@tool 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