class_name Biplan extends SeatedVehicle const PLANE_FORWARD := Vector3.BACK # z increases when moving forward @export var thrust_power: float = 3500.0 @export var turn_to_torque: float = 3000.0 @export var move_to_pitch: float = 4000.0 @export var wing_resistance: float = 2500.0 @export var foil_resistance: float = 250.0 @export var lift: float = 25.0 var target_torque: float = 0.0 var target_pitch: float = 0.0 var target_rotation := Vector3.ZERO var target_thrust := Vector3.ZERO @onready var VerticalFoil : Node3D = $VerticalFoil func trigger_thrust(activate: bool) -> void: if activate: target_thrust = PLANE_FORWARD * thrust_power else: target_thrust = Vector3.ZERO func trigger_direction(dir: Vector2) -> void: target_torque = dir.x * turn_to_torque target_pitch = dir.y * move_to_pitch func _physics_process(_delta) -> void: # Command part _apply_plane_rotation() _apply_plane_thrust() # Air simulation part if is_sleeping(): return _apply_wing_resistance() _apply_foil_resistance() _apply_lift() transform = transform.orthonormalized() func _apply_plane_rotation() -> void: var torque: Vector3 = transform.basis * Vector3(target_pitch, 0.0, target_torque) apply_torque(torque) func _apply_plane_thrust() -> void: var force: Vector3 = transform.basis * target_thrust apply_central_force(force) func _apply_wing_resistance() -> void: var vertical_speed = linear_velocity.dot(transform.basis * Vector3.UP) var local_wing_force = Vector3.UP * -wing_resistance * vertical_speed var wing_force = transform.basis * local_wing_force apply_central_force(wing_force) func _apply_foil_resistance() -> void: var horizontal_speed = linear_velocity.dot(transform.basis.x) var local_foil_force = transform.basis.x * -foil_resistance * horizontal_speed var foil_local_position: Vector3 = VerticalFoil.get_position() var foil_global_offset: Vector3 = transform.basis * foil_local_position apply_force(local_foil_force, foil_global_offset) func _apply_lift() -> void: var forward_speed = linear_velocity.dot(transform.basis * PLANE_FORWARD) if forward_speed < 0.0 : forward_speed = 0.0 var local_lift_force = Vector3.UP * lift * forward_speed var lift_force = transform.basis * local_lift_force apply_central_force(lift_force) func _on_dir_changed(dir: Vector2) -> void: trigger_direction(dir) func _on_main_action(pressed: bool) -> void: trigger_thrust(pressed)