Fix sector drag and drop

This commit is contained in:
Johan Sandoval
2026-07-15 20:40:43 -05:00
parent 69f2028ce3
commit c221ec6c2a
12 changed files with 564 additions and 345 deletions
+143 -37
View File
@@ -1,22 +1,29 @@
class_name Dartboard
extends StaticBody3D
## The board. 21 material slots: sector_1 .. sector_20, plus "bulls".
## The board. 22 material slots:
## sector_1 .. sector_20 (20) ← the scoring wedges
## bulls (1) ← inner AND outer bull, they move together
## flat_tire (1) ← the outer band
##
## Owns the face -> surface -> slot mapping, which is what makes hit detection
## survive the board moving, rotating, or having its sectors remapped. Ask the
## geometry which sector was hit; don't calculate it from an angle.
## Every slot on the board, in the order Blender exported them (order doesn't
## matter — we index by name).
signal slot_painted(slot: StringName)
const BULL_SLOT := &"bulls"
const FLAT_TIRE_SLOT := &"flat_tire"
const SECTOR_PREFIX := "sector_"
@onready var mesh_instance: MeshInstance3D = $Model/dartboard
## StringName -> surface index
var _slot_to_surface: Dictionary = {}
## global face index -> StringName
## global trimesh face index -> StringName
var _face_to_slot: Dictionary = {}
## surface index -> [first_face, last_face], for debugging
var _surface_face_range: Dictionary = {}
var _outer_radius: float = 0.0
@@ -32,13 +39,13 @@ func _ready() -> void:
func _index_slots() -> void:
var mesh := mesh_instance.mesh
if mesh == null:
push_error("Dartboard has no mesh.")
push_error("Dartboard has no mesh. Check the scene tree — expected $Model/dartboard.")
return
for i in mesh.get_surface_count():
var mat := mesh.surface_get_material(i)
if mat == null:
push_warning("Surface %d has no material — can't be skinned or hit." % i)
push_warning("Surface %d has no material — it can't be hit or skinned." % i)
continue
var slot := StringName(mat.resource_name)
@@ -46,21 +53,32 @@ func _index_slots() -> void:
push_warning("Surface %d's material has no name." % i)
continue
if _slot_to_surface.has(slot):
push_warning("Duplicate slot name '%s' (surfaces %d and %d)."
% [slot, _slot_to_surface[slot], i])
_slot_to_surface[slot] = i
print("Dartboard: indexed %d slots." % _slot_to_surface.size())
if _slot_to_surface.size() != 21:
push_warning("Expected 21 slots (20 sectors + bulls), got %d." % _slot_to_surface.size())
# Sanity: we expect exactly 20 sectors.
var sectors := 0
for slot in _slot_to_surface:
if String(slot).begins_with(SECTOR_PREFIX):
sectors += 1
if sectors != 20:
push_error("Expected 20 sector slots, found %d. Check the Blender material names."
% sectors)
## Build a global-face-index -> slot map.
##
## The physics engine reports face_index as an index into the WHOLE trimesh,
## but the mesh stores faces per-surface. So we walk the surfaces in order,
## accumulating a running face count, and record which range belongs to which.
## The physics engine reports face_index as an index into the WHOLE trimesh.
## The mesh stores faces per-surface. create_trimesh_shape() concatenates the
## surfaces in order, so we can walk them accumulating a running face count.
##
## This assumes the ConcavePolygonShape3D was built from the mesh with surfaces
## in the same order — which is what create_trimesh_shape() does.
## ⚠️ This assumes surface order == trimesh face order. Verified by
## debug_verify_faces(), not assumed. If that assumption ever breaks (a Godot
## version change, a different collision generator), THIS is where it breaks.
func _index_faces() -> void:
var mesh := mesh_instance.mesh
if mesh == null:
@@ -75,8 +93,7 @@ func _index_faces() -> void:
var indices: PackedInt32Array = arrays[Mesh.ARRAY_INDEX]
var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
# Triangle count: from the index buffer if present, else from vertices.
var tri_count := (indices.size() / 3) if indices.size() > 0 else (verts.size() / 3)
var tri_count: int = (indices.size() / 3) if indices.size() > 0 else (verts.size() / 3)
var mat := mesh.surface_get_material(i)
var slot := StringName(mat.resource_name) if mat else &""
@@ -84,14 +101,12 @@ func _index_faces() -> void:
for f in tri_count:
_face_to_slot[running + f] = slot
_surface_face_range[i] = [running, running + tri_count - 1]
running += tri_count
print("Dartboard: mapped %d faces." % _face_to_slot.size())
func _cache_radius() -> void:
var aabb := mesh_instance.get_aabb()
# The disc's two large axes. The third is the board's thickness.
var sizes := [aabb.size.x, aabb.size.y, aabb.size.z]
sizes.sort()
_outer_radius = sizes[2] * 0.5 # largest dimension = diameter
@@ -99,29 +114,39 @@ func _cache_radius() -> void:
# --- Public -------------------------------------------------------------
## Which slot does this trimesh face belong to?
## Which slot does this trimesh face belong to? &"" if unknown.
func slot_for_face(face_index: int) -> StringName:
return _face_to_slot.get(face_index, &"")
## Paint a texture onto one slot. Used for both skins and modifier overlays.
## Paint a texture onto one slot.
func paint_slot(slot: StringName, texture: Texture2D) -> void:
if not _slot_to_surface.has(slot):
push_warning("No slot named '%s'." % slot)
return
var surface: int = _slot_to_surface[slot]
# get_active_material returns the override if one exists, else the mesh's.
var mat := mesh_instance.get_active_material(surface)
if mat == null:
push_warning("Slot '%s' has no material to duplicate." % slot)
return
# Duplicate, or we mutate the shared material from the .glb — which leaks
# to every instance AND can get written back to disk in the editor.
# ⚠️ Duplicate, or we mutate the SHARED material from the .glb — which leaks
# the change to every other slot using that material, AND can get written
# back to disk in the editor.
var unique := mat.duplicate() as StandardMaterial3D
if unique == null:
push_warning("Slot '%s' material isn't a StandardMaterial3D." % slot)
return
unique.albedo_texture = texture
unique.albedo_color = Color.WHITE # don't tint the texture
mesh_instance.set_surface_override_material(surface, unique)
slot_painted.emit(slot)
## Reset a slot to its imported material.
func clear_slot(slot: StringName) -> void:
@@ -130,30 +155,46 @@ func clear_slot(slot: StringName) -> void:
mesh_instance.set_surface_override_material(_slot_to_surface[slot], null)
func clear_all_slots() -> void:
for slot in _slot_to_surface:
clear_slot(slot)
func has_slot(slot: StringName) -> bool:
return _slot_to_surface.has(slot)
func is_sector(slot: StringName) -> bool:
return String(slot).begins_with(SECTOR_PREFIX)
## &"sector_20" -> 20. Returns 0 for bulls, flat_tire, or unknown.
func sector_number(slot: StringName) -> int:
if not is_sector(slot):
return 0
return String(slot).trim_prefix(SECTOR_PREFIX).to_int()
func get_slots() -> Array[StringName]:
var out: Array[StringName] = []
out.assign(_slot_to_surface.keys())
return out
## Board radius in local units.
func outer_radius() -> float:
return _outer_radius
## Project a LOCAL point onto the board's face plane, returning 2D coords
## where +Y is "up" on the board (toward the 20).
## Project a LOCAL point onto the board's face plane.
## Returns 2D coords where +Y is "up" on the board.
##
## Which two axes those are depends on how the .glb imported. glTF is +Y up,
## so a board modeled facing +Z in Blender usually lands facing +Z here, with
## the disc in the X/Y plane. If sector detection is 90 degrees off, this is
## the function to fix.
## Your board's AABB is (0.451, 0.451, 0.029) — thin on Z — so the disc lies in
## the X/Y plane. This picks the two fat axes automatically.
func planar_coords(local_point: Vector3) -> Vector2:
var aabb := mesh_instance.get_aabb()
var center := aabb.position + aabb.size * 0.5
# Identify the thin axis — that's the board's normal.
var s := aabb.size
if s.z <= s.x and s.z <= s.y:
return Vector2(local_point.x - center.x, local_point.y - center.y)
elif s.y <= s.x and s.y <= s.z:
@@ -162,12 +203,77 @@ func planar_coords(local_point: Vector3) -> Vector2:
return Vector2(local_point.z - center.z, local_point.y - center.y)
## Debug: what did Blender actually export?
## Distance from board centre as a fraction of the outer radius.
func normalized_radius(world_point: Vector3) -> float:
var planar := planar_coords(to_local(world_point))
return planar.length() / _outer_radius if _outer_radius > 0.0 else 999.0
# --- Debug --------------------------------------------------------------
func print_slots() -> void:
var mesh := mesh_instance.mesh
print("=== Dartboard slots ===")
print("=== Dartboard: %d slots, %d faces ===" % [_slot_to_surface.size(), _face_to_slot.size()])
for i in mesh.get_surface_count():
var mat := mesh.surface_get_material(i)
print(" surface %2d: '%s'" % [i, mat.resource_name if mat else "(none)"])
print(" radius: %.4f aabb: %s" % [_outer_radius, mesh_instance.get_aabb().size])
print("=======================")
var name_str: String = mat.resource_name if mat else "(none)"
var range_arr: Array = _surface_face_range.get(i, [-1, -1])
print(" surface %2d: %-12s faces %4d%4d" % [i, name_str, range_arr[0], range_arr[1]])
print(" radius: %.4f aabb: %s" % [_outer_radius, mesh_instance.get_aabb().size])
print("=====================================")
## ⚠️ VERIFY THE CORE ASSUMPTION.
##
## Fires a ray at each sector's known centre and checks that face_index maps
## back to the right slot. If surface order != trimesh face order, this catches
## it — and the whole face-index approach is invalid until it's fixed.
##
## Call once from main.gd, read the output, then delete the call.
func debug_verify_faces(camera: Camera3D) -> void:
print("=== Face-index verification ===")
var space := get_world_3d().direct_space_state
var errors := 0
var checks := 0
# March a grid across the board and confirm every hit resolves to a slot
# that actually exists.
const STEPS := 24
for iy in STEPS:
for ix in STEPS:
var u := (float(ix) / (STEPS - 1)) * 2.0 - 1.0 # -1..1
var v := (float(iy) / (STEPS - 1)) * 2.0 - 1.0
# Skip outside the disc
if Vector2(u, v).length() > 0.95:
continue
# A point on the board's face, in local space
var local := Vector3(u * _outer_radius, v * _outer_radius, 0.0)
var world := to_global(local)
# Ray straight at it, from in front
var from := world + global_transform.basis.z * 0.5
var params := PhysicsRayQueryParameters3D.create(from, world - global_transform.basis.z * 0.1)
params.collide_with_bodies = true
var hit := space.intersect_ray(params)
if hit.is_empty():
continue
checks += 1
var face: int = hit.get("face_index", -1)
var slot := slot_for_face(face)
if slot == &"":
errors += 1
if errors <= 5:
print(" ✗ face %d -> no slot (local %.3f, %.3f)" % [face, local.x, local.y])
print(" %d rays hit, %d unmapped faces" % [checks, errors])
if errors == 0:
print(" ✓ Every hit face maps to a slot.")
else:
push_error("Face mapping is BROKEN. %d faces don't map." % errors)
print("===============================")