add wagons
This commit is contained in:
@@ -1,31 +1,60 @@
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extends Path3D
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@export_group("Train")
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@export var train_speed: float = 6.0
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@export var is_inmotion: bool = true
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@export var train_model: PackedScene
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##train speed
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@export var train_speed: float = 6.0
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##if true the train is in motion
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@export var is_inmotion: bool = true
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##the model for the locomotive
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@export var train_model: PackedScene
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##array of wagon scenes
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@export var wagon_pool: Resource
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##if true the number of wagons is random from 1 to wagon_count
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@export var wagon_random_number: bool = true
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##if wagon_random_number = true is used as max wagons
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@export_range(0, 32, 1, "or_greater") var wagon_count: int = 3
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##the distance between two wagons
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@export var wagon_gap: float = 0.4
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##the scale to calculate the distance of the bounds
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@export_range(0.1, 2.0, 0.05, "or_greater") var wagon_spacing_scale: float = 0.5
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##override spacing using this value
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@export var wagon_spacing_override: float = 0.0
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##distance of the rail axes
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@export var axes_distance: float = 3.0
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@export var rail_distance: float = 1.2
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##discance between rails
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@export var rail_distance: float = 1.2
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##current camera
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@export var cameras: Node3D
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##swing of the train during the ran
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@export_range(0.0, 1.0) var basic_swing: float = 0.1
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@export_group("Rails Bulding")
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##distance between sleepers of the rails
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@export var sleepers_distance: float = 1.0
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##nodel for the sleeper of the rail
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@export var sleepers_model: PackedScene
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@export_group("Manual Controls")
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##max speed
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@export var speed_max: float = 15.0
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@export var speed_min: float = -5.0
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##min speed
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@export var speed_min: float = -5.0
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##acceleration
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@export var manual_acceleration: float = 5.0
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@export_group("Train Stops")
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##if true the train stop the ran on stops
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@export var enable_stops: bool = true
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##time of stop
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@export var stop_time: float = 4.0
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@export var brake_distance: float = 15.0
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##distance when the train start to brake
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@export var brake_distance: float = 15.0
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##restart time
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@export var restart_time: float = 3.0
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##scene for fireworks
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@export var fireworks_scene: PackedScene
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var fireworks_colors: Array[Color] = [
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##array of colors for fireworks
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@export var fireworks_colors: Array[Color] = [
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Color(1.0, 0.2, 0.2), # Rosso vivo
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Color(0.2, 1.0, 0.2), # Verde lime
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Color(0.3, 0.5, 1.0), # Blu cielo
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@@ -48,9 +77,14 @@ var stop_multiply: float = 1.0
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var is_restarting: bool = false
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var tween_restart: Tween
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var environment_config: EnvironmentConfig
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var wagon_instances: Array[Node3D] = []
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var wagon_progress_offsets: Array[float] = []
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func _ready() -> void:
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randomize()
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_cache_environment_config()
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if curve != null and curve.get_baked_length() > 0:
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build_rails()
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build_train()
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@@ -153,6 +187,8 @@ func _snap_train_to_progress() -> void:
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cameras.global_position = center_position
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cameras.global_basis = train_instance.global_basis
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_snap_wagons_to_progress(total_length)
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func build_rails() -> void:
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var mat_wood = StandardMaterial3D.new()
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mat_wood.albedo_color = Color(0.35, 0.2, 0.1)
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@@ -323,6 +359,8 @@ func train_move(delta: float) -> void:
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if cameras:
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cameras.global_position = center_position
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cameras.global_basis = train_instance.global_basis
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_snap_wagons_to_progress(total_length)
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var real_speed = abs(train_speed * stop_multiply)
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var speed_factor = clamp(real_speed / max(speed_max, 0.001), 0.0, 1.0)
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@@ -401,6 +439,34 @@ func build_train() -> void:
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else:
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build_default_train()
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var wagons = wagon_count
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if wagon_random_number:
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wagons = randi_range(1, wagon_count)
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build_train_wagons(wagons)
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func build_train_wagons(wagon_number: int) -> void:
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_clear_train_wagons()
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if wagon_number <= 0 or wagon_pool == null or not "available_wagons" in wagon_pool:
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return
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if wagon_pool.available_wagons.is_empty():
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return
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for i in range(wagon_number):
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var wagon_scene: PackedScene = wagon_pool.available_wagons.pick_random()
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if wagon_scene == null:
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continue
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var wagon: Node3D = wagon_scene.instantiate() as Node3D
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if wagon == null:
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push_warning("Wagon scene root must be a Node3D.")
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continue
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add_child(wagon)
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wagon_instances.append(wagon)
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_update_wagon_progress_offsets()
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_snap_wagons_to_progress()
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func build_default_train() -> void:
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train_instance = Node3D.new()
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add_child(train_instance)
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@@ -435,3 +501,118 @@ func build_default_train() -> void:
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stack.material_override = mat_body
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stack.position = Vector3(0, 1.2, 1.0)
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train_instance.add_child(stack)
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func _clear_train_wagons() -> void:
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for wagon in wagon_instances:
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if is_instance_valid(wagon):
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wagon.queue_free()
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wagon_instances.clear()
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wagon_progress_offsets.clear()
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func _update_wagon_progress_offsets() -> void:
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wagon_progress_offsets.clear()
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if train_instance == null or wagon_instances.is_empty():
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return
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var train_length: float = _get_vehicle_length(train_instance)
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var previous_length: float = train_length
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var accumulated_distance: float = 0.0
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for wagon in wagon_instances:
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var wagon_length: float = _get_vehicle_length(wagon)
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accumulated_distance += _get_wagon_spacing(previous_length, wagon_length)
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wagon_progress_offsets.append(accumulated_distance)
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previous_length = wagon_length
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func _get_wagon_spacing(previous_length: float, wagon_length: float) -> float:
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if wagon_spacing_override > 0.0:
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return wagon_spacing_override + wagon_gap
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var detected_spacing: float = previous_length * 0.5 + wagon_length * 0.5
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return detected_spacing * wagon_spacing_scale + wagon_gap
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func _snap_wagons_to_progress(total_length: float = 0.0) -> void:
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if curve == null or wagon_instances.is_empty():
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return
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if total_length <= 0.0:
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total_length = curve.get_baked_length()
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if total_length <= 0.0:
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return
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var direction: float = 1.0
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if train_speed < 0.0:
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direction = -1.0
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for i in range(wagon_instances.size()):
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var wagon: Node3D = wagon_instances[i]
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if not is_instance_valid(wagon):
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continue
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var wagon_offset: float = float(i + 1) * 7.0
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if i < wagon_progress_offsets.size():
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wagon_offset = wagon_progress_offsets[i]
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var wagon_progress: float = train_progress - direction * wagon_offset
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_snap_vehicle_to_progress(wagon, wagon_progress, total_length)
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func _snap_vehicle_to_progress(vehicle: Node3D, progress: float, total_length: float) -> void:
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var vehicle_progress: float = wrapf(progress, 0.0, total_length)
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var center_position: Vector3 = to_global(curve.sample_baked(vehicle_progress, true))
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var prog_forward: float = wrapf(vehicle_progress + 2.0, 0.0, total_length)
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var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true))
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vehicle.global_position = center_position
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if center_position.distance_to(forward_position) > 0.01:
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vehicle.look_at(forward_position, Vector3.UP)
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vehicle.rotate_y(PI)
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func _get_vehicle_length(vehicle: Node3D) -> float:
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var bounds: AABB = _get_node_local_bounds(vehicle, vehicle)
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if bounds.size == Vector3.ZERO:
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return 7.0
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return maxf(bounds.size.z, 0.1)
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func _get_node_local_bounds(root: Node3D, node: Node) -> AABB:
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var result: AABB = AABB()
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var has_bounds: bool = false
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var mesh_instance := node as MeshInstance3D
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if mesh_instance != null and mesh_instance.mesh != null:
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var mesh_bounds: AABB = mesh_instance.get_aabb()
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var mesh_transform: Transform3D = root.global_transform.affine_inverse() * mesh_instance.global_transform
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for corner in _get_aabb_corners(mesh_bounds):
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var local_point: Vector3 = mesh_transform * corner
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if has_bounds:
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result = result.expand(local_point)
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else:
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result = AABB(local_point, Vector3.ZERO)
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has_bounds = true
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for child in node.get_children():
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var child_bounds: AABB = _get_node_local_bounds(root, child)
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if child_bounds.size == Vector3.ZERO:
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continue
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if has_bounds:
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result = result.merge(child_bounds)
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else:
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result = child_bounds
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has_bounds = true
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return result
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func _get_aabb_corners(bounds: AABB) -> Array[Vector3]:
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var start: Vector3 = bounds.position
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var end: Vector3 = bounds.end
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return [
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Vector3(start.x, start.y, start.z),
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Vector3(end.x, start.y, start.z),
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Vector3(start.x, end.y, start.z),
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Vector3(end.x, end.y, start.z),
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Vector3(start.x, start.y, end.z),
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Vector3(end.x, start.y, end.z),
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Vector3(start.x, end.y, end.z),
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Vector3(end.x, end.y, end.z),
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]
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6
core/biome_generator/wagon_pool.gd
Normal file
6
core/biome_generator/wagon_pool.gd
Normal file
@@ -0,0 +1,6 @@
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## Resource that lists the wagon scenes available for train composition.
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class_name WagonPool
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extends Resource
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@export var name: String = "New Wagon Pool"
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@export var available_wagons: Array[PackedScene] = []
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9
core/biome_generator/wagon_pool.tres
Normal file
9
core/biome_generator/wagon_pool.tres
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@@ -0,0 +1,9 @@
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[gd_resource type="Resource" script_class="WagonPool" format=3 uid="uid://bjnytgwt8tmf4"]
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[ext_resource type="PackedScene" uid="uid://dvk3bytqn3m5s" path="res://tgcc/train/main_train.tscn" id="1_t6q5r"]
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[ext_resource type="Script" uid="uid://b6xk0gtn2pwa" path="res://core/biome_generator/wagon_pool.gd" id="2_x6bmc"]
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[resource]
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script = ExtResource("2_x6bmc")
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name = "Wagon Pool"
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available_wagons = Array[PackedScene]([ExtResource("1_t6q5r")])
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