Files
tgcc/core/biome_generator/rails.gd
2026-07-03 11:25:17 +02:00

732 lines
24 KiB
GDScript

extends Path3D
const STEAM_DISTANCE_STAT: String = "stat_distance_km"
const DISTANCE_KM_PER_UNIT: float = 0.01
const STATION_STOP_GROUP: StringName = &"railway_station"
enum TrainStartMode { RANDOM_POSITION, SPECIFIED_STATION, SPECIFIED_POSITION }
@export_group("Train")
##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
##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("Train Start")
@export_enum("random_position", "specified_station", "specified_position") var train_start_mode: int = TrainStartMode.RANDOM_POSITION
@export_range(0, 64, 1, "or_greater") var train_start_stop_index: int = 1
@export var train_start_position: float = 0.0
@export var train_start_delay_seconds: float = 0.0
@export var train_start_after_delay: bool = true
@export var train_start_acceleration_seconds: float = 4.0
@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
##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
##if true the train only stops on markers with a generated station nearby
@export var require_station_for_stop: bool = true
##max horizontal distance between a stop marker and a station chunk
@export var station_stop_detection_radius: float = 35.0
##time of stop
@export var stop_time: float = 4.0
##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
##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
Color(1.0, 0.8, 0.1), # Oro
Color(0.8, 0.2, 1.0), # Viola
Color(0.1, 1.0, 0.9) # Ciano
]
var train_instance: Node3D
var train_progress: float = 0.0
var swing_time: float = 0.0
var curve_roll: float = 0.0
var curve_pitch: float = 0.0
var stop_offset: Array[float] = []
var stops_position: Array[Vector3] = []
var stop_ongoing: bool = false
var next_stop_index: int = 0
var stop_multiply: float = 1.0
var is_restarting: bool = false
var tween_restart: Tween
var wagon_instances: Array[Node3D] = []
var wagon_progress_offsets: Array[float] = []
var _pending_steam_distance_km: float = 0.0
var _initial_is_inmotion: bool = true
var _is_photo_mode_active: bool = false
func _ready() -> void:
randomize()
GameState.on_enable_photo_mode_request.connect(func(): _is_photo_mode_active = true)
GameState.on_disable_photo_mode_request.connect(func(): _is_photo_mode_active = false)
_initial_is_inmotion = is_inmotion
if curve != null and curve.get_baked_length() > 0:
build_rails()
build_train()
_plan_stops()
_apply_initial_train_start()
_apply_train_start_delay()
else:
print("WARNING: Draw Path3D for rails!")
func _apply_initial_train_start() -> void:
if train_instance == null or curve == null:
return
var total_length: float = curve.get_baked_length()
if total_length <= 0.0:
return
match train_start_mode:
TrainStartMode.RANDOM_POSITION:
train_progress = randf() * total_length
_update_next_stop_index_from_progress()
TrainStartMode.SPECIFIED_STATION:
if stop_offset.is_empty():
train_progress = wrapf(train_progress, 0.0, total_length)
_update_next_stop_index_from_progress()
else:
var stop_index: int = clampi(train_start_stop_index, 0, stop_offset.size() - 1)
train_progress = stop_offset[stop_index]
_set_next_stop_index_from_current(stop_index)
TrainStartMode.SPECIFIED_POSITION:
train_progress = wrapf(train_start_position, 0.0, total_length)
_update_next_stop_index_from_progress()
_snap_train_to_progress()
func _apply_train_start_delay() -> void:
if not _initial_is_inmotion:
return
var should_start_after_delay: bool = train_start_after_delay
var start_delay_seconds: float = maxf(train_start_delay_seconds, 0.0)
if start_delay_seconds <= 0.0:
if not should_start_after_delay:
is_inmotion = false
return
is_inmotion = false
await get_tree().create_timer(start_delay_seconds).timeout
if not is_inside_tree():
return
if not should_start_after_delay:
return
is_inmotion = _initial_is_inmotion
func _set_next_stop_index_from_current(current_stop_index: int) -> void:
if stop_offset.is_empty():
next_stop_index = 0
return
if train_speed >= 0.0:
next_stop_index = (current_stop_index + 1) % stop_offset.size()
else:
next_stop_index = current_stop_index - 1
if next_stop_index < 0:
next_stop_index = stop_offset.size() - 1
func _update_next_stop_index_from_progress() -> void:
if stop_offset.is_empty():
next_stop_index = 0
return
if train_speed >= 0.0:
next_stop_index = 0
for i in range(stop_offset.size()):
if stop_offset[i] > train_progress + 0.001:
next_stop_index = i
return
return
next_stop_index = stop_offset.size() - 1
for i in range(stop_offset.size() - 1, -1, -1):
if stop_offset[i] < train_progress - 0.001:
next_stop_index = i
return
func _snap_train_to_progress() -> void:
if train_instance == null or curve == null:
return
var total_length: float = curve.get_baked_length()
if total_length <= 0.0:
return
train_progress = wrapf(train_progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(train_progress, true))
var prog_forward: float = wrapf(train_progress + 2.0, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true))
train_instance.global_position = center_position
if center_position.distance_to(forward_position) > 0.01:
train_instance.look_at(forward_position, Vector3.UP)
train_instance.rotate_y(PI)
if cameras:
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)
var mat_iron = StandardMaterial3D.new()
mat_iron.albedo_color = Color(0.6, 0.6, 0.65)
mat_iron.metallic = 0.8
var mesh_sleeper = BoxMesh.new()
mesh_sleeper.size = Vector3(rail_distance + 0.6, 0.1, 0.3)
var mesh_rail = BoxMesh.new()
mesh_rail.size = Vector3(0.1, 0.15, sleepers_distance + 0.05)
var total_length = curve.get_baked_length()
var piece_number = int(total_length / sleepers_distance)
for i in range(piece_number):
var distance = i * sleepers_distance
var rail_piece = Node3D.new()
add_child(rail_piece)
var local_pos = curve.sample_baked(distance, true)
var distance_forward = distance + 0.1
var local_pos_forward = Vector3.ZERO
if distance_forward > total_length:
var pos_back = curve.sample_baked(distance - 0.1, true)
local_pos_forward = local_pos + (local_pos - pos_back)
else:
local_pos_forward = curve.sample_baked(distance_forward, true)
rail_piece.position = local_pos
var global_pos = to_global(local_pos)
var global_pos_forward = to_global(local_pos_forward)
if global_pos.distance_to(global_pos_forward) > 0.001:
rail_piece.look_at(global_pos_forward, Vector3.UP)
if sleepers_model != null:
var sleeper_custom = sleepers_model.instantiate()
rail_piece.add_child(sleeper_custom)
else:
var sleeper = MeshInstance3D.new()
sleeper.mesh = mesh_sleeper
sleeper.material_override = mat_wood
rail_piece.add_child(sleeper)
var rail_sx = MeshInstance3D.new()
rail_sx.mesh = mesh_rail
rail_sx.material_override = mat_iron
rail_sx.position = Vector3(-rail_distance / 2.0, 0.1, 0)
rail_piece.add_child(rail_sx)
var rail_dx = MeshInstance3D.new()
rail_dx.mesh = mesh_rail
rail_dx.material_override = mat_iron
rail_dx.position = Vector3(rail_distance / 2.0, 0.1, 0)
rail_piece.add_child(rail_dx)
func _plan_stops() -> void:
stop_offset.clear()
stops_position.clear()
var current_stops = []
for child in get_children():
if child is Marker3D:
var offset = curve.get_closest_offset(child.position)
current_stops.append({
"offset": offset,
"position": child.global_position
})
current_stops.sort_custom(func(a, b): return a["offset"] < b["offset"])
for data in current_stops:
stop_offset.append(data["offset"])
stops_position.append(data["position"])
func _advance_next_stop_index(go_forward: bool) -> void:
if stop_offset.is_empty():
next_stop_index = 0
return
if go_forward:
next_stop_index += 1
if next_stop_index >= stop_offset.size():
next_stop_index = 0
else:
next_stop_index -= 1
if next_stop_index < 0:
next_stop_index = stop_offset.size() - 1
func _find_next_valid_stop(go_forward: bool) -> bool:
if stop_offset.is_empty():
return false
for i in range(stop_offset.size()):
if _is_stop_valid(next_stop_index):
return true
_advance_next_stop_index(go_forward)
return false
func _is_stop_valid(stop_index: int) -> bool:
if not require_station_for_stop:
return true
if stop_index < 0 or stop_index >= stops_position.size():
return false
return _has_station_near_position(stops_position[stop_index])
func _has_station_near_position(stop_position: Vector3) -> bool:
var radius_sq := station_stop_detection_radius * station_stop_detection_radius
for station in get_tree().get_nodes_in_group(STATION_STOP_GROUP):
var station_node := station as Node3D
if station_node == null or not is_instance_valid(station_node):
continue
var delta := station_node.global_position - stop_position
var horizontal_dist_sq := delta.x * delta.x + delta.z * delta.z
if horizontal_dist_sq <= radius_sq:
return true
return false
func _input(event: InputEvent) -> void:
if _is_photo_mode_active: return
if EnvironmentManagerRoot.is_keyboard_input_blocked(get_tree()):
return
if event is InputEventKey and event.pressed and not event.echo:
if event.keycode == KEY_T:
_goto_next_stop()
if event.is_action_pressed("train_horn"):
UIEvents.toot_toot.emit(true)
#elif event.keycode == KEY_F:
#_test_manual_fireworks()
func _test_manual_fireworks() -> void:
if fireworks_scene == null or train_instance == null: return
var firework_number = randi_range(5, 8)
for i in range(firework_number):
var fire_root = fireworks_scene.instantiate()
get_tree().current_scene.add_child(fire_root)
var offset_x = randf_range(-6.0, 6.0)
var offset_z = randf_range(-6.0, 6.0)
fire_root.global_position = train_instance.global_position + Vector3(offset_x, 0.5, offset_z)
if fire_root.has_method("set_color"):
fire_root.set_color(fireworks_colors.pick_random())
if fire_root.has_method("turn_on"):
fire_root.turn_on()
await get_tree().create_timer(randf_range(0.2, 0.6)).timeout
func _goto_next_stop() -> void:
if stop_offset.size() == 0 or stop_ongoing or is_restarting:
return
if not _find_next_valid_stop(train_speed >= 0.0):
return
var target_offset = stop_offset[next_stop_index]
train_progress = target_offset
_execute_stop(train_speed >= 0)
func _physics_process(delta: float) -> void:
input_controls_management(delta)
train_move(delta)
func input_controls_management(delta: float) -> void:
if EnvironmentManagerRoot.is_keyboard_input_blocked(get_tree()): return
if not is_inmotion or _is_photo_mode_active: return
if Input.is_action_pressed("train_speed_up"):
train_speed += manual_acceleration * delta
elif Input.is_action_pressed("train_speed_down"):
train_speed -= manual_acceleration * delta
elif Input.is_action_pressed("train_stop"):
train_speed = 0
train_speed = clamp(train_speed, speed_min, speed_max)
func train_move(delta: float) -> void:
if is_inmotion and train_instance and curve:
var total_length = curve.get_baked_length()
if total_length <= 0: return
if not stop_ongoing:
var last_progress = train_progress
var has_valid_stop := false
if enable_stops and stop_offset.size() > 0 and not is_restarting:
has_valid_stop = _find_next_valid_stop(train_speed >= 0.0)
if has_valid_stop:
var target_offset = stop_offset[next_stop_index]
var dist = target_offset - train_progress
dist = wrapf(dist + total_length / 2.0, 0.0, total_length) - total_length / 2.0
if abs(dist) < brake_distance and sign(dist) == sign(train_speed):
var t = abs(dist) / brake_distance
stop_multiply = max(smoothstep(0.0, 1.0, t), 0.05)
else:
stop_multiply = 1.0
else:
stop_multiply = 1.0
var current_speed = train_speed * stop_multiply
train_progress += current_speed * delta
_track_steam_distance(abs(current_speed) * delta)
if enable_stops and stop_offset.size() > 0 and has_valid_stop:
var target_offset = stop_offset[next_stop_index]
var exceeded_forward = (current_speed > 0 and last_progress < target_offset and train_progress >= target_offset)
var exceeded_back = (current_speed < 0 and last_progress > target_offset and train_progress <= target_offset)
if exceeded_forward or exceeded_back:
train_progress = target_offset
_execute_stop(current_speed > 0)
if train_progress > total_length:
train_progress -= total_length
if stop_offset.size() > 0: next_stop_index = 0
elif train_progress < 0:
train_progress += total_length
if stop_offset.size() > 0: next_stop_index = stop_offset.size() - 1
var center_position = to_global(curve.sample_baked(train_progress, true))
var prog_back = wrapf(train_progress - 2.0, 0.0, total_length)
var back_position = to_global(curve.sample_baked(prog_back, true))
var prog_forward = wrapf(train_progress + 2.0, 0.0, total_length)
var forward_position = to_global(curve.sample_baked(prog_forward, true))
if center_position.distance_to(forward_position) > 0.01:
train_instance.global_position = center_position
train_instance.look_at(forward_position, Vector3.UP)
train_instance.rotate_y(PI)
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)
var dir_prev = (center_position - back_position).normalized()
var dir_next = (forward_position - center_position).normalized()
var signed_curve = dir_prev.cross(dir_next).y
var curve_amount = clamp(abs(signed_curve) * 8.0, 0.0, 1.0)
curve_roll = lerp(curve_roll, (-signed_curve * 0.08) * speed_factor, delta * 4.0)
curve_pitch = lerp(curve_pitch, curve_amount * 0.012 * speed_factor, delta * 4.0)
if not stop_ongoing:
swing_time += delta * real_speed * (2.0 + curve_amount)
var amplitude_z = 0.006 * basic_swing
var amplitude_x = 0.004 * basic_swing
var curve_sway = sin(swing_time * 1.35) * 0.01 * curve_amount * speed_factor
train_instance.rotation.z += sin(swing_time) * amplitude_z
train_instance.rotation.x += cos(swing_time * 0.8) * amplitude_x
train_instance.rotation.z += curve_roll + curve_sway
train_instance.rotation.x += curve_pitch
else:
train_instance.rotation.z += curve_roll
train_instance.rotation.x += curve_pitch
#Calculate train distance for steam stats
func _track_steam_distance(distance_units: float) -> void:
if distance_units <= 0.0:
return
# Always track the global distance in our save file (for UI and persistency)
GameState.save_data.total_distance_km += distance_units * DISTANCE_KM_PER_UNIT
# Steam specific logic
if not SteamManager.is_on_steam:
return
_pending_steam_distance_km += distance_units * DISTANCE_KM_PER_UNIT
var whole_km: int = int(floor(_pending_steam_distance_km))
if whole_km <= 0:
return
_pending_steam_distance_km -= float(whole_km)
var total_distance_km: int = StatsManager.get_int(STEAM_DISTANCE_STAT) + whole_km
StatsManager.set_int(STEAM_DISTANCE_STAT, total_distance_km)
_check_distance_achievements(total_distance_km)
StatsManager.store()
#Check achievements
func _check_distance_achievements(total_distance_km: int) -> void:
if total_distance_km >= 100:
AchievementManager.unlock("ACH_DISTANCE_100")
if total_distance_km >= 200:
AchievementManager.unlock("ACH_DISTANCE_200")
func _execute_stop(go_forward: bool = true) -> void:
if not _find_next_valid_stop(go_forward):
stop_multiply = 1.0
return
stop_ongoing = true
stop_multiply = 0.0
var current_stop_index = next_stop_index
_advance_next_stop_index(go_forward)
if fireworks_scene != null:
var marker_position = stops_position[current_stop_index]
var firework_number = randi_range(5, 8)
for i in range(firework_number):
var fire_root = fireworks_scene.instantiate()
get_tree().current_scene.add_child(fire_root)
var offset_x = randf_range(-5.0, 5.0)
var offset_z = randf_range(-5.0, 5.0)
fire_root.global_position = marker_position + Vector3(offset_x, 0.5, offset_z)
if fire_root.has_method("set_color"):
fire_root.set_color(fireworks_colors.pick_random())
if fire_root.has_method("turn_on"):
fire_root.turn_on()
await get_tree().create_timer(randf_range(0.3, 0.8)).timeout
await get_tree().create_timer(stop_time).timeout
stop_ongoing = false
is_restarting = true
if tween_restart and tween_restart.is_valid():
tween_restart.kill()
tween_restart = create_tween()
tween_restart.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
tween_restart.tween_property(self, "stop_multiply", 1.0, restart_time)
tween_restart.tween_callback(func(): is_restarting = false)
func build_train() -> void:
if train_model != null:
train_instance = train_model.instantiate()
add_child(train_instance)
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)
var mat_body = StandardMaterial3D.new()
mat_body.albedo_color = Color(0.8, 0.15, 0.15)
var mat_glass = StandardMaterial3D.new()
mat_glass.albedo_color = Color(0.2, 0.8, 1.0)
var train_base = MeshInstance3D.new()
var mesh_base = BoxMesh.new()
mesh_base.size = Vector3(1.4, 0.8, 3.0)
train_base.mesh = mesh_base
train_base.material_override = mat_body
train_base.position = Vector3(0, 0.6, 0)
train_instance.add_child(train_base)
var cabin = MeshInstance3D.new()
var mesh_cabin = BoxMesh.new()
mesh_cabin.size = Vector3(1.4, 1.0, 1.2)
cabin.mesh = mesh_cabin
cabin.material_override = mat_glass
cabin.position = Vector3(0, 1.5, -0.8)
train_instance.add_child(cabin)
var stack = MeshInstance3D.new()
var mesh_stack = CylinderMesh.new()
mesh_stack.top_radius = 0.2
mesh_stack.bottom_radius = 0.3
mesh_stack.height = 0.8
stack.mesh = mesh_stack
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)
if wagon_spacing_override > 0.0:
accumulated_distance += wagon_spacing_override + wagon_gap
else:
var detected_spacing: float = previous_length * 0.5 + wagon_length * 0.5
accumulated_distance += detected_spacing * wagon_spacing_scale + wagon_gap
wagon_progress_offsets.append(accumulated_distance)
previous_length = wagon_length
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
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 - wagon_offset
var vehicle_progress: float = wrapf(wagon_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))
wagon.global_position = center_position
if center_position.distance_to(forward_position) > 0.01:
wagon.look_at(forward_position, Vector3.UP)
wagon.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),
]