| @tool |
| class_name FlowDirectionArrow |
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| static var arrows_visible: bool = false |
| static var _instances: Array[Node3D] = [] |
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| static func register(arrow: Node3D) -> void: |
| _instances.append(arrow) |
| arrow.visible = arrows_visible |
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| static func unregister(arrow: Node3D) -> void: |
| _instances.erase(arrow) |
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| static func set_all_visible(visible: bool) -> void: |
| arrows_visible = visible |
| for arrow in _instances: |
| if is_instance_valid(arrow): |
| arrow.visible = visible |
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| const _HEAD_HEIGHT: float = 0.25 |
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| static func create(conveyor_size: Vector3) -> Node3D: |
| var arrow := Node3D.new() |
| arrow.name = "FlowDirectionArrow" |
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| 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 |
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| var arrow_length := conveyor_size.x * 0.6 |
| var shaft_radius := 0.05 |
| var head_radius := 0.15 |
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| # 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) |
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| # 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) |
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| arrow.position.y = conveyor_size.y / 2.0 + 0.2 |
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| return arrow |
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| 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 |
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| 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" |
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| 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 |
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| 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 |
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| # 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 |
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| 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 |
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| 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 |
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| # 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) |
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| # 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 |
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| 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) |
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| arrow.position.y = belt_height / 2.0 + 0.2 |
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| return arrow |
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