Compare commits
No commits in common. "trains" and "main" have entirely different histories.
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@ -1,5 +1,4 @@
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||||||
{
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{
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||||||
"editor.formatOnSave": true,
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"editor.formatOnSave": true,
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||||||
"editor.formatOnType": true,
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"editor.formatOnType": true
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||||||
"vscode-neovim.neovimExecutablePaths.linux": "/usr/bin/nvim"
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||||||
}
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}
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|
@ -1,14 +1,12 @@
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||||||
[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=4 format=2]
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||||||
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||||||
[ext_resource path="res://scenes/trains/Train.tscn" type="PackedScene" id=1]
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[ext_resource path="res://scenes/Train.tscn" type="PackedScene" id=1]
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||||||
[ext_resource path="res://scenes/trains/Railway.tscn" type="PackedScene" id=2]
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[ext_resource path="res://scenes/Railway.tscn" type="PackedScene" id=2]
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||||||
[ext_resource path="res://scenes/OrbitCamera.tscn" type="PackedScene" id=3]
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[ext_resource path="res://scenes/OrbitCamera.tscn" type="PackedScene" id=3]
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||||||
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||||||
[node name="Main" type="Node2D"]
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[node name="Main" type="Node2D"]
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||||||
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[node name="Train" parent="." instance=ExtResource( 1 )]
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[node name="Train" parent="." instance=ExtResource( 1 )]
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_speed = 5.0
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_railwayPath = NodePath("../Railway")
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||||||
[node name="DirectionalLight" type="DirectionalLight" parent="."]
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[node name="DirectionalLight" type="DirectionalLight" parent="."]
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||||||
transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461314, 0.76112, -2.26831e-08, 0.648611, 0, 0, 0 )
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transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461314, 0.76112, -2.26831e-08, 0.648611, 0, 0, 0 )
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||||||
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@ -16,3 +14,4 @@ transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461
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||||||
[node name="OrbitCamera" parent="." instance=ExtResource( 3 )]
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[node name="OrbitCamera" parent="." instance=ExtResource( 3 )]
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||||||
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||||||
[node name="Railway" parent="." instance=ExtResource( 2 )]
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[node name="Railway" parent="." instance=ExtResource( 2 )]
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script = null
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@ -0,0 +1,22 @@
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||||||
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[gd_scene load_steps=2 format=2]
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||||||
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||||||
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[sub_resource type="CSharpScript" id=1]
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||||||
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script/source = "using Godot;
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using System;
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public class RailNode : Spatial
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{
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public override void _Ready()
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{
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}
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// public override void _Process(float delta)
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// {
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//
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// }
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}
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"
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[node name="Spatial" type="Spatial"]
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script = SubResource( 1 )
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@ -0,0 +1,23 @@
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://scripts/Railway.cs" type="Script" id=1]
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||||||
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[sub_resource type="Curve3D" id=1]
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_data = {
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"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 ),
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"tilts": PoolRealArray( 0, 0, 0, 0, 0, 0 )
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}
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||||||
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[sub_resource type="SpatialMaterial" id=2]
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flags_unshaded = true
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vertex_color_use_as_albedo = true
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[node name="Railway" type="Path"]
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curve = SubResource( 1 )
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script = ExtResource( 1 )
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_color = Color( 0, 1, 0.133333, 1 )
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||||||
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[node name="ImmediateGeometry" type="ImmediateGeometry" parent="."]
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||||||
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material_override = SubResource( 2 )
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||||||
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[connection signal="curve_changed" from="." to="." method="OnPathCurveChanged"]
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@ -0,0 +1,12 @@
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||||||
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/Train.cs" type="Script" id=1]
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[node name="Train" type="Node"]
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script = ExtResource( 1 )
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||||||
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[node name="CSGBox" type="CSGBox" parent="."]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0 )
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width = 1.0
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height = 1.0
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depth = 4.0
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@ -1,9 +0,0 @@
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||||||
[gd_scene format=2]
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[node name="Bogey" type="Spatial"]
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[node name="CSGBox" type="CSGBox" parent="."]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.2, 0 )
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width = 0.9
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height = 0.4
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depth = 1.1
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@ -1,25 +0,0 @@
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[gd_scene load_steps=2 format=2]
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||||||
[sub_resource type="Curve3D" id=1]
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_data = {
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"points": PoolVector3Array( ),
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"tilts": PoolRealArray( )
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}
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[node name="Rail" type="Spatial"]
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[node name="Path" type="Path" parent="."]
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curve = SubResource( 1 )
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[node name="CSGPolygon" type="CSGPolygon" parent="."]
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polygon = PoolVector2Array( -0.383256, -0.00220253, -0.383256, 1.0066, 0.383256, 1.00219, 0.383256, -0.00220253 )
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mode = 2
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path_node = NodePath("../Path")
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path_interval_type = 0
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path_interval = 1.0
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path_simplify_angle = 0.0
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path_rotation = 2
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path_local = false
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path_continuous_u = true
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path_u_distance = 1.0
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path_joined = false
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@ -1,47 +0,0 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://scripts/trains/Railway.cs" type="Script" id=1]
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||||||
[sub_resource type="Curve3D" id=1]
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bake_interval = 0.01
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_data = {
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"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 ),
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||||||
"tilts": PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0 )
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||||||
}
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[node name="Railway" type="Spatial"]
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script = ExtResource( 1 )
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RailWidth = 0.08
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RailHeight = 0.12
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RailGauge = 1.0
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_railPaths = [ NodePath("L"), NodePath("R") ]
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||||||
_centreLine = NodePath("Centreline")
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||||||
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||||||
[node name="Centreline" type="Path" parent="."]
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curve = SubResource( 1 )
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||||||
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||||||
[node name="L" type="CSGPolygon" parent="."]
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||||||
polygon = PoolVector2Array( -0.58, 0, -0.58, 0.12, -0.42, 0.12, -0.42, 0 )
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||||||
mode = 2
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||||||
path_node = NodePath("../Centreline")
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||||||
path_interval_type = 0
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||||||
path_interval = 1.0
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||||||
path_simplify_angle = 0.0
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||||||
path_rotation = 2
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||||||
path_local = false
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||||||
path_continuous_u = true
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||||||
path_u_distance = 1.0
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||||||
path_joined = false
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||||||
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||||||
[node name="R" type="CSGPolygon" parent="."]
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||||||
polygon = PoolVector2Array( 0.42, 0, 0.42, 0.12, 0.58, 0.12, 0.58, 0 )
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||||||
mode = 2
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||||||
path_node = NodePath("../Centreline")
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||||||
path_interval_type = 0
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||||||
path_interval = 1.0
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||||||
path_simplify_angle = 0.0
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||||||
path_rotation = 2
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||||||
path_local = false
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||||||
path_continuous_u = true
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||||||
path_u_distance = 1.0
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||||||
path_joined = false
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@ -1,10 +0,0 @@
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||||||
[gd_scene load_steps=3 format=2]
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||||||
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||||||
[ext_resource path="res://scripts/trains/Train.cs" type="Script" id=1]
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||||||
[ext_resource path="res://scenes/trains/TrainCar.tscn" type="PackedScene" id=2]
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||||||
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||||||
[node name="Train" type="Spatial"]
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||||||
script = ExtResource( 1 )
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||||||
_carPath = NodePath("Train Car")
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||||||
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||||||
[node name="Train Car" parent="." instance=ExtResource( 2 )]
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@ -1,22 +0,0 @@
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||||||
[gd_scene load_steps=3 format=2]
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||||||
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||||||
[ext_resource path="res://scripts/trains/TrainCar.cs" type="Script" id=1]
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||||||
[ext_resource path="res://scenes/trains/Bogie.tscn" type="PackedScene" id=2]
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||||||
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||||||
[node name="Train Car" type="Spatial"]
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||||||
script = ExtResource( 1 )
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||||||
Wheelbase = 5.0
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|
||||||
_boxNode = NodePath("CSGBox")
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|
||||||
_bogiePaths = [ NodePath("Bogie"), NodePath("Bogie2") ]
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|
||||||
|
|
||||||
[node name="CSGBox" type="CSGBox" parent="."]
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|
||||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0 )
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|
||||||
width = 1.0
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|
||||||
height = 1.0
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|
||||||
depth = 8.0
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|
||||||
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|
||||||
[node name="Bogie" parent="." instance=ExtResource( 2 )]
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||||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -2.5 )
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|
||||||
|
|
||||||
[node name="Bogie2" parent="." instance=ExtResource( 2 )]
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|
||||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 2.5 )
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|
|
@ -5,10 +5,9 @@ public class OrbitCamera : Spatial
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||||||
{
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{
|
||||||
[Export]
|
[Export]
|
||||||
private float _lookSensitivity = 200f;
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private float _lookSensitivity = 200f;
|
||||||
|
|
||||||
[Export]
|
[Export]
|
||||||
private float _zoomSensitivity = 10f;
|
private float _zoomSensitivity = 10f;
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||||||
[Export]
|
|
||||||
private Vector2 _fovRange = new Vector2(10, 60);
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|
||||||
|
|
||||||
[Export]
|
[Export]
|
||||||
private NodePath _cameraPath;
|
private NodePath _cameraPath;
|
||||||
|
@ -66,18 +65,9 @@ public class OrbitCamera : Spatial
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
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|
||||||
private void Zoom(int dir)
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private void Zoom(float amount)
|
||||||
{
|
{
|
||||||
if (dir != 1 && dir != -1)
|
Camera.Fov += amount * _zoomSensitivity / Camera.Fov;
|
||||||
throw new ArgumentException();
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|
||||||
|
|
||||||
var fov = Camera.Fov;
|
|
||||||
var zoom = _zoomSensitivity / Camera.Fov;
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|
||||||
|
|
||||||
fov += (float)dir * zoom;
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|
||||||
fov = Mathf.Clamp(fov, _fovRange.x, _fovRange.y);
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|
||||||
|
|
||||||
Camera.Fov = fov;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleMouseMovement(InputEventMouseMotion mouseMotion)
|
private void HandleMouseMovement(InputEventMouseMotion mouseMotion)
|
||||||
|
|
|
@ -0,0 +1,53 @@
|
||||||
|
using Godot;
|
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|
using System;
|
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|
|
||||||
|
[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();
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,22 @@
|
||||||
|
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!");
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,16 @@
|
||||||
|
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)
|
||||||
|
// {
|
||||||
|
//
|
||||||
|
// }
|
||||||
|
}
|
|
@ -1,119 +0,0 @@
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,121 +0,0 @@
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,90 +0,0 @@
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
Loading…
Reference in New Issue