class_name Prims ## Kleine Helfer, um die Welt aus Godot-Primitiven zusammenzusetzen. static func mat(c: Color, emis: float = 0.0, rough: float = 0.85) -> StandardMaterial3D: var m := StandardMaterial3D.new() m.albedo_color = c m.roughness = rough m.metallic = 0.0 if emis > 0.0: m.emission_enabled = true m.emission = c m.emission_energy_multiplier = emis if c.a < 1.0: m.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA return m static func box(parent: Node, pos: Vector3, size: Vector3, c: Color, collide: bool = true, emis: float = 0.0) -> MeshInstance3D: var mi := MeshInstance3D.new() var bm := BoxMesh.new() bm.size = size mi.mesh = bm mi.material_override = mat(c, emis) mi.position = pos parent.add_child(mi) if collide: _add_box_body(mi, size) return mi static func _add_box_body(mi: MeshInstance3D, size: Vector3) -> void: var sb := StaticBody3D.new() var cs := CollisionShape3D.new() var sh := BoxShape3D.new() sh.size = size cs.shape = sh sb.add_child(cs) mi.add_child(sb) static func cyl(parent: Node, pos: Vector3, radius: float, height: float, c: Color, collide: bool = true, emis: float = 0.0) -> MeshInstance3D: var mi := MeshInstance3D.new() var cm := CylinderMesh.new() cm.top_radius = radius cm.bottom_radius = radius cm.height = height mi.mesh = cm mi.material_override = mat(c, emis) mi.position = pos parent.add_child(mi) if collide: var sb := StaticBody3D.new() var cs := CollisionShape3D.new() var sh := CylinderShape3D.new() sh.radius = radius sh.height = height cs.shape = sh sb.add_child(cs) mi.add_child(sb) return mi static func sphere(parent: Node, pos: Vector3, radius: float, c: Color, emis: float = 0.0) -> MeshInstance3D: var mi := MeshInstance3D.new() var sm := SphereMesh.new() sm.radius = radius sm.height = radius * 2.0 mi.mesh = sm mi.material_override = mat(c, emis) mi.position = pos parent.add_child(mi) return mi static func capsule(parent: Node, pos: Vector3, radius: float, height: float, c: Color) -> MeshInstance3D: var mi := MeshInstance3D.new() var cm := CapsuleMesh.new() cm.radius = radius cm.height = height mi.mesh = cm mi.material_override = mat(c) mi.position = pos parent.add_child(mi) return mi static func label(parent: Node, pos: Vector3, text: String, size: float = 0.35, c: Color = Color.WHITE) -> Label3D: var l := Label3D.new() l.text = text l.font_size = 96 l.pixel_size = size / 96.0 l.position = pos l.billboard = BaseMaterial3D.BILLBOARD_ENABLED l.no_depth_test = false l.modulate = c l.outline_size = 24 l.outline_modulate = Color(0, 0, 0, 0.85) l.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER parent.add_child(l) return l ## Ein rechteckiger Raum aus vier Wänden mit einer Türlücke. ## door_dir: Vector3.FORWARD/BACK/LEFT/RIGHT -- auf welcher Seite die Lücke sitzt. static func room(parent: Node, center: Vector3, size: Vector3, wall_c: Color, floor_c: Color, door_dir: Vector3, door_w: float = 3.0, with_floor: bool = true) -> void: var t := 0.4 var h := size.y if with_floor: box(parent, center + Vector3(0, 0.04, 0), Vector3(size.x, 0.2, size.z), floor_c) var seiten: Array[Vector3] = [Vector3.FORWARD, Vector3.BACK, Vector3.LEFT, Vector3.RIGHT] for d in seiten: var quer := absf(d.z) > 0.0 # Wand liegt entlang der X-Achse var along: Vector3 = Vector3(1, 0, 0) if quer else Vector3(0, 0, 1) var len_along: float = size.x if quer else size.z var off: Vector3 = Vector3(d.x * (size.x * 0.5 - t * 0.5), h * 0.5, d.z * (size.z * 0.5 - t * 0.5)) var voll: Vector3 = Vector3(size.x, h, t) if quer else Vector3(t, h, size.z) if d.is_equal_approx(door_dir) and door_w > 0.0 and door_w < len_along: var seg := (len_along - door_w) * 0.5 var seg_size: Vector3 = Vector3(seg, h, t) if quer else Vector3(t, h, seg) for s: float in [-1.0, 1.0]: var seg_pos: Vector3 = center + off + along * (s * (door_w * 0.5 + seg * 0.5)) box(parent, seg_pos, seg_size, wall_c) if h >= 3.0: var sturz: Vector3 = Vector3(door_w, h * 0.3, t) if quer else Vector3(t, h * 0.3, door_w) box(parent, center + off + Vector3(0, h * 0.35, 0), sturz, wall_c) else: box(parent, center + off, voll, wall_c)