Restructure into core/ and content/official/
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class_name Dartboard
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extends StaticBody3D
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## The board. 21 material slots: sector_1 .. sector_20, plus "bulls".
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##
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## Owns the face -> surface -> slot mapping, which is what makes hit detection
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## survive the board moving, rotating, or having its sectors remapped. Ask the
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## geometry which sector was hit; don't calculate it from an angle.
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## Every slot on the board, in the order Blender exported them (order doesn't
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## matter — we index by name).
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const BULL_SLOT := &"bulls"
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@onready var mesh_instance: MeshInstance3D = $Model/dartboard
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## StringName -> surface index
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var _slot_to_surface: Dictionary = {}
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## global face index -> StringName
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var _face_to_slot: Dictionary = {}
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var _outer_radius: float = 0.0
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func _ready() -> void:
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_index_slots()
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_index_faces()
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_cache_radius()
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# --- Indexing -----------------------------------------------------------
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func _index_slots() -> void:
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var mesh := mesh_instance.mesh
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if mesh == null:
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push_error("Dartboard has no mesh.")
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return
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for i in mesh.get_surface_count():
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var mat := mesh.surface_get_material(i)
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if mat == null:
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push_warning("Surface %d has no material — can't be skinned or hit." % i)
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continue
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var slot := StringName(mat.resource_name)
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if slot == &"":
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push_warning("Surface %d's material has no name." % i)
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continue
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_slot_to_surface[slot] = i
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print("Dartboard: indexed %d slots." % _slot_to_surface.size())
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if _slot_to_surface.size() != 21:
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push_warning("Expected 21 slots (20 sectors + bulls), got %d." % _slot_to_surface.size())
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## Build a global-face-index -> slot map.
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##
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## The physics engine reports face_index as an index into the WHOLE trimesh,
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## but the mesh stores faces per-surface. So we walk the surfaces in order,
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## accumulating a running face count, and record which range belongs to which.
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##
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## This assumes the ConcavePolygonShape3D was built from the mesh with surfaces
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## in the same order — which is what create_trimesh_shape() does.
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func _index_faces() -> void:
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var mesh := mesh_instance.mesh
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if mesh == null:
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return
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var running := 0
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for i in mesh.get_surface_count():
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var arrays := mesh.surface_get_arrays(i)
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if arrays.is_empty():
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continue
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var indices: PackedInt32Array = arrays[Mesh.ARRAY_INDEX]
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var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
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# Triangle count: from the index buffer if present, else from vertices.
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var tri_count := (indices.size() / 3) if indices.size() > 0 else (verts.size() / 3)
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var mat := mesh.surface_get_material(i)
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var slot := StringName(mat.resource_name) if mat else &""
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for f in tri_count:
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_face_to_slot[running + f] = slot
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running += tri_count
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print("Dartboard: mapped %d faces." % _face_to_slot.size())
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func _cache_radius() -> void:
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var aabb := mesh_instance.get_aabb()
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# The disc's two large axes. The third is the board's thickness.
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var sizes := [aabb.size.x, aabb.size.y, aabb.size.z]
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sizes.sort()
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_outer_radius = sizes[2] * 0.5 # largest dimension = diameter
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# --- Public -------------------------------------------------------------
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## Which slot does this trimesh face belong to?
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func slot_for_face(face_index: int) -> StringName:
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return _face_to_slot.get(face_index, &"")
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## Paint a texture onto one slot. Used for both skins and modifier overlays.
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func paint_slot(slot: StringName, texture: Texture2D) -> void:
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if not _slot_to_surface.has(slot):
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push_warning("No slot named '%s'." % slot)
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return
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var surface: int = _slot_to_surface[slot]
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var mat := mesh_instance.get_active_material(surface)
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if mat == null:
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return
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# Duplicate, or we mutate the shared material from the .glb — which leaks
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# to every instance AND can get written back to disk in the editor.
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var unique := mat.duplicate() as StandardMaterial3D
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unique.albedo_texture = texture
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unique.albedo_color = Color.WHITE # don't tint the texture
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mesh_instance.set_surface_override_material(surface, unique)
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## Reset a slot to its imported material.
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func clear_slot(slot: StringName) -> void:
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if not _slot_to_surface.has(slot):
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return
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mesh_instance.set_surface_override_material(_slot_to_surface[slot], null)
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func get_slots() -> Array[StringName]:
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var out: Array[StringName] = []
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out.assign(_slot_to_surface.keys())
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return out
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## Board radius in local units.
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func outer_radius() -> float:
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return _outer_radius
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## Project a LOCAL point onto the board's face plane, returning 2D coords
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## where +Y is "up" on the board (toward the 20).
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##
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## Which two axes those are depends on how the .glb imported. glTF is +Y up,
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## so a board modeled facing +Z in Blender usually lands facing +Z here, with
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## the disc in the X/Y plane. If sector detection is 90 degrees off, this is
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## the function to fix.
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func planar_coords(local_point: Vector3) -> Vector2:
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var aabb := mesh_instance.get_aabb()
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var center := aabb.position + aabb.size * 0.5
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# Identify the thin axis — that's the board's normal.
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var s := aabb.size
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if s.z <= s.x and s.z <= s.y:
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return Vector2(local_point.x - center.x, local_point.y - center.y)
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elif s.y <= s.x and s.y <= s.z:
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return Vector2(local_point.x - center.x, local_point.z - center.z)
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else:
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return Vector2(local_point.z - center.z, local_point.y - center.y)
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## Debug: what did Blender actually export?
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func print_slots() -> void:
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var mesh := mesh_instance.mesh
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print("=== Dartboard slots ===")
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for i in mesh.get_surface_count():
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var mat := mesh.surface_get_material(i)
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print(" surface %2d: '%s'" % [i, mat.resource_name if mat else "(none)"])
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print(" radius: %.4f aabb: %s" % [_outer_radius, mesh_instance.get_aabb().size])
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print("=======================")
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