627 lines
20 KiB
GDScript
627 lines
20 KiB
GDScript
extends Node
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export var trailer_house: PackedScene
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export var palace: PackedScene
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export var car: PackedScene
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onready var obj_names = {
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"palace": palace,
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"trailer_house": trailer_house
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}
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var done = false
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var side_wall: PackedScene = preload("res://objects/wall-side.scn")
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var bottom_side: PackedScene = preload("res://objects/bottom-side.scn")
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var bottom: PackedScene = preload("res://objects/bottom.scn")
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var bottom_wheels: PackedScene = preload("res://objects/bottom-wheels.scn")
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var entry: PackedScene = preload("res://objects/entry.scn")
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var roof_floor: PackedScene = preload("res://objects/roof-floor.scn")
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var roof_floor_range: PackedScene = preload("res://objects/roof-floor-range.scn")
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var wall_internal: PackedScene = preload("res://objects/wall-internal.scn")
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var window_narrow: PackedScene = preload("res://objects/window-narrow.scn")
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var window_wide: PackedScene = preload("res://objects/window-wide.scn")
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var wall_solid: PackedScene = preload("res://objects/wall-solid.scn")
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var courtyard_tile: PackedScene = preload("res://objects/courtyard-tile.scn")
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var foundation_tile: PackedScene = preload("res://objects/foundation.scn")
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var room_tile: PackedScene = preload("res://objects/block-room-corridoor.scn")
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var tower_walls_tile: PackedScene = preload("res://objects/tower-walls.scn")
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var tower_floor_tile: PackedScene = preload("res://objects/tower_floor.scn")
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var stairs_tile: PackedScene = preload("res://objects/stairs.scn")
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var gate_bottom_tile: PackedScene = preload("res://objects/gate_bottom.scn")
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var gate_top_tile: PackedScene = preload("res://objects/gate-top.scn")
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var entry_tile: PackedScene = preload("res://objects/block-room-entry.scn")
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var roof_tile: PackedScene = preload("res://objects/roof.scn")
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var tower_roof_tile: PackedScene = preload("res://objects/tower-roof.scn")
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onready var palace_map_data = {
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"courtyard_tile": courtyard_tile,
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"foundation_tile": foundation_tile,
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"room_tile": room_tile,
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"tower_walls_tile": tower_walls_tile,
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"tower_floor_tile": tower_floor_tile,
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"stairs_tile": stairs_tile,
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"gate_bottom_tile": gate_bottom_tile,
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"gate_top_tile": gate_top_tile,
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"entry_tile": entry_tile,
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"roof_tile": roof_tile,
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"tower_roof_tile": tower_roof_tile
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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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func setup_town(site):
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if !RoadsData.site_is_town(site):
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print("site ", site, " type: ", RoadsData.get_site_type(site))
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return
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var poly = RoadsData.get_site_polygon_3d(site)
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var height = RoadsData.get_site_avg_height(site)
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var border2 = RoadsData.get_site_border(site, 60)
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var aabbs = []
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var poly2 = []
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poly2.resize(border2.size())
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for p in range(border2.size()):
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poly2[p] = Vector2(border2[p].x, border2[p].z)
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var center = Vector3()
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for p in poly:
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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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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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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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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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continue
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var step = 16.0
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var pstart = ep
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while dst > 0.0:
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var ok = true
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if !Geometry.is_point_in_polygon(Vector2(pstart.x, pstart.z), poly2):
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ok = false
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if ok:
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for b in aabbs:
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if b.has_point(pstart):
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ok = false
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if ok:
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var xform = Transform(Basis(), pstart).looking_at(pstart + d, Vector3.UP)
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stream_obj("trailer_house", xform)
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var aabb = AABB(pstart, Vector3())
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aabb = aabb.grow(32)
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aabbs.push_back(aabb)
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print("placed to: ", pstart)
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pstart = pstart + d * step
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dst -= step
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towns += 1
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func setup_first_town():
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assert(!done)
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var poly = RoadsData.get_site_polygon_3d(0)
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var height = RoadsData.get_site_avg_height(0)
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var border = RoadsData.get_site_border(0, 32)
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var border1a = RoadsData.get_site_border(0, 42)
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var border2 = RoadsData.get_site_border(0, 60)
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var poly2 = []
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poly2.resize(border2.size())
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for p in range(border2.size()):
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poly2[p] = Vector2(border2[p].x, border2[p].z)
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var center = Vector3()
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for p in poly:
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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(0, 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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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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var u = radial_points.size()
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var v = int(max_r / 32)
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var grid = []
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grid.resize(u * v)
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for p in range(u):
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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(v + 1)
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var val = start
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for q in range(v):
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grid[p * v + q] = {"position": val}
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var aabbs = []
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var palace_aabb = AABB(center, Vector3())
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palace_aabb = palace_aabb.grow(48)
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print(palace_aabb)
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aabbs.push_back(palace_aabb)
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stream_obj("palace", Transform(Basis(), center))
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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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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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continue
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var step = 16.0
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var pstart = ep
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while dst > 0.0:
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var ok = true
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if !Geometry.is_point_in_polygon(Vector2(pstart.x, pstart.z), poly2):
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ok = false
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if ok:
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for b in aabbs:
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if b.has_point(pstart):
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ok = false
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if ok:
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var xform = Transform(Basis(), pstart).looking_at(pstart + d, Vector3.UP)
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stream_obj("trailer_house", xform)
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var aabb = AABB(pstart, Vector3())
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aabb = aabb.grow(32)
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aabbs.push_back(aabb)
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print("placed to: ", pstart)
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pstart = pstart + d * step
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dst -= step
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towns += 1
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done = true
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func setup_traffic(site):
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var poly = RoadsData.get_site_polygon_3d(site)
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var lp = get_tree().root
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for p in range(poly.size()):
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var p1 = poly[p]
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var p2 = poly[(p + 1) % poly.size()]
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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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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 c = Spatial.new()
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lp.add_child(c)
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c.transform = xform
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c.add_to_group("spawn")
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c.add_to_group("keep")
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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 c = Spatial.new()
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lp.add_child(c)
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c.transform = xform
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c.add_to_group("spawn")
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c.add_to_group("keep")
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c.add_to_group("traffic_spawn")
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xpos += t * xe
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l -= xe
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func _ready():
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traffic_rnd = RandomNumberGenerator.new()
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traffic_rnd.randomize()
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traffic_astar = AStar.new()
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for k in obj_names.keys():
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Spawner.add_scene(k, obj_names[k])
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for k in palace_map_data.keys():
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Spawner.add_scene(k, palace_map_data[k])
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var parts = {
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"side_wall": side_wall,
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"bottom_side": bottom_side,
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"bottom": bottom,
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"bottom_wheels": bottom_wheels,
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"entry": entry,
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"roof_floor": roof_floor,
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"roof_floor_range": roof_floor_range,
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"wall_internal": wall_internal,
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"window_narrow": window_narrow,
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"window_wide": window_wide,
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"wall_solid": wall_solid
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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.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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match state:
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0:
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delay -= delta
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if delay < 0:
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state = 1
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1:
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Spawner.update_view(self, 200)
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var sc = get_tree().root
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var viewport: = get_viewport()
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if !viewport:
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return
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var cam: = viewport.get_camera()
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if !cam:
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return
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var cam_xform: = cam.global_transform
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# building parts
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call_deferred("real_spawn_child")
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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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return
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match state:
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1:
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# convert to distant traffic here
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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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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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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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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
|
|
# stf.y = vel.y
|
|
vel = vel.linear_interpolate(stf, delta)
|
|
var target_pos = pos + vel
|
|
# vel.y = vel.y * delta
|
|
var newpos = pos.linear_interpolate(target_pos, delta)
|
|
n.set_meta("velocity", vel)
|
|
# why?
|
|
var xform = Transform(Basis(), newpos).looking_at(newpos - vel * 4.0, Vector3.UP)
|
|
n.global_transform = xform
|
|
else:
|
|
if n.has_meta("space"):
|
|
switch_to_close_vehicle(n)
|
|
var v = n.get_linear_velocity()
|
|
n.set_meta("velocity", v)
|
|
var l = v.length()
|
|
# if abs(steer) > 3.0 || !good_path:
|
|
# # vehicle totally lost
|
|
# n.brake = 60000
|
|
# n.engine_force = 0
|
|
# elif abs(steer) > 2.0:
|
|
# # vehicle lost
|
|
# n.engine_force = 0
|
|
if next_target.length_squared() == 0:
|
|
engine_force = 0.0
|
|
steer = 0.0
|
|
else:
|
|
if abs(steer) > 3.0:
|
|
engine_force *= 0.9
|
|
engine_force = clamp(engine_force, 2500.0, max(2500, engine_force))
|
|
else:
|
|
if abs(steer) > 4.0 && l > 5.0:
|
|
engine_force = engine_force * 0.9996
|
|
if l > 7.0:
|
|
engine_force = engine_force * 0.9996
|
|
elif l < 1.1:
|
|
engine_force = clamp(engine_force * 1.004, 6000, 8000)
|
|
elif l < 2.5:
|
|
engine_force = clamp(engine_force * 1.002, 5000, 7000)
|
|
elif l < 5.0:
|
|
engine_force = clamp(engine_force * 1.001, 4000, 6000)
|
|
elif l < 6.0:
|
|
engine_force = clamp(engine_force * 1.001, 3000, 5000)
|
|
# engine_force = 0.0
|
|
engine_force = clamp(engine_force, 0, 8500)
|
|
print("engine_force: ", engine_force)
|
|
n.engine_force = engine_force
|
|
n.brake = 0
|
|
# n.steering = clamp(steer, -1, 1)
|
|
var base_steering = n.steering
|
|
var main_steering = base_steering * 0.95 + steer * 0.05
|
|
n.steering = clamp(main_steering, -1, 1)
|
|
n.set_meta("steering", n.steering)
|
|
var space_state = get_viewport().get_world().direct_space_state
|
|
# probaly should not be here
|
|
for n in get_tree().get_nodes_in_group("spawn"):
|
|
var ok = false
|
|
if !n.is_in_group("keep"):
|
|
var where = n.get_global_transform().origin
|
|
var from = where
|
|
var to = where
|
|
from.y -= 8.0
|
|
to.y += 8.0
|
|
var result = space_state.intersect_ray(from, to)
|
|
if result.empty() || !result.has("collider"):
|
|
continue
|
|
if result.collider:
|
|
n.global_transform.origin = result.position
|
|
ok = true
|
|
if ok || n.is_in_group("keep"):
|
|
if n.is_in_group("male"):
|
|
characters.replace_character(n, "male", ["cmdq", "marker", "hurtboxes", "student"])
|
|
elif n.is_in_group("female"):
|
|
characters.replace_character(n, "female", ["cmdq", "marker", "hurtboxes", "student"])
|
|
elif n.is_in_group("car"):
|
|
var p1 = cam.global_transform.origin
|
|
var p2 = n.global_transform.origin
|
|
if p1.distance_squared_to(p2) < 5000.0:
|
|
var c = car.instance()
|
|
c.add_to_group("saved_vehicle")
|
|
var p = get_tree().root
|
|
p.add_child(c)
|
|
c.global_transform = n.global_transform
|
|
n.queue_free()
|
|
# elif n.is_in_group("traffic_spawn"):
|
|
# var p1 = cam.global_transform.origin
|
|
# var p2 = n.global_transform.origin
|
|
# if !n.has_meta("cooldown") && p1.distance_squared_to(p2) < 10000.0:
|
|
# var c = car.instance()
|
|
# c.add_to_group("traffic_vehicle")
|
|
# var p = get_tree().root
|
|
# p.add_child(c)
|
|
# c.global_transform = n.global_transform
|
|
# c.parked = false
|
|
# c.mode = c.MODE_RIGID
|
|
# c.engine_force = 2500
|
|
# c.steering = 0
|
|
# var xf = c.global_transform
|
|
# xf.origin = Vector3()
|
|
# var vel = xf.xform(Vector3(0, 0, -10))
|
|
# c.set_linear_velocity(vel)
|
|
# var sp = PhysicsServer.body_get_space(c.get_rid())
|
|
# c.set_meta("space", sp)
|
|
# PhysicsServer.body_set_space(c.get_rid(), RID())
|
|
# n.set_meta("cooldown", 2.0 + randi() % 8)
|
|
# # create_path(c, p2, vel)
|
|
# elif n.has_meta("cooldown"):
|
|
# var cd = n.get_meta("cooldown")
|
|
# cd -= delta
|
|
# if cd < 0:
|
|
# n.remove_meta("cooldown")
|
|
func get_curve_closest(curve, p2):
|
|
var test_offt = curve.get_closest_offset(p2)
|
|
var testp = curve.interpolate_baked(test_offt, false)
|
|
return testp
|
|
func test_curve(curve, p2):
|
|
var testp = get_curve_closest(curve, p2)
|
|
return testp.distance_squared_to(p2) < 16.0
|
|
|
|
func create_path(c, p2, vel):
|
|
c.set_meta("velocity", vel)
|
|
print("create_path: velocity: ", vel)
|
|
var rangle = traffic_rnd.randf() * PI * 2.0
|
|
var randa = 500.0 + traffic_rnd.randf() * 500.0
|
|
var xt = cos(rangle) * randa
|
|
var yt = cos(rangle) * randa
|
|
var rv = Vector3(xt, 0, yt)
|
|
var target = RoadsData.get_closest_point(p2 + rv, false)
|
|
var cur = RoadsData.get_closest_point(p2, false)
|
|
while cur == target:
|
|
rangle = traffic_rnd.randf() * PI * 2.0
|
|
randa = 500.0 + traffic_rnd.randf() * 500.0
|
|
xt = cos(rangle) * randa
|
|
yt = sin(rangle) * randa
|
|
rv = Vector3(xt, 0, yt)
|
|
target = RoadsData.get_closest_point(p2 + rv, false)
|
|
c.set_meta("target", target)
|
|
var path = RoadsData.get_point_path(cur, target);
|
|
assert(cur != target)
|
|
assert(path.size() > 0)
|
|
var curve = Curve3D.new()
|
|
for e in range(path.size() - 1):
|
|
var pt1 = path[e]
|
|
var pt2 = path[e + 1]
|
|
var nt = (pt2 - pt1).cross(Vector3.UP).normalized()
|
|
var d = (pt2 - pt1).normalized()
|
|
var l = pt1.distance_to(pt2)
|
|
while l > 16.0:
|
|
pt1 += d * 8.0
|
|
curve.add_point(pt1 + nt * 3.0 + Vector3.UP * 0.5)
|
|
l -= 8.0
|
|
if (!test_curve(curve, p2)):
|
|
var testp = get_curve_closest(curve, p2)
|
|
var e = p2 + (testp - p2).normalized() * 2.0
|
|
var nt = (testp - p2).cross(Vector3.UP).normalized()
|
|
curve.add_point(e + nt * 3.0 + Vector3.UP * 0.5, Vector3(), Vector3(), 0)
|
|
assert(test_curve(curve, p2))
|
|
c.set_meta("curve", curve)
|
|
c.set_meta("curve_length", curve.get_baked_length())
|
|
|
|
# buildings
|
|
|
|
var spawn = []
|
|
|
|
func spawn_child(n: String, xform: Transform) -> void:
|
|
var sp = {"node": n, "xform": xform}
|
|
spawn.push_back(sp)
|
|
func real_spawn_child():
|
|
var count = 0
|
|
while spawn.size() > 0:
|
|
var e = spawn.pop_front()
|
|
Spawner.place_scene(e.node, e.xform)
|
|
count += 1
|
|
|
|
func update_node_position(n):
|
|
var space_state = get_viewport().get_world().direct_space_state
|
|
var where = n.get_global_transform().origin
|
|
var from = where
|
|
var to = where
|
|
from.y -= 8.0
|
|
to.y += 8.0
|
|
var result = space_state.intersect_ray(from, to)
|
|
if result.empty() || !result.has("collider"):
|
|
return
|
|
else:
|
|
n.global_transform.origin = result.position
|