Initial orbiting craft
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a6e116c77f
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518ee9d429
@ -52,6 +52,12 @@ enabled=PackedStringArray("res://addons/imgui-godot/plugin.cfg", "res://addons/i
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3d_physics/layer_7="reserved-7"
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3d_physics/layer_8="reserved-8"
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[physics]
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3d/default_gravity=0.0
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3d/default_linear_damp=0.0
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3d/default_angular_damp=0.0
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[rendering]
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lights_and_shadows/use_physical_light_units=true
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@ -1,7 +1,8 @@
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[gd_scene load_steps=12 format=3 uid="uid://tht1tf5iq6lw"]
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[gd_scene load_steps=15 format=3 uid="uid://tht1tf5iq6lw"]
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[ext_resource type="Script" path="res://src/Craft/Krakensbane.cs" id="1_ju4qj"]
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[ext_resource type="Script" path="res://src/Testing/TestThruster.cs" id="2_1t1tx"]
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[ext_resource type="Script" path="res://src/Testing/DebugUI.cs" id="3_gx3yn"]
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[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_uxbcq"]
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@ -16,6 +17,8 @@ sky = SubResource("Sky_iakm3")
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[sub_resource type="Compositor" id="Compositor_tt8nt"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_sjyiu"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_8al46"]
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[sub_resource type="BoxMesh" id="BoxMesh_jgj3c"]
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@ -26,6 +29,8 @@ size = Vector3(16.9697, 0.0310059, 15.6934)
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[sub_resource type="PlaneMesh" id="PlaneMesh_xcndr"]
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size = Vector2(20, 20)
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[sub_resource type="LabelSettings" id="LabelSettings_v1h1b"]
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[node name="root" type="Node3D"]
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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@ -42,6 +47,7 @@ FocusedVessel = NodePath("test-rocket")
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[node name="test-rocket" type="RigidBody3D" parent="FloatingOriginRoot"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.815224, 0)
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physics_material_override = SubResource("PhysicsMaterial_sjyiu")
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script = ExtResource("2_1t1tx")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="FloatingOriginRoot/test-rocket"]
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@ -63,3 +69,52 @@ shape = SubResource("BoxShape3D_xxi7g")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="FloatingOriginRoot/ground"]
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mesh = SubResource("PlaneMesh_xcndr")
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[node name="DebugUI" type="Panel" parent="." node_paths=PackedStringArray("minimapContainer", "planetOutline", "vesselIndicator", "krakensbane", "displayLabel")]
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offset_left = 1508.0
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offset_top = 62.0
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offset_right = 1868.0
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offset_bottom = 542.0
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script = ExtResource("3_gx3yn")
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minimapContainer = NodePath("VBoxContainer/MinimapContainer")
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planetOutline = NodePath("VBoxContainer/MinimapContainer/Polygon2D")
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vesselIndicator = NodePath("VBoxContainer/MinimapContainer/ColorRect")
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krakensbane = NodePath("../FloatingOriginRoot")
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displayLabel = NodePath("VBoxContainer/Label")
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[node name="VBoxContainer" type="VBoxContainer" parent="DebugUI"]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="MinimapContainer" type="Control" parent="DebugUI/VBoxContainer"]
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custom_minimum_size = Vector2(0, 360)
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layout_mode = 2
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[node name="Polygon2D" type="Polygon2D" parent="DebugUI/VBoxContainer/MinimapContainer"]
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color = Color(0.287295, 0.287295, 0.287295, 1)
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polygon = PackedVector2Array(116, 83, 96, 201, 274, 248, 289, 140, 119, 85)
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[node name="y-axis" type="Line2D" parent="DebugUI/VBoxContainer/MinimapContainer"]
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points = PackedVector2Array(180, 180, 180, 0)
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width = 2.0
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default_color = Color(0.286275, 0.290196, 1, 1)
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[node name="x-axis" type="Line2D" parent="DebugUI/VBoxContainer/MinimapContainer"]
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points = PackedVector2Array(180, 180, 360, 180)
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width = 2.0
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default_color = Color(0.671919, 0.312344, 0.0459558, 1)
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[node name="ColorRect" type="ColorRect" parent="DebugUI/VBoxContainer/MinimapContainer"]
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layout_mode = 0
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offset_right = 10.0
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offset_bottom = 10.0
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pivot_offset = Vector2(5, 5)
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[node name="Label" type="Label" parent="DebugUI/VBoxContainer"]
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layout_mode = 2
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text = "Position"
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label_settings = SubResource("LabelSettings_v1h1b")
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@ -2,6 +2,7 @@ using System.Diagnostics;
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using Godot;
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using ImGuiNET;
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using Quadratic.Carto.MathExt;
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using Vim.Math3d;
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namespace Quadratic.Carto.Craft;
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@ -20,8 +21,24 @@ public sealed partial class Krakensbane : Node3D
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public Node3D? FocusedVessel { get; set; }
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const float maxDistance = 500.0f;
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const float planetRadius = 6372.0f;
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DVector3 originPosition = DVector3.Zero;
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DVector3 originPosition = DVector3.UnitY * planetRadius;
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/// <summary>
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/// Something to manage the non-inertial frame of reference.
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/// </summary>
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/// <para>
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/// It's good to have an inertial frame of reference when you're close to
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/// a lot of static stuff, like on the ground. However, a non-inertial frame
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/// of reference might be more appropriate when you're in deep space.
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/// </para>
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/// <para>
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/// This provider field is null if we're using an inertial frame of reference.
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/// When it's not null, it should be responsible for managing the acceleration,
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/// angular acceleration, and even positions and/or rotations of children
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/// objects.
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INonInertialFrameProvider? nonInertialFrameProvider;
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public override void _PhysicsProcess(double delta)
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{
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@ -52,6 +69,27 @@ public sealed partial class Krakensbane : Node3D
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originPosition += vesselPosition.AsVim().AsDouble();
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}
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// Apply gravity
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foreach (var child in GetChildren())
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{
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if (child is RigidBody3D rb)
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{
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var localPosition = rb.Transform.Origin.AsVim().AsDouble();
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var globalPosition = originPosition + localPosition;
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var gravityVector = -globalPosition.Normalize();
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var floatGravityVector = gravityVector.AsSingle().AsGodot();
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var distance = globalPosition.Length();
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var gravity = 9.81f * planetRadius * planetRadius / (distance * distance);
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rb.ApplyCentralForce(floatGravityVector * (float)gravity);
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}
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}
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}
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public DVector3 GetPositionOf(Node3D node)
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{
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var localPosition = node.Transform.Origin.AsVim().AsDouble();
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return originPosition + localPosition;
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}
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public override void _Process(double delta)
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@ -61,3 +99,9 @@ public sealed partial class Krakensbane : Node3D
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ImGui.End();
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}
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}
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public interface INonInertialFrameProvider
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{
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public DVector3 GetCurrentAcceleration();
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public DVector3 GetCurrentAngularAcceleration();
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}
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14
src/Craft/Vessel.cs
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14
src/Craft/Vessel.cs
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@ -0,0 +1,14 @@
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using Godot;
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namespace Quadratic.Carto.Craft;
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/// <summary>
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/// A Vessel is the smallest unit of object in the game that is considered a
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/// whole on its own, such as a space station or an astronaut. Connections can
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/// be made between vessels, but each vessel is still a separate entity.
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/// </summary>
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/// <remarks>
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/// Vessel is an abstract class, and is meant to be extended by concrete
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/// implementations.
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/// </remarks>
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public abstract class Vessel { }
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src/Craft/VesselNode.cs
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9
src/Craft/VesselNode.cs
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@ -0,0 +1,9 @@
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using Godot;
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namespace Quadratic.Carto.Craft;
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/// <summary>
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/// A VesselNode is the node that represents a <see cref="Vessel"/> currently
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/// loaded into the game world.
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/// </summary>
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public abstract partial class VesselNode : Node3D { }
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src/Testing/DebugUI.cs
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64
src/Testing/DebugUI.cs
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@ -0,0 +1,64 @@
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using System.Collections.Generic;
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using Godot;
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using Quadratic.Carto.Craft;
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using Quadratic.Carto.MathExt;
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namespace Quadratic.Carto.Testing;
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public partial class DebugUI : Control
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{
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[Export]
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Control minimapContainer = null!;
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[Export]
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Vector2 minimapSize = new Vector2(360, 360);
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[Export]
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float minimapSizeUnit = 6372;
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[Export]
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float minimapUnitLength = 90;
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[Export]
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Polygon2D planetOutline = null!;
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[Export]
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Control vesselIndicator = null!;
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[Export]
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Krakensbane krakensbane = null!;
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[Export]
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Label displayLabel = null!;
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public override void _Ready()
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{
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// draw the planet outline
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var polygon = new List<Vector2>();
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const int maxPoints = 360;
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var minimapCenter = minimapSize / 2;
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for (int i = 0; i < maxPoints; i++)
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{
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var angle = (float)i / maxPoints * Mathf.Pi * 2;
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var point = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * minimapUnitLength + minimapCenter;
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polygon.Add(point);
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}
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planetOutline.Polygon = polygon.ToArray();
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}
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public override void _Process(double delta)
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{
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if (krakensbane.FocusedVessel == null)
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{
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return;
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}
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var vesselPosition = krakensbane.GetPositionOf(krakensbane.FocusedVessel);
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var minimapCenter = minimapSize / 2;
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var minimapPosition3D = (vesselPosition / minimapSizeUnit).AsSingle().AsGodot() * minimapUnitLength;
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var minimapPosition2D = new Vector2(-minimapPosition3D.Y, minimapPosition3D.X) + minimapCenter;
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vesselIndicator.Position = minimapPosition2D;
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displayLabel.Text = $"Vessel position:\n{vesselPosition.X},\n{vesselPosition.Y},\n{vesselPosition.Z}";
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}
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}
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