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