Sprites en 3D
Gemas Sprite3D en billboard sobre una textura pintada píxel a píxel en código, cada una nombrada por un Label3D. El cartel del centro deja el billboard apagado para comparar.
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Clases de Godot usadas
Sprite3DLabel3DImageTexture
El código
scripts/main.gd
extends Node
const ICON: int = 16
const RING: float = 5.0
const COLORS: Array[String] = ['#8da5f3', '#8eef97', '#fc7f7f', '#f3d48d']
var camera: Camera3D
var angle: float = 0.0
func _ready() -> void:
_add_environment()
_add_light()
_add_ground()
_add_fixed_sign()
for i in COLORS.size():
var turn: float = TAU * i / COLORS.size() + PI * 0.25
_add_gem(Vector3(cos(turn), 0, sin(turn)) * RING, COLORS[i])
camera = Camera3D.new()
camera.fov = 50.0
add_child(camera)
camera.current = true
_place_camera()
print('the camera keeps circling, the gems and their names stay flat on screen, the center sign does not')
func _process(delta: float) -> void:
angle += delta * 0.3
_place_camera()
func _place_camera() -> void:
camera.position = Vector3(sin(angle), 0, cos(angle)) * 11.0 + Vector3(0, 4.4, 0)
camera.look_at(Vector3(0, 1.5, 0), Vector3.UP)
func _add_gem(at: Vector3, hex: String) -> void:
var sprite: Sprite3D = Sprite3D.new()
sprite.texture = _make_icon(Color(hex))
sprite.pixel_size = 0.15
sprite.billboard = BaseMaterial3D.BILLBOARD_ENABLED
sprite.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
sprite.alpha_cut = SpriteBase3D.ALPHA_CUT_DISCARD
sprite.shaded = false
sprite.position = at + Vector3(0, 1.5, 0)
add_child(sprite)
var label: Label3D = Label3D.new()
label.text = hex
label.font_size = 64
label.pixel_size = 0.0055
label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
label.alpha_cut = Label3D.ALPHA_CUT_DISCARD
label.modulate = Color(hex)
label.outline_size = 14
label.outline_modulate = Color(0, 0, 0, 0.9)
label.position = at + Vector3(0, 2.9, 0)
add_child(label)
func _add_fixed_sign() -> void:
var label: Label3D = Label3D.new()
label.text = 'billboard off'
label.font_size = 90
label.pixel_size = 0.011
label.billboard = BaseMaterial3D.BILLBOARD_DISABLED
label.alpha_cut = Label3D.ALPHA_CUT_DISCARD
label.modulate = Color('#c8ccd8')
label.outline_size = 16
label.outline_modulate = Color(0, 0, 0, 0.9)
label.position = Vector3(0, 4.8, 0)
add_child(label)
func _make_icon(tint: Color) -> ImageTexture:
var image: Image = Image.create(ICON, ICON, false, Image.FORMAT_RGBA8)
image.fill(Color(0, 0, 0, 0))
var center: float = (ICON - 1) * 0.5
for y in ICON:
for x in ICON:
var reach: float = abs(x - center) + abs(y - center)
if reach > center:
continue
var shade: float = 1.0 - reach / center * 0.6
image.set_pixel(x, y, Color(tint.r * shade, tint.g * shade, tint.b * shade, 1.0))
return ImageTexture.create_from_image(image)
func _add_ground() -> void:
var mesh: PlaneMesh = PlaneMesh.new()
mesh.size = Vector2(120, 120)
var material: StandardMaterial3D = StandardMaterial3D.new()
material.albedo_color = Color('#242938')
material.roughness = 0.95
var ground: MeshInstance3D = MeshInstance3D.new()
ground.mesh = mesh
ground.material_override = material
add_child(ground)
func _add_environment() -> void:
var sky_material: ProceduralSkyMaterial = ProceduralSkyMaterial.new()
sky_material.sky_top_color = Color(0.07, 0.09, 0.18)
sky_material.sky_horizon_color = Color(0.26, 0.29, 0.4)
sky_material.ground_bottom_color = Color(0.05, 0.06, 0.09)
sky_material.ground_horizon_color = Color(0.18, 0.2, 0.28)
var sky: Sky = Sky.new()
sky.sky_material = sky_material
var env: Environment = Environment.new()
env.background_mode = Environment.BG_SKY
env.sky = sky
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_energy = 0.9
var world: WorldEnvironment = WorldEnvironment.new()
world.environment = env
add_child(world)
func _add_light() -> void:
var light: DirectionalLight3D = DirectionalLight3D.new()
light.rotation_degrees = Vector3(-55, -35, 0)
light.light_energy = 1.2
add_child(light)