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authorAnson Bridges <bridges.anson@gmail.com>2022-09-07 14:07:30 -0400
committerAnson Bridges <bridges.anson@gmail.com>2022-09-07 14:07:30 -0400
commitc232b92e2dde1277324d1f89d0e75ae641e4ac3b (patch)
treee11a5dd52f259c1cc7345baa40b372b304417f00 /godot/scripts/vehicles/Airplane.gd
parenta0967ebe815cd229b69fb9578f2288b95b2ddb28 (diff)
reorganized, ladders, vehicle control
Diffstat (limited to 'godot/scripts/vehicles/Airplane.gd')
-rw-r--r--godot/scripts/vehicles/Airplane.gd106
1 files changed, 106 insertions, 0 deletions
diff --git a/godot/scripts/vehicles/Airplane.gd b/godot/scripts/vehicles/Airplane.gd
new file mode 100644
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+++ b/godot/scripts/vehicles/Airplane.gd
@@ -0,0 +1,106 @@
+extends VehicleBody
+
+var countdown
+var boosting = false
+const booster_force = 2500
+const brake_force = 50
+const boost_length = 8
+const turn_constant = 0.45
+const roll_constant = 0.5
+const pitch_constant = 0.9
+const drag_constant = 0.4
+const v_angle_max = 1.0472 #60 deg, also top and bottom of regular steering
+const v_angle_min = -1.45626 #-85 deg
+const roll_angle_max = 1.22173 #70 deg
+var roll_dir = 0 #right = 1, left = -1
+var pitch_dir = 0 #up = 1, down = -1
+var v_angle
+var roll_angle
+var vel_slow
+var parentvel = [Vector3.ZERO, Vector3.ZERO]
+export var roll_curve : CurveTexture
+
+
+
+func _ready():
+ countdown = boost_length
+ brake = 5
+ set_network_master(-1)
+ set_physics_process(true)
+ #mode = RigidBody.MODE_STATIC
+
+func trigger_boost():
+ if not boosting:
+ print("boosting")
+ boosting = true
+
+func _process(delta):
+ if is_network_master():
+ if boosting and countdown <= 0:
+ print("stopped boosting")
+ boosting = false
+ countdown = boost_length
+
+ if Input.is_action_just_pressed("boost"):
+ trigger_boost()
+ roll_dir = Input.get_action_strength("roll_left") - Input.get_action_strength("roll_right")
+ pitch_dir = Input.get_action_strength("pitch_up") - Input.get_action_strength("pitch_down")
+ $rearwheel.brake = lerp($rearwheel.brake, Input.get_action_strength("brake")*brake_force, 0.05)
+
+func _physics_process(delta):
+ if is_network_master():
+ v_angle = atan2(global_transform.basis.x.y,sqrt(global_transform.basis.x.z*global_transform.basis.x.z + global_transform.basis.x.x*global_transform.basis.x.x))
+ roll_angle = global_transform.basis.x.cross(Vector3.UP).angle_to($rightaileron.global_transform.origin-$wingcenter.global_transform.origin)
+ if $rightaileron.global_transform.origin.y < $leftaileron.global_transform.origin.y:
+ roll_angle *= -1
+ if boosting:
+ add_force(global_transform.basis.x*booster_force,Vector3.ZERO)
+ countdown -= delta
+
+ #print(linear_velocity.length())
+ #slow plane by drag and gravity
+ if linear_velocity.length() > 16 and linear_velocity.angle_to(global_transform.basis.x) < 0.25:
+ var v_dir = 1 if linear_velocity.y > 0 else -1
+ vel_slow = v_dir*sqrt(abs(2*9.8*linear_velocity.y*delta)) + drag_constant + Input.get_action_strength("brake")*5
+ add_force(-1*linear_velocity.normalized()*vel_slow*mass,Vector3.ZERO)
+
+
+
+ #pass #"inherit" linear and angular velocity of what plane is landed on
+
+func _integrate_forces(state):
+ if is_network_master():
+ #linear_velocity -= parentvel[0]; angular_velocity -= parentvel[1]
+# if $rightwheel.get_rpm() < 60 and $rightwheel.is_in_contact():
+# if $rightwheel/Area.get_overlapping_bodies()[0].has_method("get_linear_velocity"):
+# var ulv = $rightwheel/Area.get_overlapping_bodies()[0].linear_velocity
+# var uav = $rightwheel/Area.get_overlapping_bodies()[0].angular_velocity
+# var upos = $rightwheel/Area.get_overlapping_bodies()[0].global_transform.origin
+# ulv += (global_transform.origin - upos).rotated(uav.normalized(),uav.length()*state.get_step()) + global_transform.origin
+# parentvel = [ulv,uav]
+# else:
+# parentvel = [Vector3.ZERO, Vector3.ZERO]
+ if linear_velocity.length() > 25:
+ #linear_velocity = linear_velocity.normalized()*(linear_velocity.length()-vel_slow)
+ var ang_vel_target = Vector3.ZERO
+ #pitch plane
+ if pitch_dir == 1: #up, rotate toward maximum vertical angle
+ ang_vel_target += pitch_constant*(v_angle_max-v_angle)*global_transform.basis.z
+ elif pitch_dir == -1: #down, rotate toward minimum vertical angle
+ ang_vel_target += pitch_constant*(v_angle_min-v_angle)*global_transform.basis.z
+
+ #roll (rotate around lengthwise axis)
+ var is_returning = 3 if roll_dir == 0 else 1 #return to flat quicker
+ ang_vel_target -= roll_constant*is_returning*(roll_dir*roll_curve.curve.interpolate(roll_angle_max-roll_angle))*global_transform.basis.x
+
+ #turn (based on how much the plane is rolled (need to add
+ ang_vel_target += turn_constant*Vector3.UP*roll_angle
+
+ #apply angular velocity
+ angular_velocity = ang_vel_target#lerp(angular_velocity,ang_vel_target,0.1)
+ if linear_velocity.angle_to(global_transform.basis.x) < 0.25:
+ set_linear_velocity(get_linear_velocity().slerp(transform.basis.x*linear_velocity.length(),0.1))
+ #linear_velocity += parentvel[0]; angular_velocity += parentvel[1]
+ rpc("_set_position", global_transform, linear_velocity)
+ elif get_network_master() == -1 and get_tree().get_network_unique_id() == 1:
+ rpc("_set_position", global_transform, linear_velocity)