Files
tgcc/docs/museums/biome_generator/rails.gd
2026-04-21 15:55:10 +02:00

322 lines
10 KiB
GDScript

extends Path3D
@export_group("Train")
@export var train_speed: float = 6.0
@export var is_inmotion: bool = true
@export var train_model: PackedScene
@export var axes_distance: float = 3.0
@export var rail_distance: float = 1.2
@export var cameras: Node3D
@export_range(0.0, 1.0) var basic_swing: float = 0.5
@export_group("Rails Bulding")
@export var sleepers_distance: float = 1.0
@export var sleepers_model: PackedScene
@export_group("Manual Controls")
@export var speed_max: float = 15.0
@export var speed_min: float = -5.0
@export var manual_acceleration: float = 5.0
@export_group("Train Stops")
@export var enable_stops: bool = true
@export var stop_time: float = 4.0
@export var brake_distance: float = 15.0
@export var restart_time: float = 3.0
@export var fireworks_scene: PackedScene
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 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
func _ready() -> void:
if curve != null and curve.get_baked_length() > 0:
build_rails()
build_train()
_plan_stops()
else:
print("WARNING: Draw Path3D for rails!")
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:
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 _input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
if event.keycode == KEY_T:
_goto_next_stop()
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
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 not is_inmotion: return
if Input.is_action_pressed("ui_up"):
train_speed += manual_acceleration * delta
elif Input.is_action_pressed("ui_down"):
train_speed -= manual_acceleration * delta
elif Input.is_action_pressed("ui_text_backspace"):
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
if enable_stops and stop_offset.size() > 0 and not is_restarting:
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
var current_speed = train_speed * stop_multiply
train_progress += current_speed * delta
if enable_stops and stop_offset.size() > 0:
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_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
if not stop_ongoing:
var real_speed = abs(train_speed * stop_multiply)
swing_time += delta * real_speed * 2.0
var amplitude_z = 0.006 * basic_swing
var amplitude_x = 0.004 * basic_swing
train_instance.rotation.z += sin(swing_time) * amplitude_z
train_instance.rotation.x += cos(swing_time * 0.8) * amplitude_x
func _execute_stop(go_forward: bool = true) -> void:
stop_ongoing = true
stop_multiply = 0.0
var current_stop_index = next_stop_index
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
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()
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)