50 lines
2.7 KiB
Markdown
50 lines
2.7 KiB
Markdown
# 3D-Modelle
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> **Git:** `.glb`/Textures unter `3DModelle/` sind lokal (Forgejo HTTP 413). Mit Git-LFS nachziehen, sobald verfügbar.
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```
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3DModelle/
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_inbox/ # optional drop zone
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props/ # button, table, …
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houses/ # house, house_b, broken, … | massour = fest
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animals/ # cat, chimp, giraffe, …
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```
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## Auto-Sort
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GLBs in die **Root** oder `_inbox/` legen (Umbenennen ok). Nach **~45s ohne Änderung**:
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```bash
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python3 scripts/tools/organize_3d_models.py --watch --import
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```
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Sortiert nach Namen → `props/` / `houses/` / `animals/`, zieht Texturen mit, fixt `.import`.
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Einmal sofort: `python3 scripts/tools/organize_3d_models.py --force --import`
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**Random-Dorf:** Häuser außer `massour/`; Tiere außer `cow/` (Kuh = Masseur **im Dorf**).
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**Größen:** Spieler = **1,74 m** (`SpriteFit.WORLD_PLAYER_HEIGHT`); Häuser ~8,5 m, Kuh ~1,5 m, Tiere artgerecht (Katze ~28 cm … Giraffe ~3,4 m). Scale-Lab / `data/model_scales.json` überschreibt Fits.
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## Scale Lab (Editor)
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Open **`scenes/dev/scale_lab.tscn`** in Godot (File → Open, or drag into viewport). Not in the main game flow.
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1. Pick a model in the list (all GLBs under `animals/`, `houses/`, `props/`).
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2. Compare against the **measuring wall** (0.1 m ticks, labels every meter, red mark at **1.74 m**) and the blue **player capsule**.
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3. Adjust `fit_height` / `fit_max_width` → live preview via `ModelProp`.
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4. **Save** writes **`data/model_scales.json`**. Village, massage studio, and every `ModelProp` with `use_scale_catalog` read that file at runtime.
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5. **Reset defaults** restores built-in SpriteFit tables (save again to persist).
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Keys are `category/folder` (e.g. `animals/chimp`). Missing keys fall back to `SpriteFit` constants.
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## Editor-Vorschau (WYSIWYG)
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Ohne Play sehen, wo Billboards und 3D-Props landen:
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| Was | Script | Verhalten im Editor |
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|-----|--------|---------------------|
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| Billboards | `BillboardSprite` (`@tool`) | Quad + Texture; **yaw** zur **Editor-Kamera** (`get_viewport().get_camera_3d()`) |
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| NPCs / Enemies / Player | `InteractableNPC`, `HittableEntity`, `PlayerController`, … | Laden Texture/Höhe aufs Kind-Billboard (kein Kampf-/Quest-Code) |
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| ModelProps | `ModelProp` (`@tool`) | Lädt GLB, `fit_height` / Katalog; Mesh-Child **ohne** `owner` (wird nicht mitgespeichert) |
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| Dorf-Random-Spawns | `village.gd` (`@tool`) | Export **`editor_preview_spawns`** (default an): deterministische Stand-ins an `HOUSE_SLOTS` / `ANIMAL_SLOTS` + Masseur/Kuh/Progress. Prefix `_EditorPreview_*`. Runtime freut sie vor dem echten Random-Spawn. |
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**Tipps:** Dorf-Szene öffnen → 3D-Viewport drehen → Billboards folgen der Editor-Kamera. Preview aus = nur feste Scene-Kinder (Tisch, NPCs). Speichern persistiert keine Preview-Meshes.
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