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			52541f6d83
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 52541f6d83 | |||
| b93511d12f | |||
| fb9c9d631d | |||
| c0fe68a8ac | |||
| 113ae40a9a | |||
| 8ccd003b00 | |||
| 2a4c3b4c88 | 
							
								
								
									
										3
									
								
								.vscode/settings.json
									
									
									
									
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										3
									
								
								.vscode/settings.json
									
									
									
									
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							| @ -1,4 +1,5 @@ | ||||
| { | ||||
|     "editor.formatOnSave": true, | ||||
|     "editor.formatOnType": true | ||||
|     "editor.formatOnType": true, | ||||
|     "vscode-neovim.neovimExecutablePaths.linux": "/usr/bin/nvim" | ||||
| } | ||||
| @ -1,12 +1,14 @@ | ||||
| [gd_scene load_steps=4 format=2] | ||||
| 
 | ||||
| [ext_resource path="res://scenes/Train.tscn" type="PackedScene" id=1] | ||||
| [ext_resource path="res://scenes/Railway.tscn" type="PackedScene" id=2] | ||||
| [ext_resource path="res://scenes/trains/Train.tscn" type="PackedScene" id=1] | ||||
| [ext_resource path="res://scenes/trains/Railway.tscn" type="PackedScene" id=2] | ||||
| [ext_resource path="res://scenes/OrbitCamera.tscn" type="PackedScene" id=3] | ||||
| 
 | ||||
| [node name="Main" type="Node2D"] | ||||
| 
 | ||||
| [node name="Train" parent="." instance=ExtResource( 1 )] | ||||
| _speed = 5.0 | ||||
| _railwayPath = NodePath("../Railway") | ||||
| 
 | ||||
| [node name="DirectionalLight" type="DirectionalLight" parent="."] | ||||
| transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461314, 0.76112, -2.26831e-08, 0.648611, 0, 0, 0 ) | ||||
| @ -14,4 +16,3 @@ transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461 | ||||
| [node name="OrbitCamera" parent="." instance=ExtResource( 3 )] | ||||
| 
 | ||||
| [node name="Railway" parent="." instance=ExtResource( 2 )] | ||||
| script = null | ||||
|  | ||||
| @ -4,7 +4,9 @@ | ||||
| 
 | ||||
| [node name="OrbitCamera" type="Spatial"] | ||||
| script = ExtResource( 1 ) | ||||
| _zoomSensitivity = 50.0 | ||||
| _cameraPath = NodePath("Camera") | ||||
| 
 | ||||
| [node name="Camera" type="Camera" parent="."] | ||||
| transform = Transform( 1, 0, 0, 0, 0.964146, 0.265371, 0, -0.265371, 0.964146, 0, 2.21115, 9.48434 ) | ||||
| transform = Transform( 1, 0, 0, 0, 0.964146, 0.265371, 0, -0.265371, 0.964146, 0, 7.12726, 27.3456 ) | ||||
| fov = 25.0 | ||||
|  | ||||
| @ -1,22 +0,0 @@ | ||||
| [gd_scene load_steps=2 format=2] | ||||
| 
 | ||||
| [sub_resource type="CSharpScript" id=1] | ||||
| script/source = "using Godot; | ||||
| using System; | ||||
| 
 | ||||
| public class RailNode : Spatial | ||||
| { | ||||
|     public override void _Ready() | ||||
|     { | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
| //  public override void _Process(float delta) | ||||
| //  { | ||||
| // | ||||
| //  } | ||||
| } | ||||
| " | ||||
| 
 | ||||
| [node name="Spatial" type="Spatial"] | ||||
| script = SubResource( 1 ) | ||||
| @ -1,23 +0,0 @@ | ||||
| [gd_scene load_steps=4 format=2] | ||||
| 
 | ||||
| [ext_resource path="res://scripts/Railway.cs" type="Script" id=1] | ||||
| 
 | ||||
| [sub_resource type="Curve3D" id=1] | ||||
| _data = { | ||||
| "points": PoolVector3Array( 0, 0, 0, 0, 0, 0, 8.10688, -1.81506, 7.57791, 0, 0, 0, 0, 0, 0, -4.46766, -3.67929, 0.175438, 0, 0, 0, 0, 0, 0, -6.79476, 2.00362, -6.79993, 0, 0, 0, 0, 0, 0, 5.56111, 6.33345, -1.84912, 0, 0, 0, 0, 0, 0, 11.2517, 3.50708, 4.91382, 0, 0, 0, 0, 0, 0, 14.9168, -0.251479, 11.0718 ), | ||||
| "tilts": PoolRealArray( 0, 0, 0, 0, 0, 0 ) | ||||
| } | ||||
| 
 | ||||
| [sub_resource type="SpatialMaterial" id=2] | ||||
| flags_unshaded = true | ||||
| vertex_color_use_as_albedo = true | ||||
| 
 | ||||
| [node name="Railway" type="Path"] | ||||
| curve = SubResource( 1 ) | ||||
| script = ExtResource( 1 ) | ||||
| _color = Color( 0, 1, 0.133333, 1 ) | ||||
| 
 | ||||
| [node name="ImmediateGeometry" type="ImmediateGeometry" parent="."] | ||||
| material_override = SubResource( 2 ) | ||||
| 
 | ||||
| [connection signal="curve_changed" from="." to="." method="OnPathCurveChanged"] | ||||
| @ -1,12 +0,0 @@ | ||||
| [gd_scene load_steps=2 format=2] | ||||
| 
 | ||||
| [ext_resource path="res://scripts/Train.cs" type="Script" id=1] | ||||
| 
 | ||||
| [node name="Train" type="Node"] | ||||
| script = ExtResource( 1 ) | ||||
| 
 | ||||
| [node name="CSGBox" type="CSGBox" parent="."] | ||||
| transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0 ) | ||||
| width = 1.0 | ||||
| height = 1.0 | ||||
| depth = 4.0 | ||||
							
								
								
									
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								scenes/trains/Bogie.tscn
									
									
									
									
									
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								scenes/trains/Bogie.tscn
									
									
									
									
									
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							| @ -0,0 +1,9 @@ | ||||
| [gd_scene format=2] | ||||
| 
 | ||||
| [node name="Bogey" type="Spatial"] | ||||
| 
 | ||||
| [node name="CSGBox" type="CSGBox" parent="."] | ||||
| transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.2, 0 ) | ||||
| width = 0.9 | ||||
| height = 0.4 | ||||
| depth = 1.1 | ||||
							
								
								
									
										25
									
								
								scenes/trains/Rail.tscn
									
									
									
									
									
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								scenes/trains/Rail.tscn
									
									
									
									
									
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							| @ -0,0 +1,25 @@ | ||||
| [gd_scene load_steps=2 format=2] | ||||
| 
 | ||||
| [sub_resource type="Curve3D" id=1] | ||||
| _data = { | ||||
| "points": PoolVector3Array(  ), | ||||
| "tilts": PoolRealArray(  ) | ||||
| } | ||||
| 
 | ||||
| [node name="Rail" type="Spatial"] | ||||
| 
 | ||||
| [node name="Path" type="Path" parent="."] | ||||
| curve = SubResource( 1 ) | ||||
| 
 | ||||
| [node name="CSGPolygon" type="CSGPolygon" parent="."] | ||||
| polygon = PoolVector2Array( -0.383256, -0.00220253, -0.383256, 1.0066, 0.383256, 1.00219, 0.383256, -0.00220253 ) | ||||
| mode = 2 | ||||
| path_node = NodePath("../Path") | ||||
| path_interval_type = 0 | ||||
| path_interval = 1.0 | ||||
| path_simplify_angle = 0.0 | ||||
| path_rotation = 2 | ||||
| path_local = false | ||||
| path_continuous_u = true | ||||
| path_u_distance = 1.0 | ||||
| path_joined = false | ||||
							
								
								
									
										47
									
								
								scenes/trains/Railway.tscn
									
									
									
									
									
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								scenes/trains/Railway.tscn
									
									
									
									
									
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							| @ -0,0 +1,47 @@ | ||||
| [gd_scene load_steps=3 format=2] | ||||
| 
 | ||||
| [ext_resource path="res://scripts/trains/Railway.cs" type="Script" id=1] | ||||
| 
 | ||||
| [sub_resource type="Curve3D" id=1] | ||||
| bake_interval = 0.01 | ||||
| _data = { | ||||
| "points": PoolVector3Array( -2.68413, 0, -1.21546, 2.68413, 0, 1.21546, -20.005, 0, -8.27961, -0.202576, 0, -2.12705, 0.202576, 0, 2.12705, -15.5484, 0.00448608, -2.35426, -1.06352, 0, -2.88671, 1.06352, 0, 2.88671, -16.1055, 0.000946045, 5.85007, -3.24122, 0, 0.202576, 3.24122, 0, -0.202576, -8.81272, 0, 10.4587, -0.468547, 0, 2.85805, 0.468547, 0, -2.85805, -3.58364, -0.000244141, 4.56199, -1.17756, 0, 3.41513, 1.17756, 0, -3.41513, -5.10296, -0.000259399, -3.5917, -2.78542, 0, -1.56996, 2.78542, 0, 1.56996, 3.2912, -0.000259399, -6.30449, -3.70976, 0, -1.39605, 3.70976, 0, 1.39605, 9.68509, -0.000259399, -0.0972629, 0, 0, 0, 0, 0, 0, 19.9658, -0.000259399, -1.11014 ), | ||||
| "tilts": PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0 ) | ||||
| } | ||||
| 
 | ||||
| [node name="Railway" type="Spatial"] | ||||
| script = ExtResource( 1 ) | ||||
| RailWidth = 0.08 | ||||
| RailHeight = 0.12 | ||||
| RailGauge = 1.0 | ||||
| _railPaths = [ NodePath("L"), NodePath("R") ] | ||||
| _centreLine = NodePath("Centreline") | ||||
| 
 | ||||
| [node name="Centreline" type="Path" parent="."] | ||||
| curve = SubResource( 1 ) | ||||
| 
 | ||||
| [node name="L" type="CSGPolygon" parent="."] | ||||
| polygon = PoolVector2Array( -0.58, 0, -0.58, 0.12, -0.42, 0.12, -0.42, 0 ) | ||||
| mode = 2 | ||||
| path_node = NodePath("../Centreline") | ||||
| path_interval_type = 0 | ||||
| path_interval = 1.0 | ||||
| path_simplify_angle = 0.0 | ||||
| path_rotation = 2 | ||||
| path_local = false | ||||
| path_continuous_u = true | ||||
| path_u_distance = 1.0 | ||||
| path_joined = false | ||||
| 
 | ||||
| [node name="R" type="CSGPolygon" parent="."] | ||||
| polygon = PoolVector2Array( 0.42, 0, 0.42, 0.12, 0.58, 0.12, 0.58, 0 ) | ||||
| mode = 2 | ||||
| path_node = NodePath("../Centreline") | ||||
| path_interval_type = 0 | ||||
| path_interval = 1.0 | ||||
| path_simplify_angle = 0.0 | ||||
| path_rotation = 2 | ||||
| path_local = false | ||||
| path_continuous_u = true | ||||
| path_u_distance = 1.0 | ||||
| path_joined = false | ||||
							
								
								
									
										10
									
								
								scenes/trains/Train.tscn
									
									
									
									
									
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								scenes/trains/Train.tscn
									
									
									
									
									
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							| @ -0,0 +1,10 @@ | ||||
| [gd_scene load_steps=3 format=2] | ||||
| 
 | ||||
| [ext_resource path="res://scripts/trains/Train.cs" type="Script" id=1] | ||||
| [ext_resource path="res://scenes/trains/TrainCar.tscn" type="PackedScene" id=2] | ||||
| 
 | ||||
| [node name="Train" type="Spatial"] | ||||
| script = ExtResource( 1 ) | ||||
| _carPath = NodePath("Train Car") | ||||
| 
 | ||||
| [node name="Train Car" parent="." instance=ExtResource( 2 )] | ||||
							
								
								
									
										22
									
								
								scenes/trains/TrainCar.tscn
									
									
									
									
									
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								scenes/trains/TrainCar.tscn
									
									
									
									
									
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							| @ -0,0 +1,22 @@ | ||||
| [gd_scene load_steps=3 format=2] | ||||
| 
 | ||||
| [ext_resource path="res://scripts/trains/TrainCar.cs" type="Script" id=1] | ||||
| [ext_resource path="res://scenes/trains/Bogie.tscn" type="PackedScene" id=2] | ||||
| 
 | ||||
| [node name="Train Car" type="Spatial"] | ||||
| script = ExtResource( 1 ) | ||||
| Wheelbase = 5.0 | ||||
| _boxNode = NodePath("CSGBox") | ||||
| _bogiePaths = [ NodePath("Bogie"), NodePath("Bogie2") ] | ||||
| 
 | ||||
| [node name="CSGBox" type="CSGBox" parent="."] | ||||
| transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0 ) | ||||
| width = 1.0 | ||||
| height = 1.0 | ||||
| depth = 8.0 | ||||
| 
 | ||||
| [node name="Bogie" parent="." instance=ExtResource( 2 )] | ||||
| transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -2.5 ) | ||||
| 
 | ||||
| [node name="Bogie2" parent="." instance=ExtResource( 2 )] | ||||
| transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 2.5 ) | ||||
| @ -4,7 +4,26 @@ using System; | ||||
| public class OrbitCamera : Spatial | ||||
| { | ||||
|     [Export] | ||||
|     private float _sensitivity = 200f; | ||||
|     private float _lookSensitivity = 200f; | ||||
|     [Export] | ||||
|     private float _zoomSensitivity = 10f; | ||||
|     [Export] | ||||
|     private Vector2 _fovRange = new Vector2(10, 60); | ||||
| 
 | ||||
|     [Export] | ||||
|     private NodePath _cameraPath; | ||||
|     private Camera _camera = null; | ||||
|     private Camera Camera | ||||
|     { | ||||
|         get | ||||
|         { | ||||
|             if (_camera == null) | ||||
|             { | ||||
|                 _camera = GetNode<Camera>(_cameraPath); | ||||
|             } | ||||
|             return _camera; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     private Vector2 _rotation; | ||||
|     private bool _canRotate = false; | ||||
| @ -24,7 +43,8 @@ public class OrbitCamera : Spatial | ||||
|     public override void _Process(float delta) | ||||
|     { | ||||
|         Rotation = Vector3.Zero; | ||||
|         var sensitivity = -1f / _sensitivity; | ||||
|         var sensitivity = -1f / _lookSensitivity; | ||||
| 
 | ||||
|         Rotate(Vector3.Right, _rotation.y * sensitivity); | ||||
|         Rotate(Vector3.Up, _rotation.x * sensitivity); | ||||
|     } | ||||
| @ -32,9 +52,32 @@ public class OrbitCamera : Spatial | ||||
|     // left click to drag | ||||
|     private void HandleMouseButton(InputEventMouseButton mouseButton) | ||||
|     { | ||||
|         if (mouseButton.ButtonIndex != (int)ButtonList.Left) return; | ||||
|         switch ((ButtonList)mouseButton.ButtonIndex) | ||||
|         { | ||||
|             case ButtonList.Left: | ||||
|                 _canRotate = mouseButton.Pressed; | ||||
|                 break; | ||||
|             case ButtonList.WheelUp: | ||||
|                 Zoom(-1); | ||||
|                 break; | ||||
|             case ButtonList.WheelDown: | ||||
|                 Zoom(1); | ||||
|                 break; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|         _canRotate = mouseButton.Pressed; | ||||
|     private void Zoom(int dir) | ||||
|     { | ||||
|         if (dir != 1 && dir != -1) | ||||
|             throw new ArgumentException(); | ||||
| 
 | ||||
|         var fov = Camera.Fov; | ||||
|         var zoom = _zoomSensitivity / Camera.Fov; | ||||
| 
 | ||||
|         fov += (float)dir * zoom; | ||||
|         fov = Mathf.Clamp(fov, _fovRange.x, _fovRange.y); | ||||
| 
 | ||||
|         Camera.Fov = fov; | ||||
|     } | ||||
| 
 | ||||
|     private void HandleMouseMovement(InputEventMouseMotion mouseMotion) | ||||
|  | ||||
| @ -1,53 +0,0 @@ | ||||
| using Godot; | ||||
| using System; | ||||
| 
 | ||||
| [Tool] | ||||
| public class Railway : Path | ||||
| { | ||||
|     [Export] | ||||
|     private Color _color; | ||||
|      | ||||
|     [Export] | ||||
|     private float _gauge = 1f; | ||||
|      | ||||
|     private ImmediateGeometry _geo = null; | ||||
|     private Vector3[] _points = null; | ||||
|      | ||||
|     public void OnPathCurveChanged()  | ||||
|     { | ||||
|         Curve.Tessellate(); | ||||
|         _points = Curve.GetBakedPoints(); | ||||
|     } | ||||
|      | ||||
|     // Called when the node enters the scene tree for the first time. | ||||
|     public override void _Ready() | ||||
|     { | ||||
|         base._Ready(); | ||||
|          | ||||
|         _geo = GetNode<ImmediateGeometry>("ImmediateGeometry"); | ||||
|          | ||||
|         var m = new SpatialMaterial(); | ||||
|         m.VertexColorUseAsAlbedo = true; | ||||
|         m.FlagsUnshaded = true; | ||||
|         _geo.MaterialOverride = m; | ||||
| 
 | ||||
|         OnPathCurveChanged(); | ||||
|     } | ||||
| 
 | ||||
|     public override void _Process(float delta) | ||||
|     { | ||||
|         base._Process(delta); | ||||
|          | ||||
|         if (_geo == null) return; | ||||
|         if (_points == null || _points.Length == 0) return; | ||||
|          | ||||
|         _geo.Clear(); | ||||
|         _geo.Begin(Mesh.PrimitiveType.LineStrip); | ||||
|         _geo.SetColor(new Color(1, 0, 0)); | ||||
|         for(int i = 0; i < _points.Length; i++) | ||||
|         { | ||||
|             _geo.AddVertex(_points[i]); | ||||
|         } | ||||
|         _geo.End(); | ||||
|     } | ||||
| } | ||||
| @ -1,22 +0,0 @@ | ||||
| using Godot; | ||||
| using System; | ||||
| 
 | ||||
| [Tool] | ||||
| public class Tracks : ImmediateGeometry | ||||
| { | ||||
|     private SpatialMaterial _m; | ||||
| 
 | ||||
|     public override void _Ready() | ||||
|     { | ||||
|         // set up a material for imgui to use  | ||||
|         _m = new SpatialMaterial(); | ||||
|         _m.VertexColorUseAsAlbedo = true; | ||||
|         _m.FlagsUnshaded = true; | ||||
|         this.MaterialOverride = _m; | ||||
|     } | ||||
| 
 | ||||
|     public override void _Process(float delta) | ||||
|     { | ||||
|         GD.Print("hi!"); | ||||
|     } | ||||
| } | ||||
| @ -1,16 +0,0 @@ | ||||
| using Godot; | ||||
| using System; | ||||
| 
 | ||||
| public class Train : Node | ||||
| { | ||||
|     // Called when the node enters the scene tree for the first time. | ||||
|     public override void _Ready() | ||||
|     { | ||||
|     } | ||||
| 
 | ||||
| //  // Called every frame. 'delta' is the elapsed time since the previous frame. | ||||
| //  public override void _Process(float delta) | ||||
| //  { | ||||
| //       | ||||
| //  } | ||||
| } | ||||
							
								
								
									
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								scripts/trains/Railway.cs
									
									
									
									
									
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								scripts/trains/Railway.cs
									
									
									
									
									
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							| @ -0,0 +1,119 @@ | ||||
| using Godot; | ||||
| using System; | ||||
| 
 | ||||
| [Tool] | ||||
| public class Railway : Node | ||||
| { | ||||
|     [Export] | ||||
|     private NodePath[] _railPaths; | ||||
| 
 | ||||
| 
 | ||||
|     [Export] | ||||
|     private NodePath _centreLine; | ||||
| 
 | ||||
| 
 | ||||
|     private float _railWidth; | ||||
|     private float _railHeight; | ||||
|     private float _railGauge; | ||||
| 
 | ||||
|     [Export] | ||||
|     private float RailWidth | ||||
|     { | ||||
|         get => _railWidth; | ||||
|         set | ||||
|         { | ||||
|             _railWidth = value; | ||||
|             if (Engine.EditorHint) | ||||
|             { | ||||
|                 SetRailCrossSection(); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
|     [Export] | ||||
|     private float RailHeight | ||||
|     { | ||||
|         get => _railHeight; | ||||
|         set | ||||
|         { | ||||
|             _railHeight = value; | ||||
|             if (Engine.EditorHint) | ||||
|             { | ||||
|                 SetRailCrossSection(); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     [Export] | ||||
|     private float RailGauge | ||||
|     { | ||||
|         get => _railGauge; | ||||
|         set | ||||
|         { | ||||
|             _railGauge = value; | ||||
|             if (Engine.EditorHint) | ||||
|             { | ||||
|                 SetRailCrossSection(); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     private Path _path = null; | ||||
|     private Path Path | ||||
|     { | ||||
|         get | ||||
|         { | ||||
|             if (_path == null) | ||||
|             { | ||||
|                 _path = GetNode<Path>(_centreLine); | ||||
|             } | ||||
|             return _path; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     public Curve3D Curve => Path.Curve; | ||||
| 
 | ||||
|     // the centre line should not have geometry directly associated with it. | ||||
|     // instead, two additional path/csgpolygon combinations should be managed | ||||
|     // in reference to the centre line for the left and right rails. | ||||
| 
 | ||||
|     // Called when the node enters the scene tree for the first time. | ||||
|     public override void _Ready() | ||||
|     { | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     private void SetRailCrossSection() | ||||
|     { | ||||
|         // error checkin | ||||
|         if (_railPaths.Length != 2) | ||||
|             throw new Exception("need 2 rails"); | ||||
| 
 | ||||
|         // set rail geometry | ||||
|         for (int i = 0; i < 2; i++) | ||||
|         { | ||||
|             var rail = GetNode<CSGPolygon>(_railPaths[i]); | ||||
| 
 | ||||
|             float w = RailWidth; | ||||
|             float h = RailHeight; | ||||
|             // horizontal offset of rail from centreline | ||||
|             float c = (-.5f + i) * RailGauge; | ||||
| 
 | ||||
|             var polygon = new Vector2[4]; | ||||
|             polygon[0] = new Vector2(c - w, 0); | ||||
|             polygon[1] = new Vector2(c - w, h); | ||||
|             polygon[2] = new Vector2(c + w, h); | ||||
|             polygon[3] = new Vector2(c + w, 0); | ||||
|             rail.Polygon = polygon; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     public override void _Process(float delta) | ||||
|     { | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     public void AddPathFollower(PathFollow pathFollow) | ||||
|     { | ||||
|         Path.AddChild(pathFollow); | ||||
|     } | ||||
| } | ||||
							
								
								
									
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								scripts/trains/Train.cs
									
									
									
									
									
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								scripts/trains/Train.cs
									
									
									
									
									
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							| @ -0,0 +1,121 @@ | ||||
| using Godot; | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| 
 | ||||
| public class Train : Spatial | ||||
| { | ||||
|     [Export] | ||||
|     private float _speed = 1.0f; | ||||
| 
 | ||||
|     [Export] | ||||
|     private NodePath _railwayPath; | ||||
| 
 | ||||
|     private Railway _railway; | ||||
|     private float _distance = 0; | ||||
| 
 | ||||
|     [Export] | ||||
|     private NodePath _carPath; | ||||
|     private TrainCar _car; | ||||
| 
 | ||||
|     private Spatial[] _bogies; | ||||
|     private readonly Dictionary<Spatial, PathFollow> _bogiePathFollows = new Dictionary<Spatial, PathFollow>(); | ||||
| 
 | ||||
|     private ImmediateGeometry _imgui; | ||||
| 
 | ||||
|     // Called when the node enters the scene tree for the first time. | ||||
|     public override void _Ready() | ||||
|     { | ||||
|         _imgui = new ImmediateGeometry(); | ||||
|         var m = new SpatialMaterial(); | ||||
|         m.VertexColorUseAsAlbedo = true; | ||||
|         m.FlagsUnshaded = true; | ||||
|         _imgui.MaterialOverride = m; | ||||
|         AddChild(_imgui); | ||||
| 
 | ||||
|         _railway = GetNode<Railway>(_railwayPath); | ||||
|         _car = GetNode<TrainCar>(_carPath); | ||||
| 
 | ||||
|         _bogies = new Spatial[_car.Bogies.Length]; | ||||
|         for (int i = 0; i < _bogies.Length; i++) | ||||
|         { | ||||
|             var b = _car.Bogies[i]; | ||||
|             _bogies[i] = b; | ||||
|             _bogiePathFollows[b] = new PathFollow | ||||
|             { | ||||
|                 RotationMode = PathFollow.RotationModeEnum.Oriented | ||||
|             }; | ||||
|             _railway.AddPathFollower(_bogiePathFollows[b]); | ||||
| 
 | ||||
|             // detach the bogies from the car as we need to set the bogie | ||||
|             // positions in order to calculate the car position and it will | ||||
|             // get confusing if they're in a parent/child relationship, | ||||
|             // so make them all siblings | ||||
|             _car.RemoveChild(b); | ||||
|             this.AddChild(b); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     // Called every frame. 'delta' is the elapsed time since the previous frame. | ||||
|     public override void _Process(float delta) | ||||
|     { | ||||
|         var length = _railway.Curve.GetBakedLength(); | ||||
| 
 | ||||
|         // first determine which is the front bogie. this is dependent | ||||
|         // on the direction of travel. | ||||
|         int travelDir = (int)(_distance / length) == 0 ? -1 : 1; | ||||
| 
 | ||||
|         DrawTravelDirectionIndicator(travelDir); | ||||
| 
 | ||||
|         // keep track of total distance | ||||
|         _distance += delta * _speed; | ||||
|         // wrap at 2x total distance | ||||
|         _distance %= length * 2; | ||||
| 
 | ||||
|         var distance = PingPong(_distance, length); | ||||
| 
 | ||||
|         // get the position of the first bogie on the track | ||||
|         var b = _bogies[0]; | ||||
|         var pathFollow = _bogiePathFollows[b]; | ||||
| 
 | ||||
|         pathFollow.Offset = distance; | ||||
|         b.Translation = pathFollow.Translation; | ||||
|         b.Rotation = pathFollow.Rotation; | ||||
| 
 | ||||
|         // now we want to position the car over the first bogie | ||||
|         GD.Print(_car.Wheelbase); | ||||
|         _car.Translation = b.Translation; | ||||
|         _car.Rotation = b.Rotation; | ||||
| 
 | ||||
|         // TODO: this rotation quat needs to position the other  | ||||
|         // bogie over the curve | ||||
|         _car.Translation += _car.Transform.basis | ||||
|             .RotationQuat() | ||||
|             .Xform(Vector3.Back) * _car.Wheelbase * 0.5f; | ||||
|     } | ||||
| 
 | ||||
|     private void DrawTravelDirectionIndicator(int travelDir) | ||||
|     { | ||||
|         _imgui.Clear(); | ||||
|         _imgui.Begin(Mesh.PrimitiveType.LineStrip); | ||||
|         _imgui.SetColor(new Color(1, 0, 0)); | ||||
|         var c = _car.Translation + Vector3.Up * 2; | ||||
|         _imgui.AddVertex(c); | ||||
|         var d = travelDir; | ||||
|         var l = 5; | ||||
|         var e = c + _car.Transform.basis | ||||
|             .RotationQuat() | ||||
|             .Xform(Vector3.Forward) * d * l; | ||||
|         _imgui.AddVertex(e); | ||||
|         _imgui.End(); | ||||
|     } | ||||
| 
 | ||||
|     // poor mans branching ping pong | ||||
|     private float PingPong(float t, float length) | ||||
|     { | ||||
|         var tml = t % length; | ||||
| 
 | ||||
|         return t > length | ||||
|             ? length - tml | ||||
|             : tml; | ||||
|     } | ||||
| } | ||||
							
								
								
									
										90
									
								
								scripts/trains/TrainCar.cs
									
									
									
									
									
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										90
									
								
								scripts/trains/TrainCar.cs
									
									
									
									
									
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							| @ -0,0 +1,90 @@ | ||||
| using Godot; | ||||
| using System; | ||||
| 
 | ||||
| [Tool] | ||||
| public class TrainCar : Spatial | ||||
| { | ||||
|     public float Length => Box.Depth; | ||||
| 
 | ||||
|     [Export] | ||||
|     private NodePath _boxNode; | ||||
| 
 | ||||
|     [Export] | ||||
|     private NodePath[] _bogiePaths; | ||||
| 
 | ||||
|     [Export] | ||||
|     public float Wheelbase | ||||
|     { | ||||
|         get => _wheelbase; | ||||
|         set | ||||
|         { | ||||
|             _wheelbase = value; | ||||
| 
 | ||||
|             // don't set the wheelbase except from the editor | ||||
|             if (!Engine.EditorHint) return; | ||||
| 
 | ||||
|             SetBogeyPositions(); | ||||
|         } | ||||
|     } | ||||
|     private float _wheelbase; | ||||
| 
 | ||||
|     public Spatial[] Bogies | ||||
|     { | ||||
|         get | ||||
|         { | ||||
|             if (_bogies == null) | ||||
|             { | ||||
|                 _bogies = new Spatial[2]; | ||||
|                 for (int i = 0; i < _bogiePaths.Length; i++) | ||||
|                 { | ||||
|                     _bogies[i] = GetNode<Spatial>(_bogiePaths[i]); | ||||
|                 } | ||||
|             } | ||||
|             return _bogies; | ||||
|         } | ||||
|     } | ||||
|     private Spatial[] _bogies = null; | ||||
| 
 | ||||
|     private CSGBox _box; | ||||
|     private CSGBox Box | ||||
|     { | ||||
|         get | ||||
|         { | ||||
|             if (_box == null) | ||||
|             { | ||||
|                 _box = GetNode<CSGBox>(_boxNode); | ||||
|             } | ||||
|             return _box; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     public Railway Railway { get; set; } | ||||
| 
 | ||||
|     public override void _Ready() | ||||
|     { | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     public override void _Process(float delta) | ||||
|     { | ||||
|     } | ||||
| 
 | ||||
|     private void SetBogeyPositions() | ||||
|     { | ||||
| 
 | ||||
|         if (Wheelbase > Length) | ||||
|             throw new Exception("wheelbase cannot be longer than car length"); | ||||
| 
 | ||||
|         if (_bogiePaths.Length != 2) | ||||
|             throw new Exception("_bogeyPaths should be of length 2"); | ||||
| 
 | ||||
|         for (int i = 0; i < 2; i++) | ||||
|         { | ||||
|             _bogies[i] = GetNode<Spatial>(_bogiePaths[i]); | ||||
|         } | ||||
| 
 | ||||
|         var axis = Vector3.Forward * Wheelbase; | ||||
|         _bogies[0].Translation = axis * 0.5f; | ||||
|         _bogies[1].Translation = axis * -0.5f; | ||||
|     } | ||||
| } | ||||
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