biplan.gd 4.3 KB

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  1. class_name Biplan
  2. extends SeatedVehicle
  3. const PLANE_FORWARD := Vector3.BACK # z increases when moving forward
  4. @export var thrust_power: float = 3500.0
  5. @export var turn_to_torque: float = 10000.0
  6. @export var move_to_pitch: float = 20000.0
  7. @export var wing_resistance: float = 2500.0
  8. @export var foil_resistance: float = 500.0
  9. @export var lift: float = 25.0
  10. var target_torque: float = 0.0
  11. var target_pitch: float = 0.0
  12. var target_rotation := Vector3.ZERO
  13. var target_thrust := Vector3.ZERO
  14. # Physics logs
  15. var vertical_speed: float = 0.0
  16. var horizontal_speed: float = 0.0
  17. var local_wing_force := Vector3.ZERO
  18. var local_foil_force := Vector3.ZERO
  19. var local_lift_force := Vector3.ZERO
  20. @onready var VerticalFoil : Node3D = $VerticalFoil
  21. func _register_custom_monitors() -> void:
  22. return
  23. Performance.add_custom_monitor("plane/torque", func(): return abs(target_torque))
  24. Performance.add_custom_monitor("plane/pitch", func(): return abs(target_pitch))
  25. Performance.add_custom_monitor("plane/rotation", func(): return target_rotation.length())
  26. Performance.add_custom_monitor("plane/thrust", func(): return target_thrust.length())
  27. Performance.add_custom_monitor("plane/vertical_speed", func(): return abs(vertical_speed))
  28. Performance.add_custom_monitor("plane/horizontal_speed", func(): return abs(horizontal_speed))
  29. Performance.add_custom_monitor("plane/wing_force", func(): return local_wing_force.length())
  30. Performance.add_custom_monitor("plane/foil_force", func(): return local_foil_force.length())
  31. Performance.add_custom_monitor("plane/lift_force", func(): return local_lift_force.length())
  32. func _ready() -> void:
  33. _register_custom_monitors()
  34. func trigger_thrust(activate: bool) -> void:
  35. if activate:
  36. #target_thrust = PLANE_FORWARD * thrust_power
  37. target_thrust = basis.x * thrust_power
  38. else:
  39. target_thrust = Vector3.ZERO
  40. func trigger_direction(dir: Vector2) -> void:
  41. target_torque = dir.x * turn_to_torque
  42. target_pitch = dir.y * move_to_pitch
  43. func get_free_seat() -> Node3D:
  44. return $DrivingSeat
  45. func _physics_process(_delta) -> void:
  46. # Command part
  47. _apply_plane_rotation()
  48. _apply_plane_thrust()
  49. # Air simulation part
  50. if is_sleeping():
  51. return
  52. _apply_wing_resistance()
  53. _apply_foil_resistance()
  54. _apply_lift()
  55. transform = transform.orthonormalized()
  56. func _apply_plane_rotation() -> void:
  57. var torque: Vector3 = transform.basis * Vector3(target_pitch, 0.0, target_torque)
  58. apply_torque(torque)
  59. func _apply_plane_thrust() -> void:
  60. var force: Vector3 = transform.basis * target_thrust
  61. #apply_central_force(force)
  62. #debug_central_force(force, $ArrowForceThrust)
  63. func _apply_wing_resistance() -> void:
  64. vertical_speed = linear_velocity.dot(transform.basis * Vector3.UP)
  65. local_wing_force = Vector3.UP * -wing_resistance * vertical_speed
  66. var wing_force = transform.basis * local_wing_force
  67. apply_central_force(wing_force)
  68. #debug_central_force(wing_force, $ArrowForceWing)
  69. func _apply_foil_resistance() -> void:
  70. #var foil_position = 3 * Vector3.BACK
  71. #var foil_position : Vector3 = get_global_position() - VerticalFoil.get_global_position()
  72. var foil_position: Vector3 = VerticalFoil.get_position()
  73. var foil_offset: Vector3 = transform.basis * foil_position
  74. horizontal_speed = linear_velocity.dot(transform.basis * Vector3.RIGHT)
  75. local_foil_force = Vector3.RIGHT * -foil_resistance * horizontal_speed
  76. local_foil_force = target_thrust
  77. apply_force(local_foil_force, foil_offset)
  78. debug_force(local_foil_force, foil_position, $ArrowForceFoil)
  79. func _apply_lift() -> void:
  80. var forward_speed = linear_velocity.dot(transform.basis * PLANE_FORWARD)
  81. if forward_speed < 0.0 :
  82. forward_speed = 0.0
  83. local_lift_force = Vector3.UP * lift * forward_speed
  84. var lift_force = transform.basis * local_lift_force
  85. apply_central_force(lift_force)
  86. debug_central_force(lift_force, $ArrowForceLift)
  87. func _on_dir_changed(dir: Vector2) -> void:
  88. trigger_direction(dir)
  89. func _on_main_action(pressed: bool) -> void:
  90. trigger_thrust(pressed)
  91. func debug_central_force(force: Vector3, arrow: Node3D) -> void:
  92. if force.is_zero_approx():
  93. arrow.hide()
  94. return
  95. else:
  96. arrow.show()
  97. arrow.look_at(force)
  98. arrow.set_scale(Vector3.ONE * force.length() / 1000.0)
  99. func debug_force(force: Vector3, pos: Vector3, arrow: Node3D) -> void:
  100. if force.is_zero_approx():
  101. arrow.hide()
  102. return
  103. else:
  104. arrow.show()
  105. arrow.set_position(pos)
  106. arrow.look_at(force)
  107. arrow.set_scale(Vector3.ONE * force.length() / 1000.0)