144 lines
3.0 KiB
GDScript
144 lines
3.0 KiB
GDScript
extends MeshInstance
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class_name Road
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export var end_rotation:Vector3 = Vector3(0,0,0)
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export var first_speed_factor:float = 1.0
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export var creator_speed_factor:float = 1.0
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export var chasers_speed_factor:float = 1.0
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export var reset_index:int = 0
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export (PoolVector3Array) var speed_constrains = PoolVector3Array()
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export (PoolVector3Array) var force_penalties = PoolVector3Array()
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export (PoolVector3Array) var torque_penalties = PoolVector3Array()
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export (Array,float) var path_penalties = []
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var body:StaticBody
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var creator:int = -1
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var preview:bool = false
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func _init():
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if not has_node("StaticBody"):
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body = StaticBody.new()
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body.set_name("StaticBody")
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var shape = CollisionShape.new()
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shape.set_name("CollisionShape")
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shape.shape = mesh.create_trimesh_shape()
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body.add_child(shape)
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body.set_collision_layer_bit(0,1)
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body.set_collision_layer_bit(1,1)
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body.set_collision_layer_bit(2,1)
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body.set_collision_layer_bit(3,1)
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add_child(body)
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else:
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body = get_node("StaticBody")
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func get_creator():
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return creator
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func set_creator(new_creator):
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creator = int(new_creator)
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func set_color(new_color):
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pass # TODO
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func get_path():
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return get_node("Path")
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func get_curve():
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return get_path().get_curve()
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func get_lane_curve(lane:int):
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if has_node("lanes"):
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return get_node("lanes").get_child(lane).get_curve()
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else:
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return get_path().get_curve()
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func get_end_rotation():
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return end_rotation
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func set_preview(prev):
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preview = prev
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if prev:
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set_material_override(SpatialMaterial.new())
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else:
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set_material_override(null)
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func is_preview():
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return preview
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func get_next_lane(lane):
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return lane
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func get_constrain_index(distance:float):
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for index in range(speed_constrains.size()):
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var constrain = speed_constrains[index]
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if constrain.x <= distance && constrain.y >= distance:
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return index
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return -1
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func penalty_index(distance:float, speed:float):
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var constrain_index = get_constrain_index(distance)
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if constrain_index >= 0:
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var constrain = speed_constrains[constrain_index]
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if constrain.z < 0 && speed < constrain.z * -1 || constrain.z > 0 && speed > constrain.z:
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return constrain_index
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return -1
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func get_torque_penalty(index:int):
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if index >= 0:
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if torque_penalties.size() < (index + 1):
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return get_torque_penalty(index - 1)
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return torque_penalties[index]
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return Vector3(0,0,0)
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func get_force_penalty(index:int):
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if index >= 0:
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if force_penalties.size() < (index + 1):
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return get_force_penalty(index - 1)
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if get_rotation().length() != 0:
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return force_penalties[index].rotated(get_rotation().normalized(), get_rotation().length())
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else:
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return force_penalties[index]
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return Vector3(0,0,0)
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func get_path_penalty(index:int):
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if index >= 0:
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if path_penalties.size() < (index + 1):
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return get_path_penalty(index - 1)
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return path_penalties[index]
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return 0.0
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func get_first_speed_factor():
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return first_speed_factor
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func get_creator_speed_factor():
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return creator_speed_factor
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func get_chasers_speed_factor():
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return chasers_speed_factor |