLORS[0]
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@export var team1_tint := TeamColors.TEAM_COLORS[1]
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# The single merged surface shell and the material whose camera-side fade
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# _process() drives. Both stay null in headless runs, which never render.
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var _shell: MeshInstance3D
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var _field_material: ShaderMaterial
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# Cached active camera for _process(), mirroring ship_camera.gd's _get_ball()
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# pattern so the viewport lookup isn't repeated every frame.
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var _camera: Camera3D
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var _last_camera_local_pos := Vector3.INF
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# Below this, the shader's per-pixel facing test can't produce a visibly
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# different result — skip the to_local()/set_shader_parameter() call.
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const CAMERA_UNIFORM_UPDATE_THRESHOLD := 0.05
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# Group every generated collider is tagged with. A CollisionShape3D only
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# registers a shape with a CollisionObject3D that is its DIRECT parent — an
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# earlier version of this code grouped generated colliders under an
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# intermediate Node3D container for identification, which silently made
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# every one of them inert (no shape ever reached the StaticBody3D). They must
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# be direct children of `self`; the group tag is how bake_colliders()
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# identifies (and clears, for idempotent re-baking) its own prior output
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# without an intermediate node.
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const GENERATED_COLLIDER_GROUP := "_arena_generated_collider"
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func _ready() -> void:
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add_to_group("arena_boundary")
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# goal_mode affects the generated geometry itself (see _fillet_runs'
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# `split` and _build_end_wall_colliders' hole placement), but it's an
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# instance-level override each arena_0X_elevated.tscn applies to the
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# shared arena_boundary.tscn's Boundary node — so a bake done in FLOOR
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# mode (the shared .tscn's default) must not be silently reused by an
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# ELEVATED instance. Only skip regenerating when the existing bake was
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# actually made in the current goal_mode.
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if get_meta("baked_goal_mode", -1) != goal_mode:
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bake_colliders()
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# Visuals are pure decoration and training spawns many headless instances
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# that never render one, so skip the mesh build there entirely. Collision
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# is unaffected either way.
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if DisplayServer.get_name() == "headless":
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set_process(false)
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return
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_build_visual_shell()
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# Builds every generated collider (corner curves, base/ceiling fillets, end-
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# wall goal holes) as direct children of this ArenaBoundary (required for
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# them to register with the StaticBody3D at all) and records the goal_mode
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# they were built for. Idempotent: clears any of its own prior output first
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# (identified via GENERATED_COLLIDER_GROUP), so calling this repeatedly — a
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# stale bake whose goal_mode doesn't match (see _ready), or re-running
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# tools/bake_arena_boundary.gd on an already-baked scene — replaces rather
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# than duplicates. _ready() calls this itself for any scene that hasn't been
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# baked yet, so behaviour is identical either way; baking only skips redoing
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# this work on every subsequent load, which matters most for the many
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# parallel headless training envs that would otherwise pay it on every
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# episode reset.
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func bake_colliders() -> void:
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for child in get_children():
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if child.is_in_group(GENERATED_COLLIDER_GROUP):
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child.free()
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_build_corner_colliders()
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_build_fillet_colliders(BASE_FILLET)
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_build_fillet_colliders(CEILING_FILLET)
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_build_end_wall_colliders()
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set_meta("baked_goal_mode", goal_mode)
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# Wall+ceiling-only proximity force field ("artificial gravity" grav-plating,
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# weaker than the floor's plain default gravity, which this deliberately
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# leaves untouched). Ship and Ball each call this with their own
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# strength/range so wall adherence and ceiling adherence can be tuned
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# independently per body — see ship.gd/ball.gd. Quadratic falloff keeps a
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# casual flyby near a wall almost force-free, concentrating the pull in
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# roughly the last third of the range so it only bites once something is
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# genuinely close to the surface.
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func get_surface_pull(
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global_pos: Vector3, wall_strength: float, wall_range: float,
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ceiling_strength: float, ceiling_range: float
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) -> Vector3:
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# Early-out: every dynamic body pays to_local() plus five _falloff calls
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# every tick even mid-arena, where every term is exactly zero. Compared
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# directly against global_pos, matching the same identity-transform
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# assumption GameMode._is_escaped already makes against these constants.
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if absf(global_pos.x) < INNER_HALF_X - wall_range \
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and absf(global_pos.z) < INNER_HALF_Z - wall_range \
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and global_pos.y < INNER_HEIGHT - ceiling_range:
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return Vector3.ZERO
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var p := to_local(global_pos)
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var pull := Vector3.ZERO
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pull += Vector3(1, 0, 0) * _falloff(INNER_HALF_X - p.x, wall_range) * wall_strength
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pull += Vector3(-1, 0, 0) * _falloff(INNER_HALF_X + p.x, wall_range) * wall_strength
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# End walls are gated off inside the goal mouth — there is no physical
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# wall there (see GOAL_MOUTH_HALF_WIDTH / _fillet_runs), so a shot heading
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# straight for the net doesn't feel a phantom sideways tug.
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if abs(p.x) >= GOAL_MOUTH_HALF_WIDTH:
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pull += Vector3(0, 0, 1) * _falloff(INNER_HALF_Z - p.z, wall_range) * wall_strength
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pull += Vector3(0, 0, -1) * _falloff(INNER_HALF_Z + p.z, wall_range) * wall_strength
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pull += Vector3.UP * _falloff(INNER_HEIGHT - p.y, ceiling_range) * ceiling_strength
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return pull
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func _falloff(dist: float, field_range: float) -> float:
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var t: float = clamp(1.0 - dist / field_range, 0.0, 1.0)
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return t * t
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func _process(_delta: float) -> void:
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# The field shader fades out any facet the camera has crossed to the
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# outside of, so looking into the arena from outside stays clear. It does
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# that per-pixel from this one uniform, which is what lets the whole
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# enclosure be a single mesh instead of per-face MeshInstance3Ds toggled
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# individually. Collision is untouched.
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if _field_material == null:
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return
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var camera := _get_camera()
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if camera == null:
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return # headless (RL/CI) has no camera
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var local_pos := to_local(camera.global_position)
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if local_pos.distance_to(_last_camera_local_pos) < CAMERA_UNIFORM_UPDATE_THRESHOLD:
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return
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_last_camera_local_pos = local_pos
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_field_material.set_shader_parameter("camera_local_pos", local_pos)
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# Caches the viewport's active camera; a plain is_instance_valid revalidation
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# is enough because exactly one ship_camera_rig (Camera3D) is spawned per
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# game-mode run (GameMode.spawn_camera_rig, called once each from
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# free_play.gd/match_mode.gd/spectate_mode.gd) and never re-spawned mid-match
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# — there's no active-camera-switch scenario today. ArenaBoundary itself is
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# destroyed/recreated per scene change, so the cache naturally resets with it;
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# there's no stale-cache-across-scenes concern. Revisit this if split-screen
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# or multiplayer camera-switching lands (see TODO.md's multiplayer section).
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func _get_camera() -> Camera3D:
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if not is_instance_valid(_camera):
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_camera = get_viewport().get_camera_3d()
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return _camera
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# --- shared layout -----------------------------------------------------------
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# Consumed by both the collider rings and the visual shell, so the two can
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# never end up describing different geometry.
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func _corner_centre(sx: float, sz: float) -> Vector3:
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return Vector3(sx * CORNER_CENTRE_X, 0.0, sz * CORNER_CENTRE_Z)
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# The surface a fillet eases out of: the floor for the base run, the ceiling
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# for the mirrored one.
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func _fillet_base_y(rise: float) -> float:
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return 0.0 if rise > 0.0 else INNER_HEIGHT
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# Profile direction at `angle`, sweeping from facing the surface the fillet
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# eases out of (0) round to facing the wall (90°), pointing from the arc axis
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# into the fillet material.
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func _fillet_dir(wall_out: Vector3, angle: float, rise: float) -> Vector3:
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return wall_out * sin(angle) - Vector3.UP * (rise * cos(angle))
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# Each run: horizontal unit vector toward its wall, unit direction along the
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# wall, centre of its arc axis, run length, and which ends (in +run_dir /
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# -run_dir order) are exposed and need a visual cap rather than meeting a
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# corner wrap.
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#
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# In FLOOR mode the base run along each end wall stops short of the goal mouth
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# (flat cutoff, capped) so floor-level shots roll flat into the goal sensor
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# instead of ramping over it — the goal sits flush with the wall there (see
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# GOAL_LINE_Z). Nothing else splits: an elevated goal isn't at floor level, and
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# the ceiling has nothing goal-related to keep clear, so both run full width.
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func _fillet_runs(rise: float) -> Array[Dictionary]:
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var centre_y := _fillet_base_y(rise) + rise * BASE_RADIUS
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var split := rise > 0.0 and goal_mode == GoalMode.FLOOR
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var side_run := 2.0 * CORNER_CENTRE_Z
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var end_run_full := 2.0 * CORNER_CENTRE_X
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var end_run_split := CORNER_CENTRE_X - GOAL_MOUTH_HALF_WIDTH
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var end_centre_x := GOAL_MOUTH_HALF_WIDTH + end_run_split / 2.0
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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 * FLAT_HALF_X, centre_y, 0),
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"length": side_run,
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"caps": [false, false],
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})
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if not split:
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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(0, centre_y, side * FLAT_HALF_Z),
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"length": end_run_full,
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"caps": [false, false],
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})
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continue
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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, centre_y, side * FLAT_HALF_Z),
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"length": end_run_split,
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# The end at the corner wrap is unexposed; the end at the goal
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# mouth needs a cap. run_dir is always +X, so the mouth-facing
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# 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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return runs
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# --- collision ---------------------------------------------------------------
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# Builds the tangent-box collider rings and each end wall's real goal hole.
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# Geometry is free to evolve now that bots are retrained from scratch — just
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# re-run tools/bake_arena_boundary.gd afterward so the baked scene (see
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# bake_colliders) reflects the change.
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# Vertical quarter-cylinder curves across the four wall-wall corners.
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func _build_corner_colliders() -> void:
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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 := _corner_centre(sx, sz)
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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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# Quarter-cylinder fillets easing every wall into the floor (rise +1) or the
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# ceiling (rise -1), with torus sections wrapping each corner curve so the
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# side- and end-wall runs join with no exposed end face.
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func _build_fillet_colliders(rise: float) -> void:
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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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for run in _fillet_runs(rise):
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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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for i in BASE_SEGMENTS:
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var outward := _fillet_dir(wall_out, (i + 0.5) * arc_step, rise)
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_add_curve_collider(centre + outward * BASE_RADIUS, outward, run_dir, face_width, length)
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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_wrap_colliders(sx, sz, rise)
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# Torus section carrying a fillet around a corner curve. With u(phi) the
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# horizontal radial direction from the corner arc's centre, the surface is
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# P(phi, theta) = origin + u * (CORNER_RADIUS - BASE_RADIUS
|
|
# + BASE_RADIUS * sin(theta))
|
|
# + UP * rise * BASE_RADIUS * (1 - cos(theta))
|
|
# whose outward (into-material) normal is
|
|
# u * sin(theta) - UP * rise * cos(theta).
|
|
# Note `rise` enters the position and the normal with opposite signs.
|
|
func _add_wrap_colliders(sx: float, sz: float, rise: float) -> void:
|
|
var origin := _corner_centre(sx, sz) + Vector3.UP * _fillet_base_y(rise)
|
|
var path_step := (PI / 2.0) / WRAP_SEGMENTS
|
|
var profile_step := (PI / 2.0) / BASE_SEGMENTS
|
|
var face_width := 2.0 * BASE_RADIUS * tan(profile_step / 2.0) + 0.3
|
|
for i in WRAP_SEGMENTS:
|
|
var phi := (i + 0.5) * path_step
|
|
var u := Vector3(sx * cos(phi), 0.0, sz * sin(phi))
|
|
var along := Vector3(-sx * sin(phi), 0.0, sz * cos(phi))
|
|
for j in BASE_SEGMENTS:
|
|
var theta := (j + 0.5) * profile_step
|
|
var ring_radius := WRAP_RADIUS + BASE_RADIUS * sin(theta)
|
|
var face_centre := origin + u * ring_radius \
|
|
+ Vector3.UP * (rise * BASE_RADIUS * (1.0 - cos(theta)))
|
|
var outward := u * sin(theta) - Vector3.UP * (rise * cos(theta))
|
|
var run_length := ring_radius * 2.0 * tan(path_step / 2.0) + 0.3
|
|
_add_curve_collider(face_centre, outward, along, face_width, run_length)
|
|
|
|
|
|
# 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)
|
|
collision.add_to_group(GENERATED_COLLIDER_GROUP)
|
|
add_child(collision)
|
|
|
|
|
|
# A plain axis-aligned box collider centred on `center`. Used for the flat
|
|
# end-wall panels below, which aren't tangent to a curve so don't need
|
|
# _add_curve_collider's outward/along framing.
|
|
func _add_box_collider(center: Vector3, size: Vector3) -> void:
|
|
var collision := CollisionShape3D.new()
|
|
var box := BoxShape3D.new()
|
|
box.size = size
|
|
collision.shape = box
|
|
collision.transform = Transform3D(Basis.IDENTITY, center)
|
|
collision.add_to_group(GENERATED_COLLIDER_GROUP)
|
|
add_child(collision)
|
|
|
|
|
|
# One rectangular end-wall panel spanning x in [x0, x1] and y in [y0, y1] at
|
|
# the given wall_z, SURFACE_THICKNESS deep. No-ops for a degenerate (zero or
|
|
# negative area) range, which happens whenever the goal hole's aperture
|
|
# extends to the wall's own boundary (e.g. FLOOR mode's aperture bottom sits
|
|
# at the wall's own y0).
|
|
func _add_end_wall_panel(wall_z: float, x0: float, x1: float, y0: float, y1: float) -> void:
|
|
if x1 <= x0 or y1 <= y0:
|
|
return
|
|
_add_box_collider(
|
|
Vector3((x0 + x1) / 2.0, (y0 + y1) / 2.0, wall_z),
|
|
Vector3(x1 - x0, y1 - y0, SURFACE_THICKNESS)
|
|
)
|
|
|
|
|
|
# Real navigable hole in each end wall, sized to the goal's actual scoring
|
|
# aperture (GOAL_APERTURE_HALF_WIDTH/HEIGHT, which now track
|
|
# objects/goal.tscn's sensor — see that constant's comment) instead of the
|
|
# previous single solid box that let the ball trigger the goal sensor but
|
|
# never actually fly through the wall. _goal_surround_bounds() already knows
|
|
# the aperture's vertical placement for both FLOOR (floor-level) and ELEVATED
|
|
# (raised) goal modes, so this works unmodified for either. Left/right panels
|
|
# carry the full wall height; top/bottom panels close off the remainder of
|
|
# the aperture band above/below the hole. In FLOOR mode the bottom panel
|
|
# (y -1..0) is a harmless duplicate — FloorShape already occupies that
|
|
# region — rather than a true no-op: _add_end_wall_panel still emits it,
|
|
# since aperture_bottom (0) is above y_bottom (-1). Left in rather than
|
|
# special-cased since it costs one extra collider and can't create a gap.
|
|
func _build_end_wall_colliders() -> void:
|
|
var half_width := INNER_HALF_X + 1.0
|
|
var y_bottom := -1.0
|
|
var y_top := INNER_HEIGHT
|
|
var bounds := _goal_surround_bounds(GOAL_APERTURE_HEIGHT)
|
|
var aperture_bottom: float = bounds.z
|
|
var aperture_top: float = bounds.w
|
|
for sz in [-1.0, 1.0]:
|
|
var wall_z: float = sz * (INNER_HALF_Z + 0.5)
|
|
_add_end_wall_panel(wall_z, -half_width, -GOAL_APERTURE_HALF_WIDTH, y_bottom, y_top)
|
|
_add_end_wall_panel(wall_z, GOAL_APERTURE_HALF_WIDTH, half_width, y_bottom, y_top)
|
|
_add_end_wall_panel(wall_z, -GOAL_APERTURE_HALF_WIDTH, GOAL_APERTURE_HALF_WIDTH, aperture_top, y_top)
|
|
_add_end_wall_panel(wall_z, -GOAL_APERTURE_HALF_WIDTH, GOAL_APERTURE_HALF_WIDTH, y_bottom, aperture_bottom)
|
|
|
|
|
|
# --- visual shell ------------------------------------------------------------
|
|
# One mesh covering the inner surface of the play volume exactly once. Every
|
|
# piece is cut to meet its neighbours edge-on, so no two translucent surfaces
|
|
# overlap — overlapping alpha was what made the enclosure read as patches of
|
|
# differing brightness. Only inward-facing triangles are emitted; the outer
|
|
# faces and the 1 m overhang the old BoxMeshes carried simply don't exist.
|
|
#
|
|
# Two surfaces share the mesh: an opaque hull (deck, base fillets and the goal
|
|
# surrounds) and the translucent containment field (walls, corners, ceiling
|
|
# fillets, ceiling).
|
|
|
|
|
|
func _build_visual_shell() -> void:
|
|
var mesh := ArrayMesh.new()
|
|
|
|
var deck := SurfaceTool.new()
|
|
deck.begin(Mesh.PRIMITIVE_TRIANGLES)
|
|
_add_flat_panel(deck, 0.0, Vector3.UP)
|
|
_add_goal_aprons(deck)
|
|
_add_goal_surrounds(deck)
|
|
_add_fillet_surface(deck, BASE_FILLET)
|
|
deck.commit(mesh)
|
|
mesh.surface_set_material(0, _make_deck_material())
|
|
|
|
_field_material = _make_field_material()
|
|
var field := SurfaceTool.new()
|
|
field.begin(Mesh.PRIMITIVE_TRIANGLES)
|
|
_add_wall_panels(field)
|
|
_add_corner_panels(field)
|
|
_add_fillet_surface(field, CEILING_FILLET)
|
|
_add_flat_panel(field, INNER_HEIGHT, Vector3.DOWN)
|
|
field.commit(mesh)
|
|
mesh.surface_set_material(1, _field_material)
|
|
|
|
_shell = MeshInstance3D.new()
|
|
_shell.name = "SurfaceShell"
|
|
_shell.mesh = mesh
|
|
# Ships and the ball still cast onto the deck; the deck shadowing itself
|
|
# would only produce acne.
|
|
_shell.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
|
add_child(_shell)
|
|
|
|
|
|
func _make_deck_material() -> ShaderMaterial:
|
|
var mat := ShaderMaterial.new()
|
|
mat.shader = load(DECK_SHADER_PATH)
|
|
# The markings are drawn from these, so they track the collision geometry.
|
|
mat.set_shader_parameter("half_x", INNER_HALF_X)
|
|
mat.set_shader_parameter("half_z", INNER_HALF_Z)
|
|
mat.set_shader_parameter("goal_line_z", GOAL_LINE_Z)
|
|
mat.set_shader_parameter("base_radius", BASE_RADIUS)
|
|
mat.set_shader_parameter("team0_color", team0_tint)
|
|
mat.set_shader_parameter("team1_color", team1_tint)
|
|
mat.set_shader_parameter("seam_color", field_tint)
|
|
return mat
|
|
|
|
|
|
func _make_field_material() -> ShaderMaterial:
|
|
var mat := ShaderMaterial.new()
|
|
mat.shader = load(FIELD_SHADER_PATH)
|
|
mat.set_shader_parameter("field_color", field_tint)
|
|
mat.set_shader_parameter("field_intensity", field_intensity)
|
|
return mat
|
|
|
|
|
|
# The flat deck (or ceiling): a rounded rectangle whose straight edges stop on
|
|
# the fillet tangents and whose corners follow the corner wraps' inner arc, so
|
|
# it meets the fillets exactly once. Decomposed into a centre span, two end
|
|
# spans narrowed to clear the corner arcs, and four quarter-discs — a partition
|
|
# with no overlaps.
|
|
func _add_flat_panel(st: SurfaceTool, y: float, face: Vector3) -> void:
|
|
var origin := Vector3(0, y, 0)
|
|
var right := Vector3(1, 0, 0)
|
|
var forward := Vector3(0, 0, 1)
|
|
_add_plane_quad(st, origin, right, forward, face,
|
|
-FLAT_HALF_X, FLAT_HALF_X, -CORNER_CENTRE_Z, CORNER_CENTRE_Z)
|
|
for sz in [-1.0, 1.0]:
|
|
var z0: float = sz * CORNER_CENTRE_Z
|
|
var z1: float = sz * FLAT_HALF_Z
|
|
_add_plane_quad(st, origin, right, forward, face,
|
|
-CORNER_CENTRE_X, CORNER_CENTRE_X, minf(z0, z1), maxf(z0, z1))
|
|
var step := (PI / 2.0) / FILLET_VISUAL_ARCS
|
|
for sx in [-1.0, 1.0]:
|
|
for sz in [-1.0, 1.0]:
|
|
var centre := _corner_centre(sx, sz) + Vector3.UP * y
|
|
for i in FILLET_VISUAL_ARCS:
|
|
var d0 := Vector3(sx * cos(i * step), 0.0, sz * sin(i * step))
|
|
var d1 := Vector3(sx * cos((i + 1) * step), 0.0, sz * sin((i + 1) * step))
|
|
_add_cap_tri(st, centre, centre + d0 * WRAP_RADIUS, centre + d1 * WRAP_RADIUS, face)
|
|
|
|
|
|
# In FLOOR mode the end-wall fillet stops short of the goal mouth, so the deck
|
|
# has to run flat all the way to the end wall across that gap — otherwise there
|
|
# would be a hole in front of each goal.
|
|
func _add_goal_aprons(st: SurfaceTool) -> void:
|
|
if goal_mode != GoalMode.FLOOR:
|
|
return
|
|
for sz in [-1.0, 1.0]:
|
|
var z0: float = sz * FLAT_HALF_Z
|
|
var z1: float = sz * INNER_HALF_Z
|
|
_add_plane_quad(st, Vector3.ZERO, Vector3(1, 0, 0), Vector3(0, 0, 1), Vector3.UP,
|
|
-GOAL_MOUTH_HALF_WIDTH, GOAL_MOUTH_HALF_WIDTH, minf(z0, z1), maxf(z0, z1))
|
|
|
|
|
|
# Opaque bulkhead around each goal mouth, with the aperture cut out of it. This
|
|
# is the solid hull the goal recess is set into: left as translucent field
|
|
# panel, the recess and net behind it showed through the wall and the net read
|
|
# as duplicated either side of the frame.
|
|
func _add_goal_surrounds(st: SurfaceTool) -> void:
|
|
var bounds := _goal_surround_bounds(GOAL_VISUAL_APERTURE_HEIGHT)
|
|
for side in [-1.0, 1.0]:
|
|
_add_aperture_panel(st,
|
|
Vector3(0, 0, side * INNER_HALF_Z), Vector3(-side, 0, 0), Vector3.UP,
|
|
Vector3(0, 0, -side), GOAL_MOUTH_HALF_WIDTH, bounds.x, bounds.y,
|
|
GOAL_VISUAL_APERTURE_HALF_WIDTH, bounds.z, bounds.w)
|
|
|
|
|
|
# (surround bottom, surround top, aperture bottom, aperture top) on the end
|
|
# wall. In FLOOR mode the surround spans deck to fillet tangent with the goal
|
|
# sitting on the deck; in ELEVATED it is a band centred on the raised goal.
|
|
# `aperture_height` is the caller's choice of GOAL_APERTURE_HEIGHT (the true,
|
|
# collision-matching size — see _build_end_wall_colliders) or
|
|
# GOAL_VISUAL_APERTURE_HEIGHT (the cosmetically-widened cut — see
|
|
# _add_goal_surrounds); it only affects the returned aperture bottom/top
|
|
# (z/w), not the surround bottom/top (x/y), which are independent of it in
|
|
# both modes.
|
|
func _goal_surround_bounds(aperture_height: float) -> Vector4:
|
|
if goal_mode == GoalMode.FLOOR:
|
|
return Vector4(0.0, BASE_RADIUS, 0.0, aperture_height)
|
|
var half := aperture_height / 2.0
|
|
return Vector4(
|
|
GOAL_CENTER_Y - GOAL_SURROUND_HALF_HEIGHT,
|
|
GOAL_CENTER_Y + GOAL_SURROUND_HALF_HEIGHT,
|
|
GOAL_CENTER_Y - half,
|
|
GOAL_CENTER_Y + half)
|
|
|
|
|
|
func _add_fillet_surface(st: SurfaceTool, rise: float) -> void:
|
|
for run in _fillet_runs(rise):
|
|
var caps: Array = run["caps"]
|
|
_add_fillet_visual(st, run["wall_out"], run["run_dir"], run["centre"], run["length"],
|
|
caps[0], caps[1], rise)
|
|
for sx in [-1.0, 1.0]:
|
|
for sz in [-1.0, 1.0]:
|
|
_add_wrap_visual(st, sx, sz, rise)
|
|
|
|
|
|
# Wall panels, spanning between the fillets vertically and between the corner
|
|
# curves horizontally. Each end wall is cut around the goal surround, which is
|
|
# opaque hull carrying the aperture itself (see _add_goal_surrounds). In FLOOR
|
|
# mode that surround sits below the panels entirely, so only the ELEVATED one
|
|
# punches a hole through them.
|
|
func _add_wall_panels(st: SurfaceTool) -> void:
|
|
var y0 := BASE_RADIUS
|
|
var y1 := INNER_HEIGHT - BASE_RADIUS
|
|
var elevated := goal_mode == GoalMode.ELEVATED
|
|
var bounds := _goal_surround_bounds(GOAL_VISUAL_APERTURE_HEIGHT)
|
|
for side in [-1.0, 1.0]:
|
|
_add_aperture_panel(st,
|
|
Vector3(side * INNER_HALF_X, 0, 0), Vector3(0, 0, side), Vector3.UP,
|
|
Vector3(-side, 0, 0), CORNER_CENTRE_Z, y0, y1, 0.0, 0.0, 0.0)
|
|
_add_aperture_panel(st,
|
|
Vector3(0, 0, side * INNER_HALF_Z), Vector3(-side, 0, 0), Vector3.UP,
|
|
Vector3(0, 0, -side), CORNER_CENTRE_X, y0, y1,
|
|
GOAL_MOUTH_HALF_WIDTH if elevated else 0.0, bounds.x, bounds.y)
|
|
|
|
|
|
# The corner quarter-cylinders, trimmed to the wall panels' height range so
|
|
# they abut the fillet wraps instead of running through them.
|
|
func _add_corner_panels(st: SurfaceTool) -> void:
|
|
var y0 := BASE_RADIUS
|
|
var y1 := INNER_HEIGHT - BASE_RADIUS
|
|
var arc_step := (PI / 2.0) / CORNER_VISUAL_ARCS
|
|
for sx in [-1.0, 1.0]:
|
|
for sz in [-1.0, 1.0]:
|
|
var arc_centre := _corner_centre(sx, sz)
|
|
for i in CORNER_VISUAL_ARCS:
|
|
var d0 := Vector3(sx * cos(i * arc_step), 0.0, sz * sin(i * arc_step))
|
|
var d1 := Vector3(sx * cos((i + 1) * arc_step), 0.0, sz * sin((i + 1) * arc_step))
|
|
var b0 := arc_centre + d0 * CORNER_RADIUS
|
|
var b1 := arc_centre + d1 * CORNER_RADIUS
|
|
_add_quad(st,
|
|
b0 + Vector3.UP * y0, -d0, b1 + Vector3.UP * y0, -d1,
|
|
b1 + Vector3.UP * y1, -d1, b0 + Vector3.UP * y1, -d0)
|
|
|
|
|
|
# One smooth fillet strip, optionally capped at either end (an end is capped
|
|
# when it stops at the goal mouth rather than meeting a corner wrap).
|
|
func _add_fillet_visual(
|
|
st: SurfaceTool, wall_out: Vector3, run_dir: Vector3, centre: Vector3, length: float,
|
|
cap_start: bool, cap_end: bool, rise: float
|
|
) -> void:
|
|
var arc_step := (PI / 2.0) / FILLET_VISUAL_ARCS
|
|
var end_a := centre - run_dir * (length / 2.0)
|
|
var end_b := centre + run_dir * (length / 2.0)
|
|
for i in FILLET_VISUAL_ARCS:
|
|
var dir_a := _fillet_dir(wall_out, i * arc_step, rise)
|
|
var dir_b := _fillet_dir(wall_out, (i + 1) * arc_step, rise)
|
|
_add_quad(
|
|
st,
|
|
end_a + dir_a * BASE_RADIUS, -dir_a,
|
|
end_b + dir_a * BASE_RADIUS, -dir_a,
|
|
end_b + dir_b * BASE_RADIUS, -dir_b,
|
|
end_a + dir_b * BASE_RADIUS, -dir_b
|
|
)
|
|
var caps: Array[Array] = []
|
|
if cap_start:
|
|
caps.append([end_a, -run_dir])
|
|
if cap_end:
|
|
caps.append([end_b, run_dir])
|
|
for cap in caps:
|
|
var end_point: Vector3 = cap[0]
|
|
var cap_normal: Vector3 = cap[1]
|
|
# Fan from the wall-floor corner of the cross-section round to the arc.
|
|
var cap_corner := end_point + (wall_out + _fillet_dir(wall_out, 0.0, rise)) * BASE_RADIUS
|
|
for i in FILLET_VISUAL_ARCS:
|
|
var p0 := end_point + _fillet_dir(wall_out, i * arc_step, rise) * BASE_RADIUS
|
|
var p1 := end_point + _fillet_dir(wall_out, (i + 1) * arc_step, rise) * BASE_RADIUS
|
|
_add_cap_tri(st, cap_corner, p0, p1, cap_normal)
|
|
|
|
|
|
# Smooth torus patch over the same sweep _add_wrap_colliders describes.
|
|
func _add_wrap_visual(st: SurfaceTool, sx: float, sz: float, rise: float) -> void:
|
|
var origin := _corner_centre(sx, sz) + Vector3.UP * _fillet_base_y(rise)
|
|
var path_step := (PI / 2.0) / WRAP_VISUAL_ARCS
|
|
var profile_step := (PI / 2.0) / FILLET_VISUAL_ARCS
|
|
for i in WRAP_VISUAL_ARCS:
|
|
for j in FILLET_VISUAL_ARCS:
|
|
var points: Array[Vector3] = []
|
|
var normals: Array[Vector3] = []
|
|
for corner in [[i, j], [i + 1, j], [i + 1, j + 1], [i, j + 1]]:
|
|
var phi: float = corner[0] * path_step
|
|
var theta: float = corner[1] * profile_step
|
|
var u := Vector3(sx * cos(phi), 0.0, sz * sin(phi))
|
|
points.append(origin + u * (WRAP_RADIUS + BASE_RADIUS * sin(theta))
|
|
+ Vector3.UP * (rise * BASE_RADIUS * (1.0 - cos(theta))))
|
|
normals.append(-(u * sin(theta) - Vector3.UP * (rise * cos(theta))))
|
|
_add_quad(
|
|
st, points[0], normals[0], points[1], normals[1],
|
|
points[2], normals[2], points[3], normals[3]
|
|
)
|
|
|
|
|
|
# --- meshing primitives ------------------------------------------------------
|
|
|
|
|
|
# A flat rectangle in the plane through `plane_origin` spanned by `right`/`up`,
|
|
# with an optional rectangular aperture cut out of it (hole_half_width <= 0 for
|
|
# none). Decomposed into the up-to-four quads surrounding the hole so the panel
|
|
# stays a single non-overlapping layer.
|
|
func _add_aperture_panel(
|
|
st: SurfaceTool, plane_origin: Vector3, right: Vector3, up: Vector3, normal: Vector3,
|
|
half_width: float, v0: float, v1: float,
|
|
hole_half_width: float, hole_v0: float, hole_v1: float
|
|
) -> void:
|
|
if hole_half_width <= 0.0:
|
|
_add_plane_quad(st, plane_origin, right, up, normal, -half_width, half_width, v0, v1)
|
|
return
|
|
var lo: float = clampf(hole_v0, v0, v1)
|
|
var hi: float = clampf(hole_v1, v0, v1)
|
|
_add_plane_quad(st, plane_origin, right, up, normal, -half_width, half_width, v0, lo)
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_add_plane_quad(st, plane_origin, right, up, normal, -half_width, half_width, hi, v1)
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_add_plane_quad(st, plane_origin, right, up, normal, -half_width, -hole_half_width, lo, hi)
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_add_plane_quad(st, plane_origin, right, up, normal, hole_half_width, half_width, lo, hi)
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|
|
|
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# One quad in the plane through `plane_origin` spanned by `right`/`up`, over
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# the given parameter ranges. Degenerate spans are skipped so callers can pass
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# empty slices (an aperture flush with a panel edge, say) without guarding.
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func _add_plane_quad(
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st: SurfaceTool, plane_origin: Vector3, right: Vector3, up: Vector3,
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normal: Vector3, u0: float, u1: float, v0: float, v1: float
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|
) -> void:
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|
if u1 - u0 <= 0.0001 or v1 - v0 <= 0.0001:
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|
return
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|
_add_quad(st,
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|
plane_origin + right * u0 + up * v0, normal,
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|
plane_origin + right * u1 + up * v0, normal,
|
|
plane_origin + right * u1 + up * v1, normal,
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|
plane_origin + right * u0 + up * v1, normal)
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|
|
|
|
|
# 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(
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|
st: SurfaceTool,
|
|
a: Vector3, na: Vector3, b: Vector3, nb: Vector3,
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|
c: Vector3, nc: Vector3, d: Vector3, nd: Vector3
|
|
) -> void:
|
|
if (b - a).cross(c - a).dot(na + nb + nc + nd) < 0.0:
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|
_add_tri(st, a, na, b, nb, c, nc)
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|
_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)
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|
|
|
|
|
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)
|