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