Add hex-diamond island terrain prototype

New standalone debug prototype exploring the "gem-cut" flying island
shape: a flat hexagonal table (center region) surrounded by 6 sloped
trapezoidal facets down to the girdle (6 outer regions), with a
non-walkable 6-sided pavilion pyramid below for the underside. Crown
gets trimesh collision for later player testing; all 6 outer facets
stay visually neutral (alternating flat color only) since theming
comes later. Doesn't touch main.tscn or the old cross-layout prototype.
This commit is contained in:
Jonas Reith 2026-08-26 19:26:07 +02:00
parent fa38e603a1
commit 7a24584c7d
2 changed files with 137 additions and 0 deletions

105
debug/HexDiamondIsland.gd Normal file
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extends Node3D
# ═══════════════════════════════════════════════════════════════
# HEX-DIAMANT-INSEL — Blockout
# Krone (begehbar): flaches 6-Eck-Tisch + 6 Trapez-Facetten zur Rundiste
# Pavillon (rein optisch): steile 6-seitige Pyramide unter der Rundiste
# ═══════════════════════════════════════════════════════════════
@export var table_radius : float = 80.0 # flaches Sechseck in der Mitte
@export var girdle_radius : float = 260.0 # äußerer Sechseck-Rand (Rundiste)
@export var crown_drop : float = 30.0 # Höhenabfall Tisch -> Rundiste
@export var pavilion_depth : float = 190.0 # Höhenabfall Rundiste -> Spitze
@export var angle_offset_deg: float = 0.0
const COLOR_TABLE := Color(0.75, 0.74, 0.70)
const COLOR_FACET_A := Color(0.55, 0.55, 0.48)
const COLOR_FACET_B := Color(0.49, 0.49, 0.43)
const COLOR_PAVILION := Color(0.30, 0.28, 0.26)
func _ready() -> void:
_build_crown()
_build_pavilion()
func _hex_angle(k: int) -> float:
return deg_to_rad(angle_offset_deg) + float(k) / 6.0 * TAU
func _add_tri(st: SurfaceTool, a: Vector3, b: Vector3, c: Vector3, col: Color) -> void:
var n := (b - a).cross(c - a).normalized()
for v in [a, b, c]:
st.set_normal(n)
st.set_color(col)
st.add_vertex(v)
# ═══════════════════════════════════════════════
# KRONE — Tisch + 6 Facetten (begehbar, mit Kollision)
# ═══════════════════════════════════════════════
func _build_crown() -> void:
var st := SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
var center := Vector3.ZERO
var table_pts : Array[Vector3] = []
var girdle_pts : Array[Vector3] = []
for k in range(6):
var a := _hex_angle(k)
table_pts.append(Vector3(cos(a) * table_radius, 0.0, sin(a) * table_radius))
girdle_pts.append(Vector3(cos(a) * girdle_radius, -crown_drop, sin(a) * girdle_radius))
# Tisch-Fan (Zentrum-Region)
for k in range(6):
var k1 := (k + 1) % 6
_add_tri(st, center, table_pts[k1], table_pts[k], COLOR_TABLE)
# 6 Facetten (Außenregionen), abwechselnd eingefärbt für sichtbare Nähte
for k in range(6):
var k1 := (k + 1) % 6
var col := COLOR_FACET_A if k % 2 == 0 else COLOR_FACET_B
_add_tri(st, table_pts[k], table_pts[k1], girdle_pts[k], col)
_add_tri(st, table_pts[k1], girdle_pts[k1], girdle_pts[k], col)
var mesh := st.commit()
var mat := StandardMaterial3D.new()
mat.vertex_color_use_as_albedo = true
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
mesh.surface_set_material(0, mat)
var body := StaticBody3D.new()
body.name = "Crown"
var mi := MeshInstance3D.new()
mi.mesh = mesh
body.add_child(mi)
var cs := CollisionShape3D.new()
cs.shape = mesh.create_trimesh_shape()
body.add_child(cs)
add_child(body)
# ═══════════════════════════════════════════════
# PAVILLON — Pyramide unter der Rundiste (rein optisch)
# ═══════════════════════════════════════════════
func _build_pavilion() -> void:
var st := SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
var apex := Vector3(0, -crown_drop - pavilion_depth, 0)
var girdle_pts: Array[Vector3] = []
for k in range(6):
var a := _hex_angle(k)
girdle_pts.append(Vector3(cos(a) * girdle_radius, -crown_drop, sin(a) * girdle_radius))
for k in range(6):
var k1 := (k + 1) % 6
_add_tri(st, girdle_pts[k], girdle_pts[k1], apex, COLOR_PAVILION)
var mesh := st.commit()
var mat := StandardMaterial3D.new()
mat.vertex_color_use_as_albedo = true
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
mesh.surface_set_material(0, mat)
var mi := MeshInstance3D.new()
mi.name = "Pavilion"
mi.mesh = mesh
add_child(mi)

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[gd_scene format=3]
[ext_resource type="Script" uid="uid://bia8axed2ndwj" path="res://debug/FreeCam.gd" id="1_freecam"]
[ext_resource type="Script" path="res://debug/HexDiamondIsland.gd" id="2_hexdi"]
[sub_resource type="Environment" id="Environment_hexdi"]
background_mode = 1
background_color = Color(0.16470589, 0.25490198, 0.36078432, 1)
ambient_light_source = 2
ambient_light_color = Color(0.23529412, 0.25490198, 0.29411766, 1)
ambient_light_energy = 0.8
[node name="HexDiamondIsland" type="Node3D"]
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_hexdi")
[node name="Sun" type="DirectionalLight3D" parent="."]
transform = Transform3D(0.8660254, -0.35355338, 0.35355338, 0, 0.70710677, 0.70710677, -0.5, -0.6123724, 0.6123724, 0, 0, 0)
light_energy = 1.2
[node name="FlyCamera" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.92718387, 0.3746066, 0, -0.3746066, 0.92718387, 0, 120, 350)
script = ExtResource("1_freecam")
[node name="Camera3D" type="Camera3D" parent="FlyCamera"]
fov = 65.0
near = 0.1
far = 1000.0
[node name="HexDiamondIsland" type="Node3D" parent="."]
script = ExtResource("2_hexdi")