Files
dreamer-game/scripts/prims.gd
2026-09-16 16:15:32 +02:00

210 lines
6.9 KiB
GDScript

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 = 10
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) -> Array:
var t := 0.4
var h := size.y
var waende: Array = []
if with_floor:
# 3 cm über dem Gelände, sonst flimmert der Boden gegen die Insel
box(parent, center + Vector3(0, -0.07, 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))
waende.append(_wand(box(parent, seg_pos, seg_size, wall_c), d))
if h >= 3.0:
var sturz: Vector3 = Vector3(door_w, h * 0.3, t) if quer else Vector3(t, h * 0.3, door_w)
waende.append(_wand(box(parent, center + off + Vector3(0, h * 0.35, 0), sturz, wall_c), d))
else:
waende.append(_wand(box(parent, center + off, voll, wall_c), d))
return waende
static func _meshes_von(b: Dictionary) -> Array:
var out: Array = []
for n in b["teile"]:
_sammle(n, out)
for w in b["waende"]:
if not out.has(w):
out.append(w)
return out
static func _sammle(n: Node, out: Array) -> void:
if n is MeshInstance3D and not out.has(n):
out.append(n)
for k in n.get_children():
_sammle(k, out)
static func _wand(mi: MeshInstance3D, normale: Vector3) -> MeshInstance3D:
mi.set_meta("normal", normale)
return mi
## Schnitt wie bei den Sims: steht der Spieler in einem Bau, verschwinden Dach
## (bei Klötzen der ganze Klotz) und die beiden Wände, die zur Kamera zeigen.
## Ein Bau: {c, size, hoch, teile, waende}. Ein Bau zwischen Kamera und
## Spieler wird durchsichtig, sonst verschwände der Spieler hinter jedem Nachbarhaus.
static func schnitt(bauten: Array, spieler: Vector3, kamera: Vector3) -> void:
for b in bauten:
var c: Vector3 = b["c"]
var g: Vector2 = b["size"]
var drin: bool = absf(spieler.x - c.x) < g.x * 0.5 + 0.3 \
and absf(spieler.z - c.z) < g.y * 0.5 + 0.3 \
and spieler.y > c.y - 0.5 and spieler.y < c.y + float(b["hoch"]) + 0.5
var kasten := AABB(Vector3(c.x - g.x * 0.5, c.y, c.z - g.y * 0.5),
Vector3(g.x, float(b["hoch"]), g.y))
var im_weg: bool = not drin \
and kasten.intersects_segment(kamera, spieler + Vector3(0, 0.8, 0)) != null
if bool(b.get("im_weg", false)) != im_weg:
b["im_weg"] = im_weg
if not b.has("meshes"):
b["meshes"] = _meshes_von(b)
for mi in b["meshes"]:
(mi as GeometryInstance3D).transparency = 0.82 if im_weg else 0.0
(mi as GeometryInstance3D).cast_shadow = \
GeometryInstance3D.SHADOW_CASTING_SETTING_OFF if im_weg \
else GeometryInstance3D.SHADOW_CASTING_SETTING_ON
for t in b["teile"]:
(t as Node3D).visible = not drin
for w in b["waende"]:
var n: Vector3 = w.get_meta("normal")
(w as Node3D).visible = not (drin and n.dot(kamera - c) > 0.0)
## Ein Satteldach: ein geschlossenes Prisma über den Wänden. Der First läuft
## entlang der längeren Seite, das Dach steht ringsum 0,6 über.
static func dach(parent: Node, center: Vector3, size: Vector3, c: Color) -> MeshInstance3D:
var quer := size.x >= size.z # First entlang X
var spann: float = (size.z if quer else size.x) + 1.2
var laenge: float = (size.x if quer else size.z) + 1.2
var hoehe := spann * 0.5 * tan(0.62)
var mi := MeshInstance3D.new()
var pm := PrismMesh.new()
pm.size = Vector3(spann, hoehe, laenge)
mi.mesh = pm
mi.material_override = mat(c.darkened(0.3))
mi.position = center + Vector3(0, size.y + hoehe * 0.5, 0)
if quer:
mi.rotation.y = PI * 0.5
parent.add_child(mi)
return mi