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@@ -50,104 +50,6 @@ onready var palace_map_data = {
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}
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#class radial_grid:
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# var radial_points = []
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# var max_r = 0.0
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# var grid = []
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# var width: int = 0
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# var height: int = 0
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# var nodes = []
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# func build(poly, center):
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# var height = center.y
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# max_r = 0.0
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# for p in range(poly.size()):
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# var ep1 = poly[p]
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# ep1.y = height
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# var ep2 = poly[(p + 1) % poly.size()]
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# ep2.y = height
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# var d = (ep2 - ep1).normalized()
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# radial_points.push_back(ep1)
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# var dst = ep1.distance_to(ep2)
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# while dst > 32:
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# ep1 += d * 32
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# radial_points.push_back(ep1)
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# dst -= 32
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# for p in range(radial_points.size()):
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# var ep = radial_points[p]
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# var dst = ep.distance_to(center)
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# if max_r < dst:
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# max_r = dst
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# width = radial_points.size()
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# height = int(max_r / 32)
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# grid.resize(width * height)
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# for p in range(width):
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# var start = radial_points[p]
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# var end = center
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# var step = (end - start).normalized() * (end - start).length() / float(height + 1)
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# var val = start
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# for q in range(height):
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# grid[p * height + q] = {"position": val, "node": null}
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# func get_grid_node(x, y):
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# return grid[x * height + y].node
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# func set_grid_node(x, y, node):
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# if !node in nodes:
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# nodes.push_back(node)
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# grid[x * height + y].node = node
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# func place_grid(aabb: AABB, node) -> void:
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# for u in range(width):
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# for v in range(height):
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# if aabb.has_point(grid[u * height + v].position):
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# set_grid_node(u, v, node)
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# func get_pos(x, y):
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# return grid[x * height + y].position
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# onready var grid = radial_grid.new()
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#func debug_poly(poly):
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# for k in range(poly.size()):
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# var p1 = poly[k]
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# var p2 = poly[(k + 1) % poly.size()]
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# var l = p1.distance_to(p2)
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# var d = (p2 - p1).normalized()
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# var pt = p1
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# while l > 0.0:
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# for e in range(0, 30, 2):
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# var mi = MeshInstance.new()
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# mi.mesh = CubeMesh.new()
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# get_tree().root.add_child(mi)
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# mi.global_transform.origin = pt + Vector3(0, e, 0)
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# pt += d * 5.0
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# l -= 5.0
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#
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#func calc_border(poly, offt):
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# var height = RoadsData.get_site_avg_height(0)
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# var border = []
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# border.resize(poly.size())
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# for k in range(poly.size()):
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# var i = k - 1
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# if i < 0:
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# i += poly.size()
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# var p1 = poly[i]
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# var p2 = poly[k]
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# var p3 = poly[(k + 1) % poly.size()]
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# var p1x = Vector2(p1.x, p1.z)
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# var p2x = Vector2(p2.x, p2.z)
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# var p3x = Vector2(p2.x, p2.z)
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# var p4x = Vector2(p3.x, p3.z)
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# var n1 = (p2x - p1x).tangent().normalized()
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# var n2 = (p4x - p3x).tangent().normalized()
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# p1x -= n1 * offt
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# p2x -= n1 * offt
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# p3x -= n2 * offt
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# p4x -= n2 * offt
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#
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# var xp = Geometry.segment_intersects_segment_2d(p1x, p2x, p3x, p4x)
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# if !xp:
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# xp = p2x.linear_interpolate(p3x, 0.5) - (n1 + n2).normalized() * offt
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# var tp = Vector3(xp.x, height, xp.y)
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# border[k] = tp
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# return border
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#
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var traffic_rnd: RandomNumberGenerator
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var traffic_astar: AStar
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var towns = 0
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@@ -168,7 +70,6 @@ func setup_town(site):
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center += p
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center /= poly.size()
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center.y = height
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# grid.build(border2, center)
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var radial_points = RoadsData.get_site_radial_points(site, 32.0, 64.0)
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var max_r = 0.0
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for p in range(radial_points.size()):
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@@ -179,6 +80,7 @@ func setup_town(site):
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for p in range(radial_points.size()):
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var ep = radial_points[p]
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var d = (center - ep).normalized()
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assert(d.length_squared() > 0)
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var dst = ep.distance_to(center)
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print(dst)
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if dst < 64.0 + 12 + 8 + 4:
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@@ -250,6 +152,7 @@ func setup_first_town():
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for p in range(radial_points.size()):
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var ep = radial_points[p]
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var d = (center - ep).normalized()
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assert(d.length_squared() > 0)
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var dst = ep.distance_to(center)
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print(dst)
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if dst < 64.0 + 12 + 8 + 4:
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@@ -285,12 +188,13 @@ func setup_traffic(site):
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var n = (p2 - p1).cross(Vector3.UP).normalized()
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var t = (p2 - p1).normalized()
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var l = p1.distance_to(p2)
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assert(l > 0 && t.length_squared() > 0)
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var xpos = p1 + t * 8.0
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var xe = 128.0
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if l < xe + 16.0:
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xpos = p1.linear_interpolate(p2, 0.5)
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var x = xpos + n * 1.5 + Vector3.UP * 0.5
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var xform = Transform(Basis(), x).looking_at(x + t * 3.0, Vector3.UP)
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var x = xpos
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var xform = Transform(Basis(), x).looking_at(x - t * 3.0, Vector3.UP)
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var c = Spatial.new()
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lp.add_child(c)
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c.transform = xform
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@@ -299,8 +203,8 @@ func setup_traffic(site):
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c.add_to_group("traffic_spawn")
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else:
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while l > xe + 16.0:
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var x = xpos + n * 4.0 + Vector3.UP * 0.5
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var xform = Transform(Basis(), x).looking_at(x + t * 3.0, Vector3.UP)
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var x = xpos
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var xform = Transform(Basis(), x).looking_at(x - t * 3.0, Vector3.UP)
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var c = Spatial.new()
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lp.add_child(c)
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c.transform = xform
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@@ -333,9 +237,12 @@ func _ready():
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}
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for k in parts.keys():
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Spawner.add_scene(k, parts[k])
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Traffic.set_min_spawn_distance(50.0)
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# Traffic.set_deny_physics()
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Traffic.set_physics_distance(Vector3(30, -10, 40))
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# Traffic.set_debug(true)
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Traffic.add_traffic_vehicle(car)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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var delay = 3.0
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var state = 0
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func _process(delta):
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@@ -359,19 +266,6 @@ func _process(delta):
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func stream_obj(obj: String, xform: Transform):
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Spawner.place_scene(obj, xform)
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func switch_to_distant_vehicle(n):
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var sp = PhysicsServer.body_get_space(n.get_rid())
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var l = n.get_linear_velocity()
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n.set_meta("velocity", l)
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n.set_meta("space", sp)
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PhysicsServer.body_set_space(n.get_rid(), RID())
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func switch_to_close_vehicle(n):
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var sp = n.get_meta("space")
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PhysicsServer.body_set_space(n.get_rid(), sp)
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n.remove_meta("space")
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if n.has_meta("velocity"):
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n.set_linear_velocity(n.get_meta("velocity"))
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n.remove_meta("velocity")
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func _physics_process(delta):
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var cam = get_viewport().get_camera()
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if !cam:
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@@ -382,89 +276,25 @@ func _physics_process(delta):
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for n in get_tree().get_nodes_in_group("traffic_vehicle"):
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var p1 = cam.global_transform.origin
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var p2 = n.global_transform.origin
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var check_coords = cam.global_transform.xform_inv(p2)
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# p2 has both vertical and lane offset, correct these and write to path_pos
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var path_pos = Traffic.get_path_position(n)
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var check_coords = cam.global_transform.xform_inv(path_pos)
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var steer = 0.0
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var x_target = Vector3()
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var next_target = Vector3()
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var orientation = n.global_transform
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orientation.origin = Vector3()
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var direction = orientation.xform(Vector3(0, 0, -1))
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var good_path = false
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var engine_force = n.engine_force
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if !n.has_meta("curve"):
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create_path(n, p2, direction * 10.0)
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continue
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if n.has_meta("curve"):
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var curve = n.get_meta("curve")
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if curve.get_point_count() > 0:
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var plength = n.get_meta("curve_length")
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var offt = curve.get_closest_offset(p2)
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var offt_ext = 8.0
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if n.has_meta("velocity"):
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offt_ext = n.get_meta("velocity").length()
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offt = clamp(offt + offt_ext, 0, plength)
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var p0 = curve.interpolate_baked(offt, false)
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next_target = p0
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if false: # p0.distance_squared_to(p2) > 16.0:
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n.remove_meta("curve")
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steer = 0.0
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x_target = Vector3()
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next_target = p2 + direction * 4.0
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else:
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var xt0 = n.global_transform.xform_inv(p0)
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x_target = xt0
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if xt0.z < 0.0:
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steer = xt0.x
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if steer == 0.0:
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steer = -1
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else:
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steer = x_target.x
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steer = sign(steer)
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# if abs(steer) < 0.005:
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# steer = 0.0
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n.set_meta("x_target", x_target)
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print("position: ", p2, " direction: ", direction, " next_target: ", next_target, " x_target: ", x_target, " steer: ", steer, " ! ", (next_target - p2).normalized())
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else:
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assert(false)
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# if check_coords.z > 160 || check_coords.z < -120 || abs(check_coords.x) > 100:
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# n.queue_free()
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if false: # check_coords.z > 40.0 || check_coords.z < -25.0 || abs(check_coords.x) > 20.0:
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# next_target has corrected vertical position (up from path)
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steer = Traffic.get_steer(n, true) * 0.6
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if !n.has_meta("space"):
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switch_to_distant_vehicle(n)
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var xvel = (next_target - p2).normalized() * 6.0
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n.set_meta("velocity", xvel)
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var pos = n.global_transform.origin
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var vel = (next_target - p2).normalized() * 6.0
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if n.has_meta("velocity"):
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vel = n.get_meta("velocity")
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var speed = vel.length()
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var stf = (next_target - pos).normalized() * speed
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# stf.y = vel.y
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vel = vel.linear_interpolate(stf, delta)
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var target_pos = pos + vel
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# vel.y = vel.y * delta
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var newpos = pos.linear_interpolate(target_pos, delta)
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n.set_meta("velocity", vel)
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# why?
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var xform = Transform(Basis(), newpos).looking_at(newpos - vel * 4.0, Vector3.UP)
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n.global_transform = xform
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else:
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if n.has_meta("space"):
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switch_to_close_vehicle(n)
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var v = n.get_linear_velocity()
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n.set_meta("velocity", v)
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var l = v.length()
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# if abs(steer) > 3.0 || !good_path:
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# # vehicle totally lost
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# n.brake = 60000
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# n.engine_force = 0
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# elif abs(steer) > 2.0:
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# # vehicle lost
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# n.engine_force = 0
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if next_target.length_squared() == 0:
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engine_force = 0.0
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steer = 0.0
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else:
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print("physics: velocity: ", v, " velocity norm: ", v.normalized())
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if true:
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if abs(steer) > 3.0:
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engine_force *= 0.9
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engine_force = clamp(engine_force, 2500.0, max(2500, engine_force))
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@@ -481,12 +311,10 @@ func _physics_process(delta):
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engine_force = clamp(engine_force * 1.001, 4000, 6000)
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elif l < 6.0:
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engine_force = clamp(engine_force * 1.001, 3000, 5000)
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# engine_force = 0.0
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engine_force = clamp(engine_force, 0, 8500)
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print("engine_force: ", engine_force)
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engine_force = clamp(engine_force, 0, 3500)
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# print("engine_force: ", engine_force)
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n.engine_force = engine_force
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n.brake = 0
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# n.steering = clamp(steer, -1, 1)
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var base_steering = n.steering
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var main_steering = base_steering * 0.95 + steer * 0.05
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n.steering = clamp(main_steering, -1, 1)
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@@ -522,81 +350,6 @@ func _physics_process(delta):
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p.add_child(c)
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c.global_transform = n.global_transform
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n.queue_free()
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# elif n.is_in_group("traffic_spawn"):
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# var p1 = cam.global_transform.origin
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# var p2 = n.global_transform.origin
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# if !n.has_meta("cooldown") && p1.distance_squared_to(p2) < 10000.0:
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# var c = car.instance()
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# c.add_to_group("traffic_vehicle")
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# var p = get_tree().root
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# p.add_child(c)
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# c.global_transform = n.global_transform
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# c.parked = false
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# c.mode = c.MODE_RIGID
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# c.engine_force = 2500
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# c.steering = 0
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# var xf = c.global_transform
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# xf.origin = Vector3()
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# var vel = xf.xform(Vector3(0, 0, -10))
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# c.set_linear_velocity(vel)
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# var sp = PhysicsServer.body_get_space(c.get_rid())
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# c.set_meta("space", sp)
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# PhysicsServer.body_set_space(c.get_rid(), RID())
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# n.set_meta("cooldown", 2.0 + randi() % 8)
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# # create_path(c, p2, vel)
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# elif n.has_meta("cooldown"):
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# var cd = n.get_meta("cooldown")
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# cd -= delta
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# if cd < 0:
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# n.remove_meta("cooldown")
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func get_curve_closest(curve, p2):
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var test_offt = curve.get_closest_offset(p2)
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var testp = curve.interpolate_baked(test_offt, false)
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return testp
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func test_curve(curve, p2):
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var testp = get_curve_closest(curve, p2)
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return testp.distance_squared_to(p2) < 16.0
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func create_path(c, p2, vel):
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c.set_meta("velocity", vel)
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print("create_path: velocity: ", vel)
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var rangle = traffic_rnd.randf() * PI * 2.0
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var randa = 500.0 + traffic_rnd.randf() * 500.0
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var xt = cos(rangle) * randa
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var yt = cos(rangle) * randa
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var rv = Vector3(xt, 0, yt)
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var target = RoadsData.get_closest_point(p2 + rv, false)
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var cur = RoadsData.get_closest_point(p2, false)
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while cur == target:
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rangle = traffic_rnd.randf() * PI * 2.0
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randa = 500.0 + traffic_rnd.randf() * 500.0
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xt = cos(rangle) * randa
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yt = sin(rangle) * randa
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rv = Vector3(xt, 0, yt)
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target = RoadsData.get_closest_point(p2 + rv, false)
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c.set_meta("target", target)
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var path = RoadsData.get_point_path(cur, target);
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assert(cur != target)
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assert(path.size() > 0)
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var curve = Curve3D.new()
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for e in range(path.size() - 1):
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var pt1 = path[e]
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var pt2 = path[e + 1]
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var nt = (pt2 - pt1).cross(Vector3.UP).normalized()
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var d = (pt2 - pt1).normalized()
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var l = pt1.distance_to(pt2)
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while l > 16.0:
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pt1 += d * 8.0
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curve.add_point(pt1 + nt * 3.0 + Vector3.UP * 0.5)
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|
l -= 8.0
|
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|
|
if (!test_curve(curve, p2)):
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|
var testp = get_curve_closest(curve, p2)
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|
var e = p2 + (testp - p2).normalized() * 2.0
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var nt = (testp - p2).cross(Vector3.UP).normalized()
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curve.add_point(e + nt * 3.0 + Vector3.UP * 0.5, Vector3(), Vector3(), 0)
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assert(test_curve(curve, p2))
|
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|
c.set_meta("curve", curve)
|
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|
c.set_meta("curve_length", curve.get_baked_length())
|
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# buildings
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