add wagons

This commit is contained in:
2026-05-29 18:16:16 +02:00
parent 05b01f70cc
commit 7f7f9d6ae3
6 changed files with 286 additions and 9 deletions

View File

@@ -1,31 +1,60 @@
extends Path3D
@export_group("Train")
@export var train_speed: float = 6.0
@export var is_inmotion: bool = true
@export var train_model: PackedScene
##train speed
@export var train_speed: float = 6.0
##if true the train is in motion
@export var is_inmotion: bool = true
##the model for the locomotive
@export var train_model: PackedScene
##array of wagon scenes
@export var wagon_pool: Resource
##if true the number of wagons is random from 1 to wagon_count
@export var wagon_random_number: bool = true
##if wagon_random_number = true is used as max wagons
@export_range(0, 32, 1, "or_greater") var wagon_count: int = 3
##the distance between two wagons
@export var wagon_gap: float = 0.4
##the scale to calculate the distance of the bounds
@export_range(0.1, 2.0, 0.05, "or_greater") var wagon_spacing_scale: float = 0.5
##override spacing using this value
@export var wagon_spacing_override: float = 0.0
##distance of the rail axes
@export var axes_distance: float = 3.0
@export var rail_distance: float = 1.2
##discance between rails
@export var rail_distance: float = 1.2
##current camera
@export var cameras: Node3D
##swing of the train during the ran
@export_range(0.0, 1.0) var basic_swing: float = 0.1
@export_group("Rails Bulding")
##distance between sleepers of the rails
@export var sleepers_distance: float = 1.0
##nodel for the sleeper of the rail
@export var sleepers_model: PackedScene
@export_group("Manual Controls")
##max speed
@export var speed_max: float = 15.0
@export var speed_min: float = -5.0
##min speed
@export var speed_min: float = -5.0
##acceleration
@export var manual_acceleration: float = 5.0
@export_group("Train Stops")
##if true the train stop the ran on stops
@export var enable_stops: bool = true
##time of stop
@export var stop_time: float = 4.0
@export var brake_distance: float = 15.0
##distance when the train start to brake
@export var brake_distance: float = 15.0
##restart time
@export var restart_time: float = 3.0
##scene for fireworks
@export var fireworks_scene: PackedScene
var fireworks_colors: Array[Color] = [
##array of colors for fireworks
@export var fireworks_colors: Array[Color] = [
Color(1.0, 0.2, 0.2), # Rosso vivo
Color(0.2, 1.0, 0.2), # Verde lime
Color(0.3, 0.5, 1.0), # Blu cielo
@@ -48,9 +77,14 @@ var stop_multiply: float = 1.0
var is_restarting: bool = false
var tween_restart: Tween
var environment_config: EnvironmentConfig
var wagon_instances: Array[Node3D] = []
var wagon_progress_offsets: Array[float] = []
func _ready() -> void:
randomize()
_cache_environment_config()
if curve != null and curve.get_baked_length() > 0:
build_rails()
build_train()
@@ -153,6 +187,8 @@ func _snap_train_to_progress() -> void:
cameras.global_position = center_position
cameras.global_basis = train_instance.global_basis
_snap_wagons_to_progress(total_length)
func build_rails() -> void:
var mat_wood = StandardMaterial3D.new()
mat_wood.albedo_color = Color(0.35, 0.2, 0.1)
@@ -323,6 +359,8 @@ func train_move(delta: float) -> void:
if cameras:
cameras.global_position = center_position
cameras.global_basis = train_instance.global_basis
_snap_wagons_to_progress(total_length)
var real_speed = abs(train_speed * stop_multiply)
var speed_factor = clamp(real_speed / max(speed_max, 0.001), 0.0, 1.0)
@@ -401,6 +439,34 @@ func build_train() -> void:
else:
build_default_train()
var wagons = wagon_count
if wagon_random_number:
wagons = randi_range(1, wagon_count)
build_train_wagons(wagons)
func build_train_wagons(wagon_number: int) -> void:
_clear_train_wagons()
if wagon_number <= 0 or wagon_pool == null or not "available_wagons" in wagon_pool:
return
if wagon_pool.available_wagons.is_empty():
return
for i in range(wagon_number):
var wagon_scene: PackedScene = wagon_pool.available_wagons.pick_random()
if wagon_scene == null:
continue
var wagon: Node3D = wagon_scene.instantiate() as Node3D
if wagon == null:
push_warning("Wagon scene root must be a Node3D.")
continue
add_child(wagon)
wagon_instances.append(wagon)
_update_wagon_progress_offsets()
_snap_wagons_to_progress()
func build_default_train() -> void:
train_instance = Node3D.new()
add_child(train_instance)
@@ -435,3 +501,118 @@ func build_default_train() -> void:
stack.material_override = mat_body
stack.position = Vector3(0, 1.2, 1.0)
train_instance.add_child(stack)
func _clear_train_wagons() -> void:
for wagon in wagon_instances:
if is_instance_valid(wagon):
wagon.queue_free()
wagon_instances.clear()
wagon_progress_offsets.clear()
func _update_wagon_progress_offsets() -> void:
wagon_progress_offsets.clear()
if train_instance == null or wagon_instances.is_empty():
return
var train_length: float = _get_vehicle_length(train_instance)
var previous_length: float = train_length
var accumulated_distance: float = 0.0
for wagon in wagon_instances:
var wagon_length: float = _get_vehicle_length(wagon)
accumulated_distance += _get_wagon_spacing(previous_length, wagon_length)
wagon_progress_offsets.append(accumulated_distance)
previous_length = wagon_length
func _get_wagon_spacing(previous_length: float, wagon_length: float) -> float:
if wagon_spacing_override > 0.0:
return wagon_spacing_override + wagon_gap
var detected_spacing: float = previous_length * 0.5 + wagon_length * 0.5
return detected_spacing * wagon_spacing_scale + wagon_gap
func _snap_wagons_to_progress(total_length: float = 0.0) -> void:
if curve == null or wagon_instances.is_empty():
return
if total_length <= 0.0:
total_length = curve.get_baked_length()
if total_length <= 0.0:
return
var direction: float = 1.0
if train_speed < 0.0:
direction = -1.0
for i in range(wagon_instances.size()):
var wagon: Node3D = wagon_instances[i]
if not is_instance_valid(wagon):
continue
var wagon_offset: float = float(i + 1) * 7.0
if i < wagon_progress_offsets.size():
wagon_offset = wagon_progress_offsets[i]
var wagon_progress: float = train_progress - direction * wagon_offset
_snap_vehicle_to_progress(wagon, wagon_progress, total_length)
func _snap_vehicle_to_progress(vehicle: Node3D, progress: float, total_length: float) -> void:
var vehicle_progress: float = wrapf(progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(vehicle_progress, true))
var prog_forward: float = wrapf(vehicle_progress + 2.0, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true))
vehicle.global_position = center_position
if center_position.distance_to(forward_position) > 0.01:
vehicle.look_at(forward_position, Vector3.UP)
vehicle.rotate_y(PI)
func _get_vehicle_length(vehicle: Node3D) -> float:
var bounds: AABB = _get_node_local_bounds(vehicle, vehicle)
if bounds.size == Vector3.ZERO:
return 7.0
return maxf(bounds.size.z, 0.1)
func _get_node_local_bounds(root: Node3D, node: Node) -> AABB:
var result: AABB = AABB()
var has_bounds: bool = false
var mesh_instance := node as MeshInstance3D
if mesh_instance != null and mesh_instance.mesh != null:
var mesh_bounds: AABB = mesh_instance.get_aabb()
var mesh_transform: Transform3D = root.global_transform.affine_inverse() * mesh_instance.global_transform
for corner in _get_aabb_corners(mesh_bounds):
var local_point: Vector3 = mesh_transform * corner
if has_bounds:
result = result.expand(local_point)
else:
result = AABB(local_point, Vector3.ZERO)
has_bounds = true
for child in node.get_children():
var child_bounds: AABB = _get_node_local_bounds(root, child)
if child_bounds.size == Vector3.ZERO:
continue
if has_bounds:
result = result.merge(child_bounds)
else:
result = child_bounds
has_bounds = true
return result
func _get_aabb_corners(bounds: AABB) -> Array[Vector3]:
var start: Vector3 = bounds.position
var end: Vector3 = bounds.end
return [
Vector3(start.x, start.y, start.z),
Vector3(end.x, start.y, start.z),
Vector3(start.x, end.y, start.z),
Vector3(end.x, end.y, start.z),
Vector3(start.x, start.y, end.z),
Vector3(end.x, start.y, end.z),
Vector3(start.x, end.y, end.z),
Vector3(end.x, end.y, end.z),
]

View File

@@ -0,0 +1,6 @@
## Resource that lists the wagon scenes available for train composition.
class_name WagonPool
extends Resource
@export var name: String = "New Wagon Pool"
@export var available_wagons: Array[PackedScene] = []

View File

@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="WagonPool" format=3 uid="uid://bjnytgwt8tmf4"]
[ext_resource type="PackedScene" uid="uid://dvk3bytqn3m5s" path="res://tgcc/train/main_train.tscn" id="1_t6q5r"]
[ext_resource type="Script" uid="uid://b6xk0gtn2pwa" path="res://core/biome_generator/wagon_pool.gd" id="2_x6bmc"]
[resource]
script = ExtResource("2_x6bmc")
name = "Wagon Pool"
available_wagons = Array[PackedScene]([ExtResource("1_t6q5r")])