This commit is contained in:
Overside srl
2026-02-01 09:53:24 +01:00
parent 8222c7613d
commit 40cadd2f73
21 changed files with 300 additions and 98 deletions

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@@ -1,9 +1,9 @@
extends PathFollow3D
class_name TrainEngine
@onready var train: MeshInstance3D = $Train
func _physics_process(delta: float) -> void:
if train:
progress += train.current_speed * delta
#class_name TrainEngine
#
#@onready var train: MeshInstance3D = $"../../Train"
#
#
#func _physics_process(delta: float) -> void:
#if train:
#progress += train.current_speed * delta

17
scripts/rail_switch.gd Normal file
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@@ -0,0 +1,17 @@
extends Area3D
class_name RailSwitch
@export var rail_a: Path3D
@export var rail_b: Path3D
@export var switch_to_rail: Path3D # Il binario verso cui deviare
# Cambia direzione dello scambio
func toggle_switch() -> void:
if switch_to_rail == rail_a:
switch_to_rail = rail_b
else:
switch_to_rail = rail_a
func _on_body_entered(body: Node3D) -> void:
if body is Train:
body.switch_to_rail(switch_to_rail)

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@@ -0,0 +1 @@
uid://bhan6tvt4sow

14
scripts/rail_swtich.gd Normal file
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@@ -0,0 +1,14 @@
extends Area3D
@export var rail_a: Path3D
@export var rail_b: Path3D
@export var switch_to_rail: Path3D # Il binario verso cui deviare
# Cambia direzione dello scambio
func toggle_switch() -> void:
if switch_to_rail == rail_a:
switch_to_rail = rail_b
else:
switch_to_rail = rail_a

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@@ -0,0 +1 @@
uid://b5x80gpkn1swt

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@@ -1,21 +1,29 @@
extends MeshInstance3D
class_name TrainBody
signal speed_changed(new_speed: float)
signal rail_switched(old_rail: Path3D, new_rail: Path3D)
@export_group("Train")
@export var base_speed: float = 15.0
@export var max_speed: float = 50.0
@export var min_speed: float = 3.0
@export var acceleration: float = 12.0
@export var rail_a: Path3D
@export var rail_b: Path3D
var current_follower: PathFollow3D
var current_rail: Path3D
var current_speed: float = 15.0
func _ready() -> void:
current_speed = base_speed
switch_to_rail(rail_a)
func _process(delta: float) -> void:
_handle_input(delta)
current_follower.progress += current_speed * delta
func _handle_input(delta: float) -> void:
@@ -29,3 +37,35 @@ func _handle_input(delta: float) -> void:
func get_speed() -> float:
return current_speed
func switch_to_rail(new_rail: Path3D) -> void:
if new_rail == current_rail:
return
current_rail = new_rail
current_follower = new_rail.get_node("TrainEngine") as PathFollow3D
var closest_offset = find_closest_point_on_path(new_rail, global_position)
current_follower.progress = closest_offset
func find_closest_point_on_path(path: Path3D, point: Vector3) -> float:
var curve = path.curve
var closest_offset = 0.0
var min_distance = INF
var length = curve.get_baked_length()
var steps = 100 # Più alto = più preciso ma più lento
for i in range(steps + 1):
var offset = (float(i) / steps) * length
# Trasforma il punto locale della curva in coordinate globali
var path_point = path.global_transform * curve.sample_baked(offset)
var dist = point.distance_to(path_point)
if dist < min_distance:
min_distance = dist
closest_offset = offset
return closest_offset

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@@ -3,9 +3,9 @@ extends Node3D
@onready var speed_label : Label = $HUD/speed_label
@onready var camera_label : Label = $HUD/camera_label
@onready var train: MeshInstance3D = $Ground/Rails/TrainEngine/Train
@onready var train: MeshInstance3D = $Ground/Train
@onready var camera: TrainControlCamera = $TrainCamera
func _process(_delta: float) -> void:
_update_ui()
@@ -13,6 +13,8 @@ func _process(_delta: float) -> void:
if Input.is_action_just_pressed("ui_cancel"):
SceneSwitcher.switch_scene(main_scene.resource_path)
if Input.is_action_just_pressed("change_train"):
SceneSwitcher.switch_scene(main_scene.resource_path)
func _update_ui() -> void: