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class_name FlowDirectionArrow
static var arrows_visible: bool = false
static var _instances: Array[Node3D] = []
static func register(arrow: Node3D) -> void:
_instances.append(arrow)
arrow.visible = arrows_visible
static func unregister(arrow: Node3D) -> void:
_instances.erase(arrow)
static func set_all_visible(visible: bool) -> void:
arrows_visible = visible
for arrow in _instances:
if is_instance_valid(arrow):
arrow.visible = visible
const _HEAD_HEIGHT: float = 0.25
static func create(conveyor_size: Vector3) -> Node3D:
var arrow := Node3D.new()
arrow.name = "FlowDirectionArrow"
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(0.0, 1.0, 0.0, 0.9)
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.no_depth_test = true
var arrow_length := conveyor_size.x * 0.6
var shaft_radius := 0.05
var head_radius := 0.15
# Shaft (cylinder rotated to lie along X)
var shaft := MeshInstance3D.new()
var shaft_mesh := CylinderMesh.new()
shaft_mesh.top_radius = shaft_radius
shaft_mesh.bottom_radius = shaft_radius
shaft_mesh.height = arrow_length
shaft_mesh.material = mat
shaft.mesh = shaft_mesh
shaft.rotation.z = PI / 2.0
arrow.add_child(shaft)
# Arrowhead (cone pointing in +X)
var head := MeshInstance3D.new()
var head_mesh := CylinderMesh.new()
head_mesh.top_radius = 0.0
head_mesh.bottom_radius = head_radius
head_mesh.height = _HEAD_HEIGHT
head_mesh.material = mat
head.mesh = head_mesh
head.rotation.z = -PI / 2.0
head.position.x = arrow_length / 2.0 + _HEAD_HEIGHT / 2.0
arrow.add_child(head)
arrow.position.y = conveyor_size.y / 2.0 + 0.2
return arrow
static func update(arrow: Node3D, conveyor_size: Vector3) -> void:
var arrow_length: float = conveyor_size.x * 0.6
var shaft := arrow.get_child(0) as MeshInstance3D
if shaft and shaft.mesh is CylinderMesh:
(shaft.mesh as CylinderMesh).height = arrow_length
var head := arrow.get_child(1) as MeshInstance3D
if head:
head.position.x = arrow_length / 2.0 + _HEAD_HEIGHT / 2.0
arrow.position.y = conveyor_size.y / 2.0 + 0.2
static func create_curved(inner_radius: float, conveyor_width: float, belt_height: float, angle_degrees: float, reversed: bool = false) -> Node3D:
var arrow := Node3D.new()
arrow.name = "FlowDirectionArrow"
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(0.0, 1.0, 0.0, 0.9)
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.no_depth_test = true
var center_radius := inner_radius + conveyor_width / 2.0
var angle_rad := deg_to_rad(angle_degrees)
var shaft_radius := 0.05
var head_radius := 0.15
var head_height := 0.25
# Build curved shaft as a series of small cylinders along the arc
var arc_length := center_radius * angle_rad
var segment_count := maxi(8, int(angle_degrees / 5.0))
var shaft_arc := angle_rad * 0.8
var shaft_start := angle_rad * 0.1
var shaft_segment_angle := shaft_arc / segment_count
for i in segment_count:
var a0 := shaft_start + i * shaft_segment_angle
var a1 := shaft_start + (i + 1) * shaft_segment_angle
var mid_a := (a0 + a1) / 2.0
var seg_length := center_radius * shaft_segment_angle
var seg := MeshInstance3D.new()
var seg_mesh := CylinderMesh.new()
seg_mesh.top_radius = shaft_radius
seg_mesh.bottom_radius = shaft_radius
seg_mesh.height = seg_length
seg_mesh.material = mat
seg.mesh = seg_mesh
# Position at midpoint of arc segment; arc is in XZ plane, angle from +Z axis
seg.position = Vector3(-sin(mid_a) * center_radius, 0.0, cos(mid_a) * center_radius)
# Rotate cylinder (Y-axis aligned) to lie tangent to the arc
seg.rotation.y = -mid_a
seg.rotation.z = PI / 2.0
arrow.add_child(seg)
# Arrowhead – placed at end of arc normally, or start when reversed
var head_angle := shaft_start if reversed else shaft_start + shaft_arc
var head := MeshInstance3D.new()
var head_mesh := CylinderMesh.new()
head_mesh.top_radius = 0.0
head_mesh.bottom_radius = head_radius
head_mesh.height = head_height
head_mesh.material = mat
head.mesh = head_mesh
head.position = Vector3(-sin(head_angle) * center_radius, 0.0, cos(head_angle) * center_radius)
# Cone points tangent to arc; flip direction when reversed
head.rotation.y = -head_angle + (PI if reversed else 0.0)
head.rotation.z = PI / 2.0
arrow.add_child(head)
arrow.position.y = belt_height / 2.0 + 0.2
return arrow
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