@ -3,9 +3,39 @@ extends Spatial
onready var exhaust_node = $ Exhaust ;
const ACCEL = 0.1 ; #24.5; # Unit: m/s^2
const MAX_DV = 0.2 ; #3300.0; # Delta V in m/s
const MAX_TURN_RATE = 1.0 ; # Universal turn rate in °/s^2
var MISSILE_ID = " UNKNOWN " ;
var is_operational : bool = true ; # if the missile is operational
var has_fuel : bool = true ;
var turn_instruction : Vector3 = Vector3 ( 0 , 1 , 0 ) ; # vector of (X, Y, Z) possible rotational thrust to apply (0.0 to 1.0 for full turn)
var thrust_instruction : float = 0.5 ; # throttle between 0.0 and 1.0 of available thrust to apply
var curr_rotation_vel : Vector3 = Vector3 ( ) ;
var curr_thrust : float = 0.0 ;
var curr_velocity : Vector3 = Vector3 ( ) ;
var curr_DV : float = MAX_DV ;
var __curr_shader_param_cache = { } ;
func _set_thruster_thrust ( node : MeshInstance , power ) :
#print("Node: ", node.name)
var MAX_POWER = 10 ;
if node . name in __curr_shader_param_cache :
if __curr_shader_param_cache [ node . name ] == power :
#print("Skipped shader edit");
return ;
### DEBUG CODE
if node . name in __curr_shader_param_cache :
print ( " Editing " + node . name + " because " + str ( __curr_shader_param_cache [ node . name ] ) + " != " + str ( power ) + " (old vs new) " ) ;
###
__curr_shader_param_cache [ node . name ] = power ;
node . get_surface_material ( 0 ) . set_shader_param ( " power " , clamp ( power , . 0 , MAX_POWER ) ) ;
var particle_node : Particles = node . get_node ( " ./Particles " ) ;
@ -20,81 +50,105 @@ func _set_thruster_thrust(node: MeshInstance, power):
# Set the visual main engine flare from 0.0 to 10.0
# 0.0 turns off all engine effects
func set_main_engine_thrust ( power ):
func set_main_engine_thrust ( power : float ):
var exhausts = exhaust_node . get_node ( " Main " ) . get_children ( ) ;
print ( " Changing main exhaust to: " , power ) ;
#print("Changing main exhaust to: ", power) ;
for node in exhausts :
self . _set_thruster_thrust ( node , power ) ;
# Set the visual rotational engine flare from -10.0 to 10.0
# Negative power visualizes downwards, Positive upwards and 0.0 turns all X thrusters off
func set_X_rotational_thrust ( power ) :
var MAX_POWER = 10 ;
func set_X_rotational_thrust ( power : float ) :
var up_rotation_thrusters = [ exhaust_node . get_node ( " FrontThrusters/ThrusterBottom " ) , exhaust_node . get_node ( " RearThrusters/ThrusterTop " ) ] ;
var down_rotation_thrusters = [ exhaust_node . get_node ( " FrontThrusters/ThrusterTop " ) , exhaust_node . get_node ( " RearThrusters/ThrusterBottom " ) ] ;
if power > 0.0 :
print ( " Changing rotation thrust upwards to: " , power ) ;
#print("Changing rotation thrust upwards to: ", power) ;
for node in up_rotation_thrusters :
self . _set_thruster_thrust ( node , power ) ;
for node in down_rotation_thrusters :
self . _set_thruster_thrust ( node , 0.0 ) ;
elif power < 0.0 :
print ( " Changing rotation thrust downwards to: " , power ) ;
#print("Changing rotation thrust downwards to: ", power) ;
for node in down_rotation_thrusters :
self . _set_thruster_thrust ( node , - 1 * power ) ;
for node in up_rotation_thrusters :
self . _set_thruster_thrust ( node , 0.0 ) ;
else :
print ( " Turning X rotation thrusters off " ) ;
#print("Turning X rotation thrusters off") ;
for node in up_rotation_thrusters + down_rotation_thrusters :
self . _set_thruster_thrust ( node , 0.0 ) ;
# Set the visual rotational engine flare from -10.0 to 10.0
# Negative power visualizes left, Positive right and 0.0 turns all Y thrusters off
func set_Y_rotational_thrust ( power ):
func set_Y_rotational_thrust ( power : float ):
var MAX_POWER = 10 ;
var left_rotation_thrusters = [ exhaust_node . get_node ( " FrontThrusters/ThrusterLeft " ) , exhaust_node . get_node ( " RearThrusters/ThrusterRight " ) ] ;
var right_rotation_thrusters = [ exhaust_node . get_node ( " FrontThrusters/ThrusterRight " ) , exhaust_node . get_node ( " RearThrusters/ThrusterLeft " ) ] ;
if power > 0.0 :
print ( " Changing rotation thrust right to: " , power ) ;
#print("Changing rotation thrust right to: ", power) ;
for node in right_rotation_thrusters :
self . _set_thruster_thrust ( node , power ) ;
for node in left_rotation_thrusters :
self . _set_thruster_thrust ( node , 0.0 ) ;
elif power < 0.0 :
print ( " Changing rotation thrust left to: " , power ) ;
#print("Changing rotation thrust left to: ", power) ;
for node in left_rotation_thrusters :
self . _set_thruster_thrust ( node , - 1 * power ) ;
for node in right_rotation_thrusters :
self . _set_thruster_thrust ( node , 0.0 ) ;
else :
print ( " Turning Y rotation thrusters off " ) ;
#print("Turning Y rotation thrusters off") ;
for node in right_rotation_thrusters + left_rotation_thrusters :
self . _set_thruster_thrust ( node , 0.0 ) ;
func _ready ( ) :
set_main_engine_thrust ( 5.0 ) ;
set_X_rotational_thrust ( 10.0 ) ;
set_Y_rotational_thrust ( 10.0 ) ;
var time_passed = 0.0 ;
var curr_rot_power = 10.0 ;
var curr_main_power = 0.0 ;
func _ready ( ) :
set_main_engine_thrust ( 0.0 ) ;
set_X_rotational_thrust ( 0.0 ) ;
set_Y_rotational_thrust ( 0.0 ) ;
var timer = 0.0 ;
func _physics_process ( delta ) :
time_passed += delta ;
time r - = delta ;
if time_passed > 1 :
print ( " Setting rotation X to 5.0 " ) ;
set_X_rotational_thrust ( curr_rot_power ) ;
set_Y_rotational_thrust ( curr_rot_power ) ;
set_main_engine_thrust ( curr_main_power ) ;
curr_rot_power *= - 1 ;
curr_main_power += 1 ;
if curr_main_power > 10.0 :
curr_main_power = 0.0 ;
time_passed = 0.0 ;
if not self . has_fuel or not self . is_operational :
if timer < = 0.0 :
set_main_engine_thrust ( 0.0 ) ;
set_X_rotational_thrust ( 0.0 ) ;
set_Y_rotational_thrust ( 0.0 ) ; # TODO fix issue with turning off rotational thrusters
timer = 1.0
else :
if timer < = 0.0 :
set_X_rotational_thrust ( lerp ( 0.0 , 10.0 , turn_instruction . x ) ) ;
set_Y_rotational_thrust ( lerp ( 0.0 , 10.0 , turn_instruction . y ) ) ;
set_main_engine_thrust ( lerp ( 0.0 , 10.0 , thrust_instruction ) ) ;
self . transform = self . transform . orthonormalized ( ) ;
### DEBUG CODE
print ( " Rotation: " + str ( self . curr_rotation_vel ) + " , Velocity: " + str ( self . curr_velocity ) + " Remeining dV: " + str ( self . curr_DV ) ) ;
###
timer = 1.0 ;
self . curr_rotation_vel += turn_instruction * Vector3 ( MAX_TURN_RATE , MAX_TURN_RATE , 0.0 ) * delta ;
self . curr_thrust = thrust_instruction * ACCEL * delta ;
self . curr_velocity += self . global_transform . basis . z * self . curr_thrust * - 1 ;
self . curr_DV -= curr_thrust ;
if curr_DV < = 0.0 :
print ( " Missile " + MISSILE_ID + " has run out of fuel! " ) ;
self . has_fuel = false ;
if self . curr_rotation_vel . length ( ) > 0.0 :
self . rotate_x ( deg2rad ( self . curr_rotation_vel . x ) ) ;
self . rotate_y ( deg2rad ( self . curr_rotation_vel . y ) ) ;
if self . curr_velocity . length ( ) > 0.0 :
#self.translate(self.curr_velocity);
self . global_translate ( self . curr_velocity ) ;