Fix sector drag and drop
This commit is contained in:
+143
-37
@@ -1,22 +1,29 @@
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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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## The board. 22 material slots:
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## sector_1 .. sector_20 (20) ← the scoring wedges
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## bulls (1) ← inner AND outer bull, they move together
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## flat_tire (1) ← the outer band
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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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signal slot_painted(slot: StringName)
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const BULL_SLOT := &"bulls"
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const FLAT_TIRE_SLOT := &"flat_tire"
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const SECTOR_PREFIX := "sector_"
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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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## global trimesh face index -> StringName
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var _face_to_slot: Dictionary = {}
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## surface index -> [first_face, last_face], for debugging
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var _surface_face_range: Dictionary = {}
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var _outer_radius: float = 0.0
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@@ -32,13 +39,13 @@ func _ready() -> void:
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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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push_error("Dartboard has no mesh. Check the scene tree — expected $Model/dartboard.")
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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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push_warning("Surface %d has no material — it can't be hit or skinned." % i)
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continue
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var slot := StringName(mat.resource_name)
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@@ -46,21 +53,32 @@ func _index_slots() -> void:
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push_warning("Surface %d's material has no name." % i)
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continue
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if _slot_to_surface.has(slot):
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push_warning("Duplicate slot name '%s' (surfaces %d and %d)."
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% [slot, _slot_to_surface[slot], i])
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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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# Sanity: we expect exactly 20 sectors.
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var sectors := 0
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for slot in _slot_to_surface:
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if String(slot).begins_with(SECTOR_PREFIX):
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sectors += 1
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if sectors != 20:
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push_error("Expected 20 sector slots, found %d. Check the Blender material names."
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% sectors)
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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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## The physics engine reports face_index as an index into the WHOLE trimesh.
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## The mesh stores faces per-surface. create_trimesh_shape() concatenates the
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## surfaces in order, so we can walk them accumulating a running face count.
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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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## ⚠️ This assumes surface order == trimesh face order. Verified by
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## debug_verify_faces(), not assumed. If that assumption ever breaks (a Godot
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## version change, a different collision generator), THIS is where it breaks.
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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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@@ -75,8 +93,7 @@ func _index_faces() -> void:
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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 tri_count: int = (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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@@ -84,14 +101,12 @@ func _index_faces() -> void:
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for f in tri_count:
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_face_to_slot[running + f] = slot
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_surface_face_range[i] = [running, running + tri_count - 1]
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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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@@ -99,29 +114,39 @@ func _cache_radius() -> void:
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# --- Public -------------------------------------------------------------
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## Which slot does this trimesh face belong to?
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## Which slot does this trimesh face belong to? &"" if unknown.
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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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## Paint a texture onto one slot.
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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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# get_active_material returns the override if one exists, else the mesh's.
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var mat := mesh_instance.get_active_material(surface)
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if mat == null:
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push_warning("Slot '%s' has no material to duplicate." % slot)
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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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# ⚠️ Duplicate, or we mutate the SHARED material from the .glb — which leaks
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# the change to every other slot using that material, AND can get written
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# back to disk in the editor.
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var unique := mat.duplicate() as StandardMaterial3D
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if unique == null:
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push_warning("Slot '%s' material isn't a StandardMaterial3D." % slot)
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return
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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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slot_painted.emit(slot)
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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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@@ -130,30 +155,46 @@ func clear_slot(slot: StringName) -> void:
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mesh_instance.set_surface_override_material(_slot_to_surface[slot], null)
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func clear_all_slots() -> void:
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for slot in _slot_to_surface:
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clear_slot(slot)
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func has_slot(slot: StringName) -> bool:
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return _slot_to_surface.has(slot)
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func is_sector(slot: StringName) -> bool:
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return String(slot).begins_with(SECTOR_PREFIX)
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## &"sector_20" -> 20. Returns 0 for bulls, flat_tire, or unknown.
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func sector_number(slot: StringName) -> int:
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if not is_sector(slot):
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return 0
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return String(slot).trim_prefix(SECTOR_PREFIX).to_int()
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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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## Project a LOCAL point onto the board's face plane.
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## Returns 2D coords where +Y is "up" on the board.
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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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## Your board's AABB is (0.451, 0.451, 0.029) — thin on Z — so the disc lies in
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## the X/Y plane. This picks the two fat axes automatically.
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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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@@ -162,12 +203,77 @@ func planar_coords(local_point: Vector3) -> Vector2:
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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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## Distance from board centre as a fraction of the outer radius.
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func normalized_radius(world_point: Vector3) -> float:
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var planar := planar_coords(to_local(world_point))
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return planar.length() / _outer_radius if _outer_radius > 0.0 else 999.0
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# --- Debug --------------------------------------------------------------
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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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print("=== Dartboard: %d slots, %d faces ===" % [_slot_to_surface.size(), _face_to_slot.size()])
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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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var name_str: String = mat.resource_name if mat else "(none)"
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var range_arr: Array = _surface_face_range.get(i, [-1, -1])
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print(" surface %2d: %-12s faces %4d–%4d" % [i, name_str, range_arr[0], range_arr[1]])
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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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## ⚠️ VERIFY THE CORE ASSUMPTION.
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##
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## Fires a ray at each sector's known centre and checks that face_index maps
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## back to the right slot. If surface order != trimesh face order, this catches
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## it — and the whole face-index approach is invalid until it's fixed.
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##
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## Call once from main.gd, read the output, then delete the call.
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func debug_verify_faces(camera: Camera3D) -> void:
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print("=== Face-index verification ===")
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var space := get_world_3d().direct_space_state
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var errors := 0
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var checks := 0
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# March a grid across the board and confirm every hit resolves to a slot
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# that actually exists.
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const STEPS := 24
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for iy in STEPS:
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for ix in STEPS:
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var u := (float(ix) / (STEPS - 1)) * 2.0 - 1.0 # -1..1
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var v := (float(iy) / (STEPS - 1)) * 2.0 - 1.0
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# Skip outside the disc
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if Vector2(u, v).length() > 0.95:
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continue
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# A point on the board's face, in local space
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var local := Vector3(u * _outer_radius, v * _outer_radius, 0.0)
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var world := to_global(local)
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# Ray straight at it, from in front
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var from := world + global_transform.basis.z * 0.5
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var params := PhysicsRayQueryParameters3D.create(from, world - global_transform.basis.z * 0.1)
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params.collide_with_bodies = true
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var hit := space.intersect_ray(params)
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if hit.is_empty():
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continue
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checks += 1
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var face: int = hit.get("face_index", -1)
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var slot := slot_for_face(face)
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if slot == &"":
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errors += 1
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if errors <= 5:
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print(" ✗ face %d -> no slot (local %.3f, %.3f)" % [face, local.x, local.y])
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print(" %d rays hit, %d unmapped faces" % [checks, errors])
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if errors == 0:
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print(" ✓ Every hit face maps to a slot.")
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else:
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push_error("Face mapping is BROKEN. %d faces don't map." % errors)
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print("===============================")
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