61 Commits

Author SHA1 Message Date
a10f48cb29 Build from root directory
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Build Game / Export Game Client (push) Failing after 20s
2025-12-05 15:51:28 +01:00
f4ca2a8074 Reorganize folder structure 2025-12-05 15:50:48 +01:00
d0c1c72940 change package name
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Build Game / Export Game Client (push) Successful in 1m3s
2025-12-04 11:12:43 +01:00
2e9363f303 Publish nightly
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Build Game / Export Game Client (push) Successful in 1m6s
2025-12-04 11:10:31 +01:00
8423dfd969 Build linux
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Build Game / Export Game Client (push) Successful in 58s
2025-12-04 09:30:28 +01:00
90585cde4b Run linux build
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2025-12-04 09:27:46 +01:00
66d1de1411 Remove bad file ending
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2025-12-04 09:26:10 +01:00
918f2b4ef3 Fix export path
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2025-12-04 09:25:07 +01:00
8841bb7dd4 Remove hardcoded templates
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2025-12-04 09:21:50 +01:00
c280994225 Attempt with no presets
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2025-12-04 09:18:25 +01:00
3966b7dc69 Change version name
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2025-12-04 09:13:43 +01:00
9daef1ce4e Change folder before build
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2025-12-04 09:11:53 +01:00
1822b50399 Fix auth
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2025-12-04 09:07:28 +01:00
b7ce8338d9 Add wip branch to on
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2025-12-04 09:05:32 +01:00
1eb479fe30 On workflow dispatch 2025-12-04 09:03:38 +01:00
a57cc827f8 Attempt project build 2025-12-04 09:03:09 +01:00
1e5a30173a Reset to old script
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Release Game Client / export-windows (push) Failing after 23s
2025-12-03 16:34:22 +01:00
3acd210826 Simpler setup script
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2025-12-03 16:16:41 +01:00
23ace96817 remove container
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2025-12-03 16:11:39 +01:00
613ce79fcb Trigger on all push
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2025-12-03 16:01:46 +01:00
5d6b1b809c Update yaml 2025-12-03 16:00:10 +01:00
a15f5ef2f0 Merge branch 'feature/build-system' 2025-12-03 15:59:00 +01:00
7849258d01 Update script 2025-12-03 15:57:25 +01:00
dcb805eaca Update engine hash 2025-12-03 15:56:35 +01:00
4d2a4b1526 Attempt automated build 2025-12-03 15:55:49 +01:00
95198e6687 chore: Remove engine source submodule (using Registry artifacts now) 2025-12-03 12:48:47 +01:00
852475ba77 WIP Build system 2025-12-03 12:45:44 +01:00
33d3543c93 Use custom engine branch 2025-11-21 19:41:46 +01:00
916172d0b2 Working straight angle placement of ship pieces 2025-11-21 18:18:10 +01:00
94e33c0cba Placing blueprinted meshes 2025-11-20 22:38:31 +01:00
24ce1edb38 WIP Placing 3d ShipParts 2025-11-20 22:20:41 +01:00
8fd540ddfc Merge commit '4ddcbd80005cc4e8fd5eec05de2a431e8973f72a' into feature/build-system 2025-11-20 17:57:15 +01:00
4ddcbd8000 Connectable but buggy exported exe 2025-11-19 22:44:07 +01:00
8968586b0f Merge branch 'feature/menu-system' 2025-11-19 22:42:52 +01:00
8f641ab36e Fix error overflowing 2025-11-19 18:58:23 +01:00
9ae32ca6a9 Menu system WIP 2025-11-19 18:45:42 +01:00
ae18d1456a Merge branch 'feature/networked-star-system' 2025-11-19 17:01:39 +01:00
ab17242804 Jittering but synchronized physics state 2025-11-19 17:01:15 +01:00
a5dec9c2fd Fix networked input 2025-11-19 11:24:49 +01:00
e271c59837 Server generation of star system and authority for gravity 2025-11-18 21:58:14 +01:00
f8d140a9b0 Merge branch 'tech-test/3d-system-refactor' 2025-11-18 16:42:09 +01:00
67a4b7038a Cleanup character move 2025-11-18 16:29:38 +01:00
18f9a4fec7 Move character 2025-11-18 11:22:12 +01:00
4796a2d5ca Rename bad file 2025-11-18 11:06:46 +01:00
f8578bc3f2 Merge branch 'refactor/folder-structures' into tech-test/3d-system-refactor 2025-11-18 11:02:04 +01:00
a7583637e9 Remove tmp file 2025-11-18 11:00:20 +01:00
86762d0d50 Finished move 2025-11-18 11:00:14 +01:00
e2da700bcd WIP Renaming 2025-11-18 10:55:10 +01:00
466dff11d0 Added readme 2025-11-17 20:09:17 +01:00
636123344b Gd 4.6 compiled for large world vectors 2025-11-17 19:43:42 +01:00
25d9d55044 Welded ship wip physics architecture redesign 2025-11-17 19:43:11 +01:00
aafb939cbf Working cached gravity calculations 2025-11-17 08:32:48 +01:00
3d01edb2d9 WIP Gravitational refactor 2025-11-17 08:08:01 +01:00
398ec829ae Force based EVA movement 2025-11-16 19:07:24 +01:00
ec69ed2ee5 Force based zero g movement component 2025-11-15 22:38:24 +01:00
3647aa599d WIP OrbitalBody3D rework 2025-11-15 18:12:00 +01:00
1342ca2610 New visible celestial bodies 2025-11-14 10:58:45 +01:00
27ce796898 Physics mode on new ship 2025-11-07 16:27:06 +01:00
cff5ec27f8 Spawnable test ship with multiplayer and orbit 2025-11-07 12:04:56 +01:00
245be4a4f5 WIP 3d refactor COMPILING 2025-11-07 09:52:39 +01:00
6b9efda0d2 Merge branch 'tech-test/3d-controller' 2025-11-06 17:57:43 +01:00
151 changed files with 4929 additions and 1940 deletions

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#!/bin/bash
# Config: The exact engine version this game project depends on
# You update this hash when you upgrade the engine
ENGINE_VERSION="a90daf08c2bb52d6cb4ba67bb5cbe09d79b2c4eb"
echo "Fetching Custom Editor [${ENGINE_VERSION}]..."
# Download from your Registry
curl -O "https://gitea.212.63.210.91.nip.io/api/packages/seedlingattempt/generic/godot-editor-windows/${ENGINE_VERSION}/godot-editor-windows.zip"
unzip -o godot-editor-windows.zip
echo "Editor ready! Run ./godot.windows.editor...exe to start."

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name: Build Game
on:
push:
branches:
- main
- infra/export-chain
workflow_dispatch:
jobs:
export-game:
name: Export Game Client
runs-on: ubuntu-latest
steps:
- name: Checkout Game
uses: actions/checkout@v3
- name: Prepare Build Environment
env:
# 1. CONFIGURATION
# The Git SHA of the Engine Build you want to use
ENGINE_HASH: "e40804a4aec8fad5d3215766045ff7ba21e59ac9"
# The internal version string Godot expects for templates
# CRITICAL: Run your custom editor, check "Help -> About" to find this exact string.
# It is usually "4.3.stable.custom_build" unless you changed version.py
GODOT_VERSION: "4.6.dev.double"
# Registry details
REGISTRY_URL: https://gitea.212.63.210.91.nip.io/api/packages/seedlingattempt/generic
TOKEN: ${{ secrets.USER_PACKAGE_PASSWORD }}
run: |
echo "--- 1. FETCHING TOOLS ---"
# Download Linux Editor (The Builder)
echo "Downloading Editor..."
wget "$REGISTRY_URL/godot-editor-linux/$ENGINE_HASH/godot-editor-linux.zip"
# Download Templates (The Payload)
echo "Downloading Templates..."
wget "$REGISTRY_URL/godot-templates/$ENGINE_HASH/templates.tpz"
echo "--- 2. INSTALLING ---"
# Unzip Editor
unzip -o godot-editor-linux.zip
# Find the binary (it has no extension)
EDITOR_BIN=$(find . -maxdepth 1 -type f -name "godot.linuxbsd.editor*" | head -n 1)
chmod +x "$EDITOR_BIN"
mv "$EDITOR_BIN" ./godot_headless
echo "Editor ready: ./godot_headless"
# Install Templates
# Godot looks in ~/.local/share/godot/export_templates/{VERSION}/
TEMPLATE_DIR="$HOME/.local/share/godot/export_templates/$GODOT_VERSION"
mkdir -p "$TEMPLATE_DIR"
echo "Extracting templates to $TEMPLATE_DIR..."
unzip -o templates.tpz -d "$TEMPLATE_DIR"
# Verify files are where Godot expects them
ls -l "$TEMPLATE_DIR"
- name: Export Windows Client
run: |
mkdir -p build/windows
# "Windows Desktop" must match the name in your export_presets.cfg
../godot_headless --headless --export-release "Windows Desktop" ../build/windows/game.exe
- name: Export Linux Client
run: |
mkdir -p build/linux
# "Linux" must match the name in your export_presets.cfg
../godot_headless --headless --export-release "Linux" ../build/linux/game.x86_64
- name: Upload Artifacts
uses: actions/upload-artifact@v3
with:
name: game-clients
path: build/
- name: Publish Nightly Build
env:
# Config
PACKAGE_NAME: moa-windows-nightly
# We overwrite the 'nightly' version every time so the URL stays the same
VERSION: nightly
ZIP_NAME: moa-windows-nightly.zip
# Auth
API_URL: https://gitea.212.63.210.91.nip.io/api/packages/${{ gitea.repository_owner }}/generic
TOKEN: ${{ secrets.USER_PACKAGE_PASSWORD }}
run: |
echo "Packaging Game..."
cd build/windows
# Zip everything (Executable + PCK + potential .dlls)
zip -r ../../$ZIP_NAME .
cd ../..
echo "Uploading Nightly..."
# PUT request replaces the file if it exists
curl --fail --user "${{ gitea.actor }}:$TOKEN" \
--upload-file "$ZIP_NAME" \
"$API_URL/$PACKAGE_NAME/$VERSION/$ZIP_NAME"
echo "✅ Nightly Build Available at:"
echo "$API_URL/$PACKAGE_NAME/$VERSION/$ZIP_NAME"

2
.gitignore vendored
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# Godot 4+ specific ignores
.godot/
.vscode/
/android/
*.tmp
/export/

0
.gitmodules vendored Normal file
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# Project "Millimeters of Aluminium" Development Log
## Overview
The project is undergoing a major architectural refactor to move from a monolithic Spaceship class to a fully modular, component-based system. The foundation for this new architecture, centered around Module, Component, and Station classes, is now in place. The next steps involve migrating legacy systems into this new paradigm.
## I. Fully Implemented & Stable Systems
Custom Physics Core: All physical objects now inherit from a custom OrbitalBody2D class, which handles mass aggregation and force integration. The physics loop is correctly disabled in the editor to prevent errors.
Modular Ship Construction:
Module as Root: The Module class now serves as the root for ship assemblies, managing its own list of structural pieces and components without needing container nodes.
Builder Plugin: The editor plugin is updated to work with this new architecture, allowing the placement of StructuralPiece nodes directly onto Module nodes.
Character & Interaction Foundation:
Zero-G Movement: The PilotBall character has a state machine for handling movement inside ship interiors, including sluggish zero-G floating and direct control on ladders.
Generic Station Component: A StationComponent class has been implemented. It serves as a generic hardware terminal that characters can interact with.
Data-Driven UI Architecture:
Databank Resource: A Databank Resource class has been created. It acts as "software," holding a reference to a UI scene that can be loaded by a station.
## II. Work-In-Progress (WIP) and Planned Systems
This list details systems we have designed but are not yet fully implemented in the code.
System Migration to Databanks:
Helm/Flight Controls: The logic from the old ThrusterController.gd needs to be moved into a HelmUI.tscn scene and driven by a HelmDatabank.
Navigation Computer: The UI has been moved, but the extensive planning and calculation logic from NavigationComputer.gd needs to be transferred to NavUI.gd.
Fuel and Life Support: The FuelSystem and LifeSupport nodes are still part of the old Spaceship.tscn. They need to be fully redesigned as Component classes (e.g., FuelTank, AtmosphereProcessor).
Component Wiring System:
Signal/Socket Advertising: Components and Databanks need to be updated with get_input_sockets() and get_output_signals() functions.
Wiring Data Storage: The Module class needs a wiring_data array to store the connections made in the builder.
Builder UI: A visual wiring interface needs to be added to the module builder plugin.
Orbital Stability Test:
Ghost Simulator: A GhostSimulator class needs to be created to run predictive, in-memory physics calculations.
Test Runner: An orbital_stability_test.tscn scene and script are needed to orchestrate the test, compare live vs. ghost results, and generate a report.
Full Spaceship Class Retirement: The final step will be to delete Spaceship.tscn and Spaceship.gd once all their logic and systems have been successfully migrated to the new modular architecture.

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## Development Progress Report 14/10 - 25
### Overview
The project has successfully undergone a foundational architectural refactor. The legacy monolithic Spaceship class has been deprecated in favor of a fully modular, component-based architecture designed for multiplayer scalability. The core gameplay loop of a player spawning, possessing a character, using a station, and controlling a ship's systems via a diegetic UI is now functional. The project is now entering "Cycle 2" of development, focusing on unifying the physics system and migrating the remaining legacy gameplay logic into the new architecture.
### ✅ Implemented Systems & Features
#### 1. Core Architecture
Modular Ships: Ships are now built around a root Module class which extends OrbitalBody2D. The Module dynamically understands its structure by finding its Component and StructuralPiece children, removing the need for rigid container nodes.
Custom Physics Body: The OrbitalBody2D class serves as the base for all physical objects in the simulation, including ship parts and modules. It correctly handles force routing from child components to the root physics body and includes a robust, deferred check to warn if a child class forgets to call super() in its _ready function.
Dynamic Inertia Calculation: The ship's moment of inertia is now calculated realistically based on the mass and distribution of all its component parts in local space, leading to more authentic rotational physics.
#### 2. Player Control & Multiplayer Foundation
PlayerController/Pawn Architecture: A multiplayer-ready control scheme has been implemented.
The PlayerController class is responsible for capturing raw input and sending it to the server via RPCs.
The PilotBall (the "Pawn") is now a "dumb" character that only acts on commands received from its controller, with all direct calls to the Input singleton successfully removed.
Dynamic Spawning & Possession: The GameManager now manages the game's startup sequence. It dynamically spawns a PlayerController and a default ship (Tube.tscn), and then correctly "possesses" the PilotBall within the ship with its corresponding controller.
Local Server Initialization: The GameManager correctly initializes a local ENet server, which enables the multiplayer authority system (is_multiplayer_authority()) to function correctly in a single-player testing environment.
#### 3. Station & UI Systems
Modular UI Framework: The "databank" system has been fully implemented and separated into three distinct resource types:
ControlPanel: A resource representing a physical UI element (e.g., a screen, a lever).
Databank: A resource representing a "datashard" which contains pure logic in a script.
SystemStation: The physical station component that acts as a "chassis," hosting panels and databanks.
Persistent Station Logic: The SystemStation has been refactored to instantiate datashard logic (_ready) once for its entire lifetime, allowing for background processing. UI Panels are created ephemerally only when a player occupies the station.
Functional Helm: The helm is partially migrated.
A HelmLogicShard contains the attitude-hold (PD controller) and calibration logic.
ControlPanels for a throttle lever, buttons, and a status readout are functional.
The station correctly wires the panels to the helm shard at runtime, allowing the player to control the ship's main engine and RCS thrusters.
Functional Sensor Display: The sensor/map system is partially migrated.
A SensorSystemShard is responsible for gathering all trackable bodies in the system.
A refactored SensorPanel acts as a "dumb" display that visualizes the "sensor feed" signal it receives.
The ShipStatusShard correctly displays the ship's velocity and rotational data on the ReadoutScreen and also displays the currently selected target from the map.
### ❌ Not Yet Implemented / Pending Tasks
#### 1. Physics & Simulation (Cycle 2 Priority)
CelestialBody Refactor: All celestial bodies (Planets, Moons, etc.) still inherit from Godot's RigidBody2D and use the _integrate_forces callback. They must be refactored to extend our custom OrbitalBody2D to create a single, stable physics simulation.
Astronomical vs. Ship Scale: A system for scaling forces needs to be designed and implemented to allow massive planets and lightweight ships to coexist and interact realistically within the same simulation.
Simulation Stability Test: The proposed GhostSimulator and test runner for verifying long-term orbital stability has not yet been created.
Interior Physics: The simulation does not yet account for how the ship's acceleration affects characters or loose objects inside it.
#### 2. System & Feature Migration
Full Helm/Nav Migration: The complex maneuver planning logic (e.g., Hohmann transfers) still resides in the legacy navigation_computer.gd script and needs to be migrated into one or more Databank shards.
Thruster Refactor: The Thruster component still uses a simple turn_on()/turn_off() model. It needs to be refactored to accept a variable set_throttle(value) command for more precise control.
Retirement of Legacy Scenes/Scripts: The old Spaceship.tscn, spaceship.gd, thruster_controller.gd, and navigation_computer.gd files are still in the project and need to be fully removed once their logic is migrated.
#### 3. Planned Features (Future Cycles)
Wiring System: The foundational classes exist, but the in-game system for players to visually wire panels to databanks, and the editor tools to support this, have not been started.
Character & Movement: The current PilotBall is a placeholder. The planned humanoid character, grapple points, and EVA gameplay are not yet implemented.
Core Gameplay Systems: The foundational systems for Electricity, Life Support (pressurization), Fuel, Character Damage, and Inventory/Pickupable Objects have not yet been created.
Multiplayer Connectivity: While the architecture supports it, the UI and logic for multiple players to connect to a server (e.g., a main menu with a "Join Game" option) do not yet exist.

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## Project Development Status Update 16/10 - 25
### Overview
The project has successfully completed a major architectural refactor, establishing a stable and scalable foundation for the simulation. The core physics model has been unified under a custom OrbitalBody2D class and a hierarchical Barycenter system, which has resolved previous orbital instabilities. The ship's control systems are being migrated to a flexible, data-driven "databank" architecture, and the UI is now managed by a robust grid-based layout system. The focus can now shift to migrating the remaining legacy systems and building out core gameplay features on this new foundation.
### ✅ Implemented Systems & Features
#### 1. Hierarchical Physics Simulation (Barycenter Architecture)
Global & Local Grids: The simulation is now anchored by a StarSystem root node, which defines the global grid. Procedurally generated planetary systems are encapsulated within Barycenter nodes, which act as moving "local grids" for their contents. This has stabilized the orbits of moons and planets.
Physics Roles: A clear distinction has been made between physics actors and passive bodies.
Barycenter nodes are the primary physics objects in the global simulation, inheriting from OrbitalBody2D and responding to gravitational forces.
Celestial bodies (Star, Planet, Moon) are now simple Node2Ds that provide mass data to their parent Barycenter but do not run their own physics integration, solving the "triple velocity" bug.
Centralized Physics Loop: All gravity calculations are now managed by the OrbitalMechanics singleton in a multi-stage _physics_process loop, which handles global (Barycenter-to-Star) and local (Moon-to-Planet) interactions separately.
#### 2. Procedural Generation & Player Spawn
Generator as a Tool: The StarSystemGenerator has been refactored into a RefCounted class that acts as a factory, cleanly separating the generation process from the final StarSystem product.
Stable Orbit Placement: The generator now uses astrophysical concepts like the Roche Limit and Hill Sphere (abstracted into helper functions in OrbitalMechanics) to procedurally place planets and moons in stable, non-overlapping orbits.
Lagrange Point Spawning: The player ship is now correctly spawned at the L4 or L5 Lagrange point of the outermost planet, with the proper initial velocity to maintain a stable position.
#### 3. Data-Driven Ship Systems (Databanks)
Autopilot Migration: The core logic for planning and executing maneuvers has been successfully migrated from the legacy ThrusterController into a series of decoupled databank shards:
NavSelectionDatabank: Stores the current navigation target.
ManeuverPlannerDatabank: Calculates maneuver burn plans (e.g., Hohmann transfers).
AutopilotDatabank: Executes the steps of a received plan.
Modular UI Layout: The SystemStation now functions as a layout manager, instancing and positioning UI panels based on grid data defined in ControlPanel resources. This has removed hardcoded positions and allows for flexible, data-driven UI configurations.
#### 4. Orbit Projection & Debugging
Unified Projection Function: The OrbitalMechanics library now contains a single, generalized project_n_body_paths function. This function can run a "ghost simulation" on any arbitrary set of bodies in either local or global space to generate predictive orbital paths for the map panel.
Orrery View: A dedicated debugging tool, the OrreryView scene, has been created to provide a clean, interactive chart for inspecting procedurally generated star systems without the interference of game UI or camera logic.
### ⏳ Planned & Discussed Future Implementations
#### 1. Advanced Physics Optimization
Centralized N-Body Calculation: The plan is to have the OrbitalMechanics singleton manage all gravity calculations in a single, authoritative loop each frame. This will enable advanced optimizations and debugging, such as a "force queue" to prevent calculation errors.
Sphere of Influence (SOI) Model: For dynamic objects like the player's ship, we will implement an SOI system. The ship will calculate its gravity against the full system hierarchy when in "deep space" but will switch to calculating against only the local bodies (e.g., a planet and its moons) when it enters a Barycenter's sphere of influence.
Performance Culling & Caching: For performance-intensive scenarios like asteroid belts, we've discussed implementing timers to cache and reuse negligible force calculations over several frames, only recalculating when necessary.
#### 2. Component "API" & Wiring System
Component Contracts: To facilitate the upcoming visual wiring system, we will formalize the "API" for ControlPanel and Databank resources. This will be done by creating new scripts that extend the base classes and override the get_input_sockets() and get_output_signals() functions to explicitly define what signals and functions each component provides.
Static vs. Resource-Based API: We've concluded that using extended Resource scripts to define these APIs is superior to using static functions on the node scripts. This decouples the data contract from the implementation and allows a single scene to be used with multiple different data configurations, which is critical for a flexible wiring system.

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## Project Development Status Update: 31/10/25
### 3D Character Controller & Movement Tech Demo (Cycle 3)
Work has proceeded on a tech demo for the 3D character controller, establishing a robust, physics-based system for zero-G movement. The architecture has been refactored to prioritize a clean separation of concerns, with a central "pawn" acting as a physics integrator and modular "controllers" acting as the "brains" for different movement types.
### ✅ Implemented Features
#### Pawn/Controller Architecture: The character is split into several key classes:
CharacterPawn3D: The core CharacterBody3D. It acts as a "dumb" physics integrator, holding velocity and angular_velocity, integrating rotation, and calling move_and_slide(). It no longer contains movement-specific state logic.
PlayerController3D: Gathers all hardware input (keyboard, mouse) and packages it into KeyInput dictionaries (pressed, held, released) to send to the pawn via RPC.
EVAMovementComponent: Refactored into a "dumb tool". It exposes functions like apply_thrusters() and apply_orientation() which are called by other controllers.
ZeroGMovementComponent: This is now the "brain" for all zero-G movement. It receives all inputs from the pawn and contains its own internal state machine (IDLE, REACHING, GRIPPING, CLIMBING, CHARGING_LAUNCH).
#### Contextual Movement Logic:
The ZeroGMovementComponent decides when to use the EVA suit. In its IDLE state, it checks for fresh movement input (movement_input_was_neutral) before calling the EVAMovementComponent's apply_thrusters function.
This successfully implements "coast on release," where releasing a grip (_release_current_grip) flags the movement input as "stale," preventing the EVA suit from engaging even if the key is still held.
#### EVA/Jetpack Controls:
The EVAMovementComponent provides force-based linear movement (WASD, Shift/Ctrl) and torque-based angular roll (Q/E).
A body-orientation function (_orient_pawn) allows the pawn to auto-align with the camera's forward direction.
#### Physics-Based Grip System:
GripArea3D: A composition-based Area3D node provides the interface for all grabbable objects. It requires its parent to implement functions like get_grip_transform and get_push_off_normal.
Grip Detection: The CharacterPawn3D uses a GripDetector Area3D to find GripArea3D nodes in range and passes this nearby_grips list to the ZeroGMovementComponent.
GRIPPING State: This state is now fully physics-based. Instead of setting the pawn's global_transform, the _apply_grip_physics function uses a PD controller to apply linear forces (to move to the offset position) and angular torques (to align with the grip's orientation).
Grip Orientation: The gripping logic correctly calculates the closest of two opposing orientations (e.g., "up" or "down" on a bar) by comparing the pawn's current up vector to the grip's potential up vectors.
Grip Rolling: While in the GRIPPING state, the player can use Q/E to override the auto-orientation and apply roll torque around the grip's axis.
#### Physics-Based Climbing:
CLIMBING State: This state applies lerp'd velocity to move the pawn, allowing it to interact with physics.
Climb Targeting: The _find_best_grip function successfully identifies the next valid grip within a configurable climb_angle_threshold_deg cone.
Handover: Logic in _process_climbing correctly identifies when the pawn is close enough to the next_grip_target to _perform_grip_handover.
Climb Release: The pawn will correctly release its grip and enter the IDLE state (coasting) if it moves past the current_grip by release_past_grip_threshold without a new target being found.
### ❌ Not Yet Implemented / Pending Tasks
REACHING State: The REACHING state exists but its logic (_process_reaching) is a stub that instantly calls _try_initiate_reach. The full implementation (e.g., procedural animation/IK moving the hand to the target) is pending.
CHARGING_LAUNCH State: The state exists and the execution logic is present (_handle_launch_charge, _execute_launch), but the state transition logic in _update_state does not currently allow entering this state from GRIPPING (it's overshadowed by the _start_climb check).
Ladder (3D) & Walking (3D) States: The CharacterPawn3D has high-level states for GRIPPING_LADDER and WALKING, but the movement functions (_apply_ladder_movement, _apply_walking_movement) are stubs.
Generic Surface Grab: The TODO to allow the ZeroGMovementComponent to grab any physics surface (not just a GripArea3D) is not implemented.
EVA Stabilization: The _apply_stabilization_torques function in EVAMovementComponent is still a placeholder.

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# Development Status Report - 2025-11-21
## Overview
Significant progress was made on the Unified Build System and the In-Game Builder, moving away from purely editor-based construction. We successfully implemented procedural geometry generation for structural pieces and refactored the snapping logic to support the upcoming geodesic structures. Networking logic also saw crucial stability fixes.
## Completed Features & Implementations
### 1. Unified Build System Foundation
- StructureData Resource: Implemented a robust resource-based definition system for ship parts. This decouples the "DNA" of a part (mesh, collider, mounts, health) from its scene instantiation, allowing shared logic between the Editor Plugin and the In-Game Builder.
- PieceMount Logic: Formalized attachment points into a dedicated PieceMount class (inheriting Area3D). This replaced the ad-hoc dictionary system, providing type safety and better collision filtering.
- ProceduralPiece Generator: Created a script that dynamically generates 3D meshes and collision shapes based on parameters (e.g., triangle vs. square, size, thickness) defined in StructureData. This supports:
- Extruded 3D geometry (thickness) rather than flat planes.
- Convex collision hull generation.
- "Opaque Blueprint" preview materials (semi-transparent, emissive).
### 2. In-Game Builder (PlayerController3D)
- Build Mode State: Implemented a toggleable Build Mode (B key) in PlayerController3D.
- Piece Selection: Added logic to select pieces via hotkeys (1 = Square, 2 = Triangle), instantiate a preview "ghost," and switch its material.
- Raycast Snapping: Implemented a physics-based raycast/sweep to detect existing ship modules and mounts.
- Visual Feedback: Added color-coded feedback for the preview ghost:
- Cyan: Floating (no snap target found).
- Geen: Snapped (aligned with a valid mount).
### 3. Snapping Logic Refactor
- SnappingTool Class: Created a dedicated static helper class for snapping math.
- Shape Cast Sweep: Replaced simple raycasting with a sphere_cast (radius 0.2m). This adds "thickness" to the cursor, making it much easier to hit thin structural elements like struts or small mounts.
- Transform Alignment: Implemented matrix math to align a new piece's mount with a target mount, respecting position, normal (facing direction), and up-vector (roll/orientation).
### 4. Networking Stability (Previous Session)
- Server Authority Enforcement: enforced strict server authority on CharacterPawn3D, removing client-side overrides that caused "fighting" and stutter.
- Relative Velocity Sync: Implemented logic to sync local_velocity relative to the parent ship instead of global velocity. This prevents pawns from "falling out the back" of moving ships during network jitter.
- Input Serialization: Fixed RPC errors by converting custom KeyInput objects to Dictionaries before transmission.
## Pending / In-Progress
- Mount Orientation Constraints: The snapping tool currently aligns normals but needs refinement to strictly enforce edge length compatibility and specific mount types (e.g., preventing a 2m edge from snapping to a 1m edge).
- Module Persistence: The logic for creating a new Module when building in empty space works in memory but needs testing for persistence and saving.
- Collision Layers: Need to verify that all PieceMount nodes are consistently on the correct physics layer (1 << 14) to ensure the snapping sweep always finds them.
## Discussion & Direction Changes
### Shift to "Geodesic & Procedural" Building
We moved away from the initial "Voxel Grid" concept for ship hulls.
- Old Direction: Ships built on a strict integer grid (Minecraft-style but with slopes).
- New Direction: A node-based "Geodesic" system. Pieces connect Node-to-Node (Mount-to-Mount) at arbitrary angles. This allows for complex shapes (hexagonal cylinders, spheres, rings) and supports the "Industrial/Hard Sci-Fi" aesthetic better.
- Implication: The building tool no longer relies on grid_step for positioning. It relies entirely on the SnappingTool to calculate transforms based on the geometry of the mounting points.
### Shift to "Server Authoritative" Networking
We abandoned the "Client Authoritative" movement for pawns to solve synchronization issues.
- Old Plan: Client moves pawn, Server accepts pos. (Caused hacking risks and desync with physics objects).
- New Plan: Server simulates physics. Client sends inputs. MultiplayerSynchronizer interpolates the result. To combat latency feel, we are using Visual Interpolation (detaching camera/mesh from the physics body) rather than full Client-Side Prediction (CSP) for this milestone.
### Manufacturing & Blueprints
We discussed that the StructureData resource is the key enabler for the manufacturing gameplay loop. By defining parts as data (Resources), we can easily:
1. Store a "Blueprint" as a list of StructureData references + Transforms.
2. Have a manufacturing machine consume resources to produce a "Crate" containing a StructureData item.
3. Have the player pick up that item and use it to place the ProceduralPiece.

6
.vscode/settings.json vendored Normal file
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@ -0,0 +1,6 @@
{
"godotTools.editorPath.godot4": "./godot_engine/bin/godot.windows.editor.double.x86_64.console.exe",
"search.exclude": {
"/godot_engine": true
}
}

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@ -2,7 +2,9 @@
## 1. Game Vision & Concept
Project Millimeters of Aluminum is a top-down 2D spaceship simulation game that emphasizes realistic orbital mechanics, deep ship management, and cooperative crew gameplay. Players take on roles as members of a multi-species crew aboard a modular, physically simulated spaceship.
Project Millimeters of Aluminum is a third-person 3D spaceship simulation game that emphasizes realistic physics, deep ship management, and cooperative crew gameplay. Players take on roles as members of a multi-species crew aboard a modular, physically simulated spaceship.
The game's aesthetic is inspired by the functional, industrial look of real-world space hardware and sci-fi like The Expanse, focusing on diegetic interfaces and detailed, functional components. The core experience is about planning and executing complex maneuvers in a hazardous, procedurally generated star system, where understanding the ship's systems is as important as piloting skill.
The game's aesthetic is inspired by the technical, gritty, and high-contrast 2D style of games like Barotrauma, focusing on diegetic interfaces and detailed, functional components. The core experience is about planning and executing complex maneuvers in a hazardous, procedurally generated star system, where understanding the ship's systems is as important as piloting skill.
@ -12,26 +14,80 @@ The gameplay is centered around a Plan -> Execute -> Manage loop:
1. Plan: The crew uses the Navigation Computer to analyze their orbit and plan complex maneuvers, such as a Hohmann transfer to another planet. They must account for launch windows, fuel costs, and travel time.
2. Execute: The crew engages the autopilot or manually pilots the ship. The Thruster Controller executes the planned burns, performing precise, fuel-optimal rotations and main engine thrusts to alter the ship's trajectory.
2. Execute: The crew engages the autopilot or manually pilots the ship. The Helm executes the planned burns, performing precise, fuel-optimal rotations and main engine thrusts to alter the ship's trajectory.
3. Manage: While underway, the crew manages the ship's modular systems, monitors resources like fuel and power, and responds to emergent events like hull breaches or system failures.
3. Manage: While underway, the crew moves about the ship's 3D interior, manages modular systems, monitors resources, and responds to emergent events like hull breaches or system failures.
## 3. Key Features
### 3. Key Features
### 1. Procedural Star System
The game world is a procedurally generated star system created by the StarSystemGenerator. Each system features a central star, a variable number of planets, moons, and asteroid belts, creating a unique environment for each playthrough.
### 2. N-Body Physics Simulation
Major bodies in orbit (CelestialBody class) are goveerened by a simplified n-body gravity simulation. Physical objects with player interaction (ships, crew characters, detached components, and eventually stations) are governed by a realistic N-body gravitational simulation, managed by the OrbitalMechanics library.
- Objects inherit from a base OrbitalBody2D class, ensuring consistent physics.
- This allows for complex and emergent orbital behaviors, such as tidal forces and stable elliptical orbits.
Major bodies in orbit (CelestialBody class) are governed by a 3D n-body gravity simulation, managed by the OrbitalMechanics library. Objects inherit from a base OrbitalBody3D class, ensuring consistent physics. The simulation allows for complex and emergent orbital behaviors.
### 3. Modular Spaceship
The player's ship is not a monolithic entity but a collection of distinct, physically simulated components attached to a root Module node.
The Module class extends OrbitalBody3D and aggregates mass and inertia from all child Component and StructuralPiece nodes.
Ship logic is decentralized into data-driven "databanks," such as the HelmLogicShard and AutopilotShard.
Hardware, like a Thruster, is a 3D Component that applies force to the root Module.
### 4. Advanced Navigation Computer
This is the primary crew interface for long-range travel, presented as a diegetic 2D screen (SensorPanel) within the 3D world.
Maneuver Planning: The computer can calculate various orbital transfers, each with strategic trade-offs:
Hohmann Transfer
Brachistochrone (Torchship) Trajectory
Tactical Map: A fully interactive UI map featuring:
Zoom-to-cursor and click-and-drag panning.
Predictive orbital path drawing.
Icon culling and detailed tooltips.
### 5. Physics-Based 3D Character Control
Character control is built on a robust, physics-based 3D system designed for complex zero-G environments.
Pawn/Controller Architecture: Player control is split between a PlayerController3D (which gathers hardware input and sends it via RPC) and a CharacterPawn3D (a CharacterBody3D that acts as the physics integrator).
Modular Movement: The pawn's movement logic is handled by component "brains." The ZeroGMovementComponent manages all zero-G interaction, while the EVAMovementComponent acts as a "dumb tool" providing thruster forces.
Physics-Based Gripping: Players can grab onto designated GripArea3D nodes. This is not an animation lock; a PD controller applies forces to the player's body to move them to the grip point and align them with its orientation.
Zero-G Traversal: The ZeroGMovementComponent features a state machine for IDLE (coasting), CLIMBING (moving between grips), REACHING (pending implementation), and CHARGING_LAUNCH (pushing off surfaces).
### 6. Runtime Component Design & Engineering
(This future-facing concept remains valid from the original design)
To move beyond pre-defined ship parts, the game will feature an in-game system for players to design, prototype, and manufacture their own components. This is achieved through a "Component Blueprint" architecture that separates a component's data definition from its physical form.
Component Blueprints: A ComponentBlueprint is a Resource file (.tres) that acts as a schematic.
Generic Template Scenes: The game will use a small number of generic, unconfigured "template" scenes (e.g., generic_thruster.tscn).
The Design Lab: Players will use a dedicated SystemStation to create and modify blueprints.
Networked Construction: A global ComponentFactory on the server will instantiate and configure components based on player-chosen blueprints, which are then replicated by the MultiplayerSpawner.
### 3. Modular Spaceship
The player's ship is not a monolithic entity but a collection of distinct, physically simulated components attached by joints. Key modules include:
- Spaceship: The main RigidBody2D hull that tracks overall mass, inertia, and health.
- Thruster: Self-contained RigidBody2D components that apply their own force. Their role (main engine, RCS, etc.) is an emergent property of their placement on the hull.
- Spaceship: The main RigidBody3D hull that tracks overall mass, inertia, and health.
- Thruster: Self-contained RigidBody3D components that apply their own force. Their role (main engine, RCS, etc.) is an emergent property of their placement on the hull.
- ThrusterController: The "brains" of the ship's movement, featuring a sophisticated autopilot that can execute fuel-optimal "bang-coast-bang" rotational maneuvers and a PD controller for stable attitude hold.
- FuelSystem & LifeSupport: Centralized managers for resources and internal ship environment. Hull breaches can create thrust vectors from escaping atmosphere.
- On-board Sensors: Diegetic components like Accelerometers allow the crew to calibrate ship performance by test-firing thrusters and measuring the true physical output.
@ -78,19 +134,17 @@ To move beyond pre-defined ship parts, the game will feature an in-game system f
3. A global `ComponentFactory` singleton on the server takes the blueprint, instantiates the correct generic template scene, and applies the blueprint's property overrides to the new instance.
4. This fully-configured node is then passed to the `MultiplayerSpawner`, which replicates the object across the network, ensuring all clients see the correctly customized component.
## 4. Technical Overview
- Architecture: The project uses a decoupled, modular architecture heavily reliant on a global SignalBus for inter-scene communication and a GameManager for global state. Ships feature their own local ShipSignalBus for internal component communication.
- Architecture: The project uses a decoupled, modular architecture. A GameManager handles global state, while ship systems are managed by ControlPanel and Databank resources loaded by a SystemStation.
- Key Scripts:
- OrbitalBody2D.gd: The base class for all physical objects.
- Spaceship.gd: The central hub for a player ship.
- Thruster.gd: A self-contained, physically simulated thruster component.
- ThrusterController.gd: Contains advanced autopilot and manual control logic (PD controller, bang-coast-bang maneuvers).
- NavigationComputer.gd: Manages the UI and high-level maneuver planning.
- MapDrawer.gd: A Control node that manages the interactive map UI.
- MapIcon.gd: The reusable UI component for map objects.
-OrbitalBody3D.gd: The base class for all physical objects.
- Module.gd: The central hub for a player ship, aggregating mass, inertia, and components.
- HelmLogicShard.gd / AutopilotShard.gd: Databanks that contain the advanced autopilot and manual control logic.
- SensorPanel.gd: A Control node that manages the interactive map UI.
- CharacterPawn3D.gd / ZeroGMovementComponent.gd: Manages all third-person 3D physics-based character movement.
- Art Style: Aims for a Barotraumainspired aesthetic using 2D ragdolls (Skeleton2D, PinJoint2D), detailed sprites with normal maps, and high-contrast dynamic lighting (PointLight2D, LightOccluder2D).
- Art Style: Aims for a functional, industrial 3D aesthetic. Character movement is physics-based using CharacterBody3D and Area3D grip detection. Ship interiors will be built from 3D modules and viewed from an over-the-shoulder camera.
## 5. Game Progression & Economy
This is the biggest area for potential expansion. A new section could detail how the player engages with the world and improves their situation over time.
@ -126,11 +180,12 @@ You mention "emergent events" in the gameplay loop. It would be beneficial to de
## 7. Crew Interaction & Ship Interior
Since co-op and crew management are central, detailing this aspect is crucial.
### 1. Ship Interior Management:
- Diegetic Interfaces: You mention this in the vision. It's worth specifying how the crew will interact with systems. Will they need to be at a specific console (like the Navigation Computer) to use it? Do repairs require a character to physically be at the damaged module?
- Atmospherics & Life Support: How is the ship's interior environment simulated? Will fires or toxic gas leaks be a possibility? This ties directly into your LifeSupport system.
- Diegetic Interfaces: The crew will interact with systems from a third-person, over-the-shoulder perspective. They must be at a specific SystemStation to use its panels. Repairs will require a character to physically be at the damaged module.
- Atmospherics & Life Support: How is the ship's interior environment simulated? This will tie into the LifeSupport system.
### 2. Character States:
- Health & Injury: How are characters affected by hazards? Can they be injured in high-G maneuvers or from system failures?
- EVA (Extra-Vehicular Activity): Detail the mechanics for EVAs. What equipment is needed? How is movement handled in zero-G? This would be a perfect role for the "Hard Vacuum Monster" species.
- EVA (Extra-Vehicular Activity): This is a core feature. The EVAMovementComponent provides force-based thruster control for linear movement and roll torque. The ZeroGMovementComponent manages gripping, climbing, and launching from the ship's exterior and interior surfaces.
- Movement for the "Hard Vacuum Monster" species can be refined from a version of the reaching component where it can grab any nearby surface and can generate enough suction strength to remain attached to a moving object.

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# Project Millimeters of Aluminum
A space simulation game built on a custom fork of the Godot Engine (4.x) with 64-bit double-precision physics enabled.
## 📋 Prerequisites
Before compiling the engine, ensure you have the following installed on your system.
### 1. Python & SCons
The Godot build system relies on SCons, which is written in Python.
* **Install Python (3.6+):** [Download Here](https://www.python.org/downloads/)
* *Windows Users:* Ensure "Add Python to PATH" is checked during installation. [Check this stackoverflow answer](https://stackoverflow.com/questions/57421669/question-about-pip-using-python-from-windows-store).
* **Install SCons:** Open your terminal/command prompt and run:
```bash
pip install scons
```
### 2. C++ Compiler
Godot requires a C++ compiler to build from source.
* **Windows:**
* Install **Visual Studio Community** (2019 or later).
* During installation, select the **"Desktop development with C++"** workload.
* **Linux:**
* Install GCC or Clang.
* *Debian/Ubuntu:* `sudo apt-get install build-essential pkg-config libx11-dev libxcursor-dev libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev`
* **macOS:**
* Install **Xcode** from the App Store.
* Run `xcode-select --install` in the terminal.
## 🛠️ Setup & Compilation
This project uses a custom engine build to support solar-system scale coordinates (Double Precision). You **cannot** use the standard Steam or website version of Godot to open this project.
### 1. Clone the Repository
Clone the repository with the `--recursive` flag to automatically pull the engine source code submodule.
```bash
git clone --recursive [https://codeberg.org/YOUR_USERNAME/ProjectMillimetersOfAluminum.git](https://codeberg.org/YOUR_USERNAME/ProjectMillimetersOfAluminum.git)
cd ProjectMillimetersOfAluminum
```
_If you have already cloned without recursive, run:_
```
git submodule update --init --recursive
```
### 2. Configure Engine Ignore (Optional but Recommended)
To prevent your Editor from trying to import the thousands of raw assets inside the engine source folder:
1. Navigate to `godot_engine/`.
2. Create a new empty file named `.gdignore`.
3. Compile the Engine
Run the build command for your platform from the godot_engine/ directory.
**Windows:**
```Bash
cd godot_engine
scons platform=windows target=editor precision=double arch=x86_64
```
**Linux:**
```Bash
cd godot_engine
scons platform=linuxbsd target=editor precision=double arch=x86_64
```
**macOS:**
```Bash
cd godot_engine
scons platform=macos target=editor precision=double arch=x86_64
```
_Note: (-j6 flag tells the compiler to use 6 CPU cores. Adjust this number based on your hardware to speed up compilation. Not using the flag will use all available cores)_
---
## 🚀 Running the Project
Once compilation is complete (usually 10-30 minutes), the executable will be located in godot_engine/bin/.
Do not open the project with standard Godot.
Navigate to `godot_engine/bin/`.
Run the binary ending in `.double.x86_64` (e.g., `godot.windows.editor.double.x86_64.exe`).
Import and open the `project.godot` file located in the root `ProjectMillimetersOfAluminum` folder.
### Troubleshooting
"No valid compilers found" (Windows): Ensure you installed the C++ Desktop Development workload in the Visual Studio Installer. Just the editor is not enough.
Jittering Objects: If objects jitter at large distances, ensure you are running the double precision binary and not a standard build.
## 🛠 Compiling Custom Export Templates
This project uses features from the latest development branch of Godot (`master` branch). As a result, standard export templates downloaded from the Godot website may not be compatible. To export the project, you must compile custom export templates from the same source version used to build your editor.
### Prerequisites
Ensure you have a C++ build environment set up (SCons, Python, Visual Studio/GCC/MinGW). See the official Godot documentation on compiling for platform-specific instructions.
### 1. Build the Editor (Optional)
See above section.
### 2. Build the Export Templates
You need to build two templates: one for debug (used during development/testing) and one for release (optimized for final distribution).
**Windows:**
```PowerShell
# Debug Template (console enabled, debug tools)
scons platform=windows target=template_debug
# Release Template (optimized, no console)
scons platform=windows target=template_release
```
**Linux:**
```bash
# Debug Template
scons platform=linuxbsd target=template_debug
# Release Template
scons platform=linuxbsd target=template_release
```
### 3. Locate Output Files
After compilation, the binaries will be located in the bin/ directory of your Godot source folder.
- Debug: godot.windows.template_debug.x86_64.exe (or similar)
- Release: godot.windows.template_release.x86_64.exe (or similar)
### 4. Configure Export Presets
1. Open the project in Godot.
2. Go to Project > Export.
3. Select your export preset (e.g., Windows Desktop).
4. Under the Options tab, find the Custom Template section.
5. Set Debug to the path of your compiled template_debug binary.
6. Set Release to the path of your compiled template_release binary.
You can now export the project using your custom engine build!

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@ -65,6 +65,9 @@ func _enter_tree():
_setup_button_connections()
_update_ui_labels()
# Add the Tool Menu Item
add_tool_menu_item("Generate Structure Definitions", _on_generate_structures_pressed)
main_screen.hide()
undo_redo = EditorInterface.get_editor_undo_redo()
@ -128,6 +131,9 @@ func _exit_tree():
if main_screen:
main_screen.queue_free()
# Clean up the menu item
remove_tool_menu_item("Generate Structure Definitions")
func _has_main_screen() -> bool:
return true
@ -522,3 +528,28 @@ func _find_closest_attachment_point(module: Module, world_pos: Vector2):
closest_point = point
return closest_point
const GeneratorScript = preload("res://data/structure/structure_generator.gd")
# The callback function
func _on_generate_structures_pressed():
if GeneratorScript:
var generator = GeneratorScript.new()
if generator.has_method("generate_system_one"):
generator.generate_system_one()
else:
push_error("StructureGenerator script missing 'generate_system_one' method.")
if generator.has_method("generate_system_two_pentagonal"):
generator.generate_system_two_pentagonal()
else:
push_error("StructureGenerator script missing 'generate_system_two_pentagonal' method.")
if generator.has_method("generate_system_two_v2_sphere"):
generator.generate_system_two_v2_sphere()
else:
push_error("StructureGenerator script missing 'generate_system_two_v2_sphere' method.")
# Cleanup if it's a Node
if generator is Node:
generator.queue_free()

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@ -0,0 +1,31 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://balw2uv0dx8tw"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_ylkpk"]
[resource]
script = ExtResource("1_ylkpk")
piece_name = "1m Square Dome Top"
type = 1
shape = "Square"
vertices = Array[Vector3]([Vector3(0.5, 0.5, 0), Vector3(-0.4999999999999999, 0.5, 0), Vector3(-0.5000000000000001, -0.4999999999999999, 0), Vector3(0.49999999999999983, -0.5000000000000001, 0)])
mounts = Array[Dictionary]([{
"normal": Vector3(0, 0.7869350219613372, -0.6170358751407486),
"position": Vector3(5.551115123125783e-17, 0.5, 0),
"type": 0,
"up": Vector3(0, 0.6170358751407486, 0.7869350219613372)
}, {
"normal": Vector3(-0.7869350219613372, 1.74734676053076e-16, -0.6170358751407486),
"position": Vector3(-0.5, 5.551115123125783e-17, 0),
"type": 0,
"up": Vector3(-0.6170358751407486, 1.370094871201985e-16, 0.7869350219613372)
}, {
"normal": Vector3(-1.7473467605307596e-16, -0.7869350219613372, -0.6170358751407486),
"position": Vector3(-1.3877787807814457e-16, -0.5, 0),
"type": 0,
"up": Vector3(-1.3700948712019848e-16, -0.6170358751407486, 0.7869350219613372)
}, {
"normal": Vector3(0.7869350219613372, -2.1841834506634496e-16, -0.6170358751407486),
"position": Vector3(0.5, -1.3877787807814457e-16, 0),
"type": 0,
"up": Vector3(0.6170358751407486, -1.712618589002481e-16, 0.7869350219613372)
}])

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@ -0,0 +1,31 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://btpl1hnsk78db"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_wlppn"]
[resource]
script = ExtResource("1_wlppn")
piece_name = "1m Square Flat"
type = 1
shape = "Square"
vertices = Array[Vector3]([Vector3(0.5, 0.5, 0), Vector3(-0.4999999999999999, 0.5, 0), Vector3(-0.5000000000000001, -0.4999999999999999, 0), Vector3(0.49999999999999983, -0.5000000000000001, 0)])
mounts = Array[Dictionary]([{
"normal": Vector3(0, 1, 0),
"position": Vector3(5.551115123125783e-17, 0.5, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(-1, 2.2204460492503136e-16, 0),
"position": Vector3(-0.5, 5.551115123125783e-17, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(-2.220446049250313e-16, -1, 0),
"position": Vector3(-1.3877787807814457e-16, -0.5, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(1, -2.7755575615628914e-16, 0),
"position": Vector3(0.5, -1.3877787807814457e-16, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}])

View File

@ -0,0 +1,27 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://da1m4eaojir4s"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_bcg7m"]
[resource]
script = ExtResource("1_bcg7m")
piece_name = "1m Triangle Dome Side"
type = 1
base_mass = 5.0
shape = "Triangle"
vertices = Array[Vector3]([Vector3(-0.5, -0.28867513459481287, 0), Vector3(0.5, -0.28867513459481287, 0), Vector3(0, 0.5773502691896257, 0)])
mounts = Array[Dictionary]([{
"normal": Vector3(0, -0.7869350219613372, -0.6170358751407486),
"position": Vector3(0, -0.28867513459481287, 0),
"type": 0,
"up": Vector3(0, -0.6170358751407486, 0.7869350219613372)
}, {
"normal": Vector3(0.8420970529402404, 0.4861849601988384, -0.23344536385590545),
"position": Vector3(0.25, 0.14433756729740643, 0),
"type": 0,
"up": Vector3(0.2021696154949157, 0.11672268192795272, 0.9723699203976766)
}, {
"normal": Vector3(-0.8420970529402404, 0.4861849601988384, -0.23344536385590545),
"position": Vector3(-0.25, 0.14433756729740643, 0),
"type": 0,
"up": Vector3(-0.2021696154949157, 0.11672268192795272, 0.9723699203976766)
}])

View File

@ -0,0 +1,27 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://dlqju8f1hiepk"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_44lvp"]
[resource]
script = ExtResource("1_44lvp")
piece_name = "1m Triangle Flat"
type = 1
base_mass = 5.0
shape = "Triangle"
vertices = Array[Vector3]([Vector3(0.5000000000000001, -0.28867513459481287, 0), Vector3(3.53525079574969e-17, 0.5773502691896258, 0), Vector3(-0.5000000000000001, -0.28867513459481275, 0)])
mounts = Array[Dictionary]([{
"normal": Vector3(0.8660254037844387, 0.5000000000000001, 0),
"position": Vector3(0.25000000000000006, 0.1443375672974065, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(-0.8660254037844386, 0.5000000000000001, 0),
"position": Vector3(-0.25000000000000006, 0.14433756729740654, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(-4.440892098500626e-16, -1, 0),
"position": Vector3(-1.1102230246251565e-16, -0.288675134594813, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}])

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@ -0,0 +1,27 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://dyvonkcjxbh4r"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_lytiu"]
[resource]
script = ExtResource("1_lytiu")
piece_name = "1m Triangle Geo"
type = 1
base_mass = 5.0
shape = "Triangle"
vertices = Array[Vector3]([Vector3(0.5000000000000001, -0.28867513459481287, 0), Vector3(3.53525079574969e-17, 0.5773502691896258, 0), Vector3(-0.5000000000000001, -0.28867513459481275, 0)])
mounts = Array[Dictionary]([{
"normal": Vector3(0.8090448070910988, 0.46710223716051485, -0.35673799931962524),
"position": Vector3(0.25000000000000006, 0.1443375672974065, 0),
"type": 0,
"up": Vector3(0.3089441699060312, 0.1783689996598126, 0.9342044743210295)
}, {
"normal": Vector3(-0.8090448070910988, 0.46710223716051485, -0.35673799931962513),
"position": Vector3(-0.25000000000000006, 0.14433756729740654, 0),
"type": 0,
"up": Vector3(-0.30894416990603113, 0.1783689996598126, 0.9342044743210295)
}, {
"normal": Vector3(-4.148701268396191e-16, -0.9342044743210295, -0.35673799931962513),
"position": Vector3(-1.1102230246251565e-16, -0.288675134594813, 0),
"type": 0,
"up": Vector3(-1.584234962413445e-16, -0.35673799931962513, 0.9342044743210295)
}])

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@ -0,0 +1,35 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://dq7lk5e3686oh"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_48w0s"]
[resource]
script = ExtResource("1_48w0s")
piece_name = "S 1 Cyl 12 Wall"
type = 1
base_mass = 5.0
cost = {
"Aluminium": 5.0
}
shape = "Rect"
vertices = Array[Vector3]([Vector3(-0.5, 0.5, 0), Vector3(0.5, 0.5, 0), Vector3(0.5, -0.5, 0), Vector3(-0.5, -0.5, 0)])
mounts = Array[Dictionary]([{
"normal": Vector3(0, -1, 0),
"position": Vector3(0, 0.5, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(0, 1, 0),
"position": Vector3(0, -0.5, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(-0.9659258262890683, 0, -0.25881904510252074),
"position": Vector3(0.5, 0, 0),
"type": 0,
"up": Vector3(-0.25881904510252074, 0, 0.9659258262890683)
}, {
"normal": Vector3(0.9659258262890683, 0, -0.25881904510252074),
"position": Vector3(-0.5, 0, 0),
"type": 0,
"up": Vector3(0.25881904510252074, 0, 0.9659258262890683)
}])

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@ -0,0 +1,35 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://dlkqr2t1b52kg"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_0wpc7"]
[resource]
script = ExtResource("1_0wpc7")
piece_name = "S 1 Cyl 8 Wall"
type = 1
base_mass = 5.0
cost = {
"Aluminium": 5.0
}
shape = "Rect"
vertices = Array[Vector3]([Vector3(-0.5, 0.5, 0), Vector3(0.5, 0.5, 0), Vector3(0.5, -0.5, 0), Vector3(-0.5, -0.5, 0)])
mounts = Array[Dictionary]([{
"normal": Vector3(0, -1, 0),
"position": Vector3(0, 0.5, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(0, 1, 0),
"position": Vector3(0, -0.5, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(-0.9238795325112867, 0, -0.3826834323650898),
"position": Vector3(0.5, 0, 0),
"type": 0,
"up": Vector3(-0.3826834323650898, 0, 0.9238795325112867)
}, {
"normal": Vector3(0.9238795325112867, 0, -0.3826834323650898),
"position": Vector3(-0.5, 0, 0),
"type": 0,
"up": Vector3(0.3826834323650898, 0, 0.9238795325112867)
}])

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@ -0,0 +1,35 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://d4hsi33r6tdla"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_fqsnc"]
[resource]
script = ExtResource("1_fqsnc")
piece_name = "S 1 Dome Sq Cap"
type = 1
base_mass = 5.0
cost = {
"Aluminium": 5.0
}
shape = "Square"
vertices = Array[Vector3]([Vector3(0.5, 0.5, 0), Vector3(-0.4999999999999999, 0.5, 0), Vector3(-0.5000000000000001, -0.4999999999999999, 0), Vector3(0.49999999999999983, -0.5000000000000001, 0)])
mounts = Array[Dictionary]([{
"normal": Vector3(0, 0.9396926207859084, -0.3420201433256687),
"position": Vector3(5.551115123125783e-17, 0.5, 0),
"type": 0,
"up": Vector3(0, 0.3420201433256687, 0.9396926207859084)
}, {
"normal": Vector3(-0.9396926207859084, 2.0865367673337435e-16, -0.3420201433256687),
"position": Vector3(-0.5, 5.551115123125783e-17, 0),
"type": 0,
"up": Vector3(-0.3420201433256687, 7.59437276011507e-17, 0.9396926207859084)
}, {
"normal": Vector3(-2.086536767333743e-16, -0.9396926207859084, -0.3420201433256687),
"position": Vector3(-1.3877787807814457e-16, -0.5, 0),
"type": 0,
"up": Vector3(-7.594372760115069e-17, -0.3420201433256687, 0.9396926207859084)
}, {
"normal": Vector3(0.9396926207859084, -1.5649025755003072e-16, -0.3420201433256687),
"position": Vector3(0.4999999999999999, -5.551115123125783e-17, 0),
"type": 0,
"up": Vector3(0.3420201433256687, -5.695779570086302e-17, 0.9396926207859084)
}])

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@ -0,0 +1,30 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://e48yh6c4yj45"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_mh72h"]
[resource]
script = ExtResource("1_mh72h")
piece_name = "S 1 Dome Sq Side"
type = 1
base_mass = 2.1650635094610964
cost = {
"Aluminium": 2.1650635094610964
}
shape = "Triangle"
vertices = Array[Vector3]([Vector3(-0.5, 0, 0), Vector3(0.5, 0, 0), Vector3(0, -0.8660254037844386, 0)])
mounts = Array[Dictionary]([{
"normal": Vector3(0, -0.9396926207859084, -0.3420201433256687),
"position": Vector3(0, 0, 0),
"type": 0,
"up": Vector3(0, -0.3420201433256687, 0.9396926207859084)
}, {
"normal": Vector3(-0.8528685319524433, 0.4924038765061041, -0.1736481776669304),
"position": Vector3(0.25, -0.4330127018922193, 0),
"type": 0,
"up": Vector3(-0.1503837331804353, 0.08682408883346518, 0.984807753012208)
}, {
"normal": Vector3(0.8528685319524433, 0.4924038765061041, -0.1736481776669304),
"position": Vector3(-0.25, -0.4330127018922193, 0),
"type": 0,
"up": Vector3(0.1503837331804353, 0.08682408883346518, 0.984807753012208)
}])

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@ -0,0 +1,35 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://c00y87i8upmes"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_dyfmy"]
[resource]
script = ExtResource("1_dyfmy")
piece_name = "S 1 Flat Square"
type = 1
base_mass = 5.0
cost = {
"Aluminium": 5.0
}
shape = "Square"
vertices = Array[Vector3]([Vector3(0.5, 0.5, 0), Vector3(-0.4999999999999999, 0.5, 0), Vector3(-0.5000000000000001, -0.4999999999999999, 0), Vector3(0.49999999999999983, -0.5000000000000001, 0)])
mounts = Array[Dictionary]([{
"normal": Vector3(0, 1, 0),
"position": Vector3(5.551115123125783e-17, 0.5, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(-1, 2.2204460492503136e-16, 0),
"position": Vector3(-0.5, 5.551115123125783e-17, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(-2.220446049250313e-16, -1, 0),
"position": Vector3(-1.3877787807814457e-16, -0.5, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(1, -1.6653345369377348e-16, 0),
"position": Vector3(0.4999999999999999, -5.551115123125783e-17, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}])

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@ -0,0 +1,30 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://dn402fpt477ho"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_o42ak"]
[resource]
script = ExtResource("1_o42ak")
piece_name = "S 1 Flat Triangle"
type = 1
base_mass = 2.1650635094610973
cost = {
"Aluminium": 2.1650635094610973
}
shape = "Triangle"
vertices = Array[Vector3]([Vector3(0.5000000000000001, -0.28867513459481287, 0), Vector3(3.53525079574969e-17, 0.5773502691896258, 0), Vector3(-0.5000000000000001, -0.28867513459481275, 0)])
mounts = Array[Dictionary]([{
"normal": Vector3(0.8660254037844387, 0.5000000000000001, 0),
"position": Vector3(0.25000000000000006, 0.1443375672974065, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(-0.8660254037844386, 0.5000000000000001, 0),
"position": Vector3(-0.25000000000000006, 0.14433756729740654, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(-1.1102230246251563e-16, -1, 0),
"position": Vector3(0, -0.2886751345948128, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}])

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@ -0,0 +1,30 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://byuhmmhixc2jp"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_4ngxd"]
[resource]
script = ExtResource("1_4ngxd")
piece_name = "S 2 Equilateral Tri"
type = 1
base_mass = 2.1650635094610973
cost = {
"Aluminium": 2.1650635094610973
}
shape = "Triangle"
vertices = Array[Vector3]([Vector3(0.5000000000000001, -0.28867513459481287, 0), Vector3(3.53525079574969e-17, 0.5773502691896258, 0), Vector3(-0.5000000000000001, -0.28867513459481275, 0)])
mounts = Array[Dictionary]([{
"normal": Vector3(0.8660254037844387, 0.5000000000000001, 0),
"position": Vector3(0.25000000000000006, 0.1443375672974065, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(-0.8660254037844386, 0.5000000000000001, 0),
"position": Vector3(-0.25000000000000006, 0.14433756729740654, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}, {
"normal": Vector3(-1.1102230246251563e-16, -1, 0),
"position": Vector3(0, -0.2886751345948128, 0),
"type": 0,
"up": Vector3(0, 0, 1)
}])

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@ -0,0 +1,30 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://bx6w62uqleyro"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_lfiao"]
[resource]
script = ExtResource("1_lfiao")
piece_name = "S 2 Geo Tri"
type = 1
base_mass = 2.1650635094610964
cost = {
"Aluminium": 2.1650635094610964
}
shape = "Triangle"
vertices = Array[Vector3]([Vector3(-0.5, -0.28867513459481287, 0), Vector3(0.5, -0.28867513459481287, 0), Vector3(0, 0.5773502691896257, 0)])
mounts = Array[Dictionary]([{
"normal": Vector3(0, -0.9342044743210295, -0.35673799931962513),
"position": Vector3(0, -0.28867513459481287, 0),
"type": 0,
"up": Vector3(0, -0.35673799931962513, 0.9342044743210295)
}, {
"normal": Vector3(0.8090448070910988, 0.46710223716051485, -0.35673799931962524),
"position": Vector3(0.25, 0.14433756729740643, 0),
"type": 0,
"up": Vector3(0.3089441699060312, 0.1783689996598126, 0.9342044743210295)
}, {
"normal": Vector3(-0.8090448070910988, 0.46710223716051485, -0.35673799931962524),
"position": Vector3(-0.25, 0.14433756729740643, 0),
"type": 0,
"up": Vector3(-0.3089441699060312, 0.1783689996598126, 0.9342044743210295)
}])

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@ -0,0 +1,30 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://b1kwhqprqqgpk"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_mpy4c"]
[resource]
script = ExtResource("1_mpy4c")
piece_name = "S 2 Geo V 2 A"
type = 1
base_mass = 1.8234625713415449
cost = {
"Aluminium": 1.8234625713415449
}
shape = "Triangle"
vertices = Array[Vector3]([Vector3(-0.4363389981249825, -0.03590512589028917, 0.21157661739748426), Vector3(0.3726779962499651, -0.38655593424232904, 0.14421169130125808), Vector3(0.06366100187501747, 0.42246106013261825, -0.35578830869874195)])
mounts = Array[Dictionary]([{
"normal": Vector3(-0.3090169943749473, -0.8090169943749476, 0.5),
"position": Vector3(-0.01967233145831576, -0.1305476470426356, 0.10994463378783126),
"type": 0,
"up": Vector3(0.25989191300775444, 0.4338885645526948, 0.8626684804161862)
}, {
"normal": Vector3(0.8506508083520399, 1.1102230246251565e-16, -0.5257311121191337),
"position": Vector3(0.1348361657291579, 0.011095294085271323, -0.06538077038818868),
"type": 0,
"up": Vector3(0.42532540417602, 0.5877852522924731, 0.6881909602355868)
}, {
"normal": Vector3(-0.8090169943749475, 0.5000000000000001, -0.3090169943749475),
"position": Vector3(-0.11516383427084212, 0.11945235295736434, -0.04456386339964247),
"type": 0,
"up": Vector3(0.16062203564002311, 0.6937804775604491, 0.702046444776163)
}])

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@ -0,0 +1,30 @@
[gd_resource type="Resource" script_class="StructureData" load_steps=2 format=3 uid="uid://bwe7g4wf44opf"]
[ext_resource type="Script" uid="uid://bdllldtl4bia3" path="res://data/structure/structure_data.gd" id="1_ra6qr"]
[resource]
script = ExtResource("1_ra6qr")
piece_name = "S 2 Geo V 2 B"
type = 1
base_mass = 2.165063509461097
cost = {
"Aluminium": 2.165063509461097
}
shape = "Triangle"
vertices = Array[Vector3]([Vector3(-0.06366100187501737, -0.37267799624996495, 0.4363389981249825), Vector3(0.4363389981249825, -0.06366100187501737, -0.37267799624996495), Vector3(-0.37267799624996506, 0.43633899812498234, -0.06366100187501755)])
mounts = Array[Dictionary]([{
"normal": Vector3(0.5257311121191337, -0.8506508083520399, -1.1102230246251565e-16),
"position": Vector3(0.11516383427084209, -0.13483616572915785, 0.019672331458315817),
"type": 0,
"up": Vector3(0.6881909602355868, 0.42532540417602005, 0.5877852522924731)
}, {
"normal": Vector3(-8.326672684688674e-17, 0.5257311121191337, -0.8506508083520399),
"position": Vector3(0.019672331458315817, 0.11516383427084209, -0.1348361657291579),
"type": 0,
"up": Vector3(0.5877852522924731, 0.6881909602355867, 0.42532540417601994)
}, {
"normal": Vector3(-0.8506508083520399, -1.1102230246251565e-16, 0.5257311121191337),
"position": Vector3(-0.1348361657291579, 0.019672331458315817, 0.11516383427084209),
"type": 0,
"up": Vector3(0.42532540417602, 0.5877852522924731, 0.6881909602355868)
}])

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@ -0,0 +1,63 @@
class_name StructureData extends Resource
enum PieceType {STRUT, PLATE, CONNECTOR}
@export_group("Identity")
@export var piece_name: String = "Structure"
@export var type: PieceType = PieceType.STRUT
@export var base_mass: float = 10.0
@export var health_max: float = 100.0
@export var cost: Dictionary = {"Aluminium": 10.0}
@export_group("Visuals & Physics")
## The mesh to display for static pieces. Leave null for procedural pieces.
@export var mesh: Mesh
## The collision shape for physics. Leave null for procedural pieces.
@export var collision_shape: Shape3D
@export_group("Procedural Parameters")
# For procedural pieces, we store parameters instead of a mesh
@export var shape: String = "Cube"
@export var vertices: Array[Vector3] = [
Vector3(1.0, 1.0, 1.0),
Vector3(-1.0, 1.0, 1.0),
Vector3(-1.0, -1.0, 1.0),
Vector3(1.0, -1.0, 1.0),
Vector3(1.0, 1.0, -1.0),
Vector3(-1.0, 1.0, -1.0),
Vector3(-1.0, -1.0, -1.0),
Vector3(1.0, -1.0, -1.0)
]
# @export var procedural_params: Dictionary = {}
@export_group("Mounts")
## Array of Dictionaries defining attachment points.
## Format: { "position": Vector3, "normal": Vector3, "up": Vector3, "type": int }
@export var mounts: Array[Dictionary] = []
# Helper to get mounts transformed into world space for snapping calculations
func get_mounts_transformed(global_transform: Transform3D) -> Array:
var world_mounts = []
for mount in mounts:
# Default to identity rotation if normal/up are missing
var normal = mount.get("normal", Vector3.BACK) # Default -Z forward
var up = mount.get("up", Vector3.UP)
world_mounts.append({
"position": global_transform * mount.get("position", Vector3.ZERO),
"normal": global_transform.basis * normal,
"up": global_transform.basis * up,
"type": mount.get("type", 0)
})
return world_mounts
# Helper to add a mount dynamically (for procedural pieces)
func add_mount(pos: Vector3, normal: Vector3, up: Vector3 = Vector3.UP, type: int = 0):
mounts.append({
"position": pos,
"normal": normal,
"up": up,
"type": type
})

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uid://bdllldtl4bia3

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@tool
class_name StructureGenerator extends Node
# --- CONFIGURATION ---
const DENSITY_ALUMINUM = 5.0 # kg per square meter (approx for hull plating)
const COST_PER_KG = 1.0 # Currency per kg
# Run this to regenerate the entire "System 1" library
func generate_system_one():
var dir = DirAccess.open("res://data/structure/definitions/")
if not dir: DirAccess.make_dir_recursive_absolute("res://data/structure/definitions/")
print("--- Generating Design System 1: Geodesic ---")
# 1. Basic Flats (The backbone)
create_polygon_plate("s1_flat_square", 4, 0.0)
create_polygon_plate("s1_flat_triangle", 3, 0.0)
# 2. Cylinders (Corridors & Fuselage)
# 8-Sided: ~2.6m Diameter (Good for corridors)
create_cylinder_plate("s1_cyl8_wall", 8)
# 12-Sided: ~3.9m Diameter (Good for main fuselage)
create_cylinder_plate("s1_cyl12_wall", 12)
# 3. Square-Based Dome Cap
# This creates a 'Cap' square that tilts its edges down,
# and a 'Side' triangle that connects that square to a flatter ring below.
create_square_dome_set("s1_dome_sq", 20.0) # 20 degree slope
print("Generation Complete.")
# --- CORE GENERATORS ---
# Creates a regular polygon (Square, Triangle, Hexagon, etc.)
# bend_angle: Degrees to tilt the mount DOWN. 0 = Flat floor. >0 = Dome/Cylinder.
func create_polygon_plate(id: String, sides: int, bend_angle: float):
var res = _create_base_resource(id, "Plate")
res.shape = "Square" if sides == 4 else "Triangle"
# Calculate Radius for exactly 1.0m Edge Length
var radius = 0.5 / sin(PI / sides)
var angle_step = TAU / sides
var start_angle = PI / 4 if sides == 4 else -PI / 6 # Align flat edges to axes
res.vertices = [] as Array[Vector3]
for i in range(sides):
var theta = start_angle + i * angle_step
res.vertices.append(Vector3(cos(theta), sin(theta), 0) * radius)
# Generate Mounts
for i in range(sides):
var p1 = res.vertices[i]
var p2 = res.vertices[(i + 1) % sides]
_add_edge_mount(res, p1, p2, bend_angle)
_finalize_resource(res, id)
# Creates a rectangular plate that forms one segment of a N-sided cylinder
func create_cylinder_plate(id: String, total_sides: int):
var res = _create_base_resource(id, "Cylinder Wall")
res.shape = "Rect"
# Height = 1.0m (Standard grid)
# Width = 1.0m (Chord length of the cylinder)
var v0 = Vector3(-0.5, 0.5, 0)
var v1 = Vector3(0.5, 0.5, 0)
var v2 = Vector3(0.5, -0.5, 0)
var v3 = Vector3(-0.5, -0.5, 0)
res.vertices = [v0, v1, v2, v3] as Array[Vector3]
# Calculate the bend angle required to form a circle
# Interior angle = (n-2)*180/n. Bend = (180 - Interior)/2 = 360/n / 2 = 180/n
var bend = 180.0 / total_sides
# Top/Bottom: Flat (0 deg) to stack cylinders
_add_edge_mount(res, v0, v1, 0.0)
_add_edge_mount(res, v2, v3, 0.0)
# Left/Right: Bent to form the ring
_add_edge_mount(res, v1, v2, bend)
_add_edge_mount(res, v3, v0, bend)
_finalize_resource(res, id)
# Creates a Square Cap and its matching Triangle skirt
func create_square_dome_set(prefix: String, slope_angle: float):
# PART A: The Top Square
# It acts like a flat square, but all mounts are tilted down by 'slope_angle'
create_polygon_plate(prefix + "_cap", 4, slope_angle)
# PART B: The Side Triangle
# This triangle connects the Tilted Square (Top) to a Flat Ring (Bottom)
# It is an Isosceles triangle.
# Top Edge: Matches the Square (1m).
# Side Edges: Calculated to reach the flat plane.
var res = _create_base_resource(prefix + "_side", "Dome Tri")
res.shape = "Triangle"
# We generate this triangle Flat on XY, but calculate mounts to fit the 3D gap.
# Geometry:
# The gap it fills has a top width of 1m.
# The 'dihedral' angle between the Square and this Triangle is (180 - slope_angle).
# To interface with the square, this triangle's Top Mount must act like it's bent "up" by slope_angle relative to the square's normal.
# Actually, simpler logic:
# 1. Top Edge: Connects to the Square. Needs 'slope_angle' bend.
# 2. Side Edges: Connect to neighbors in the ring.
# 3. Bottom Vertex: Pointing down? No, usually a dome layer is a ring of triangles (point up) and triangles (point down).
# Let's assume a "Pyramid" style cap for simplicity first:
# 4 Triangles meeting at a point is too sharp.
# 4 Triangles connecting to a square creates a 'frustum'.
# Vertices for a standard 1m equilateral (placeholder for now, can be tweaked for specific radii)
var h = sqrt(3) * 0.5
var v0 = Vector3(-0.5, 0, 0)
var v1 = Vector3(0.5, 0, 0)
var v2 = Vector3(0, -h, 0)
res.vertices = [v0, v1, v2] as Array[Vector3]
# Top Edge (v0->v1): Connects to Square.
# The square is tilted down by 'slope'. To match it, we must tilt 'up' or 'down'?
# Normals must oppose. Square normal is Tilted Down. This normal must be Tilted Down (relative to self) to be parallel?
# Actually, both pieces tilt "in" towards the center of the sphere.
_add_edge_mount(res, v0, v1, slope_angle)
# Side Edges (v1->v2, v2->v0): Connect to other triangles in the skirt.
# These usually need a smaller bend angle, approx half the square's bend for a smooth transition.
var side_bend = slope_angle * 0.5 # Approximation
_add_edge_mount(res, v1, v2, side_bend)
_add_edge_mount(res, v2, v0, side_bend)
_finalize_resource(res, prefix + "_side")
# --- HELPERS ---
func _create_base_resource(id: String, suffix: String) -> StructureData:
var res = StructureData.new()
res.piece_name = id.capitalize()
res.type = StructureData.PieceType.PLATE
return res
func _add_edge_mount(res: StructureData, p1: Vector3, p2: Vector3, bend_deg: float):
var mid = (p1 + p2) / 2.0
var edge_vector = (p2 - p1).normalized()
# Flat normal points -Z (Back) or +Z depending on convention. Using BACK (+Z in Godot) as "Out"
var flat_normal = edge_vector.cross(Vector3.BACK).normalized()
# Rotate normal "Down" around the edge
var bend_rad = deg_to_rad(bend_deg)
var final_normal = flat_normal.rotated(edge_vector, bend_rad)
var final_up = Vector3.BACK.rotated(edge_vector, bend_rad)
res.add_mount(mid, final_normal, final_up)
func _finalize_resource(res: StructureData, filename: String):
# Calculate Area for Mass/Cost
var area = 0.0
if res.vertices.size() >= 3:
# Shoelace formula or simple triangle sum
# For convex shapes centered on 0,0:
for i in range(res.vertices.size()):
var p1 = res.vertices[i]
var p2 = res.vertices[(i + 1) % res.vertices.size()]
area += 0.5 * (p1.cross(p2).length())
res.base_mass = area * DENSITY_ALUMINUM
res.cost = {"Aluminium": res.base_mass * COST_PER_KG}
var path = "res://data/structure/definitions/%s.tres" % filename
ResourceSaver.save(res, path)
# print("Generated %s (Mass: %.1f kg)" % [filename, res.base_mass])
func generate_system_two_pentagonal():
print("--- Generating Design System 2: Pentagonal ---")
# Configuration: 2m Radius Sphere
# Icosahedron Edge Length (a) for radius (r): a = r / sin(72) * 2 approx...
# Let's standardise on the edge length = 1.0m.
# This results in a sphere radius of ~0.95m.
var edge_length = 1.0
# 1. THE TUBE (Pentagonal Antiprism)
# A tube made of 10 triangles per segment.
# To fit a regular pentagon of side 1.0m.
# Radius of pentagon = 1.0 / (2 * sin(36)) = ~0.85m
# We need a triangle that connects two points on the bottom pentagon
# to one point on the top pentagon (rotated 36 degrees).
# This forms an equilateral triangle if the height is correct (0.85m).
create_polygon_plate("s2_equilateral_tri", 3, 0.0) # Standard 1m triangle
# 2. THE SPHERE CAP (Pentagonal Pyramid)
# 5 of these triangles snap together to form a "Cap".
# The "bend" angle is the dihedral angle of an Icosahedron ~138.19 deg.
# Deviation from flat = (180 - 138.19) / 2 = ~20.9 degrees.
var bend_angle = 20.9
var res = _create_base_resource("s2_geo_tri", "Geo Plate")
res.shape = "Triangle"
res.vertices = _generate_equilateral_verts(1.0)
# Base Edge (0->1): Connects to the rest of the sphere (or extension ring)
# Side Edges (1->2, 2->0): Connect to neighbors in the 5-way cluster
# All edges in a V1 sphere have the same bend angle!
_add_edge_mount(res, res.vertices[0], res.vertices[1], bend_angle)
_add_edge_mount(res, res.vertices[1], res.vertices[2], bend_angle)
_add_edge_mount(res, res.vertices[2], res.vertices[0], bend_angle)
_finalize_resource(res, "s2_geo_tri")
print("System 2 Generated. Build tubes with 's2_equilateral_tri' and spheres with 's2_geo_tri'.")
func _generate_equilateral_verts(side: float) -> Array[Vector3]:
var h = sqrt(3) * 0.5 * side
return [
Vector3(-side/2, -h/3, 0),
Vector3(side/2, -h/3, 0),
Vector3(0, 2*h/3, 0)
]
# src/data/structure/structure_generator.gd
func generate_system_two_v2_sphere():
print("--- Generating Design System 2: V2 Geodesic (Room Size) ---")
# 1. Calculate Geometry (Normalized Radius = 1.0)
var phi = (1.0 + sqrt(5.0)) / 2.0
# Icosahedron vertices
var v0 = Vector3(0, 1, phi).normalized() # Pole
var v4 = Vector3(1, phi, 0).normalized() # Neighbor
var v8 = Vector3(phi, 0, 1).normalized() # Neighbor
# Subdivide for V2 (Midpoints projected to sphere)
var v08 = (v0 + v8).normalized()
var v84 = (v8 + v4).normalized()
var v40 = (v4 + v0).normalized()
# We now have two distinct triangles:
# Triangle A (Cap): v0 -> v08 -> v40
# Triangle B (Face): v08 -> v84 -> v40
# 2. Scale Factor
# We want the "Base" of Triangle A (edge v08-v40) to be exactly 1.0m.
# This ensures it connects perfectly to our standard 1.0m Tubes.
var unscaled_base_len = v08.distance_to(v40)
var scale = 1.0 / unscaled_base_len
print("V2 Sphere Radius: %.2fm" % scale)
# 3. Generate Triangle A (The Pentagon Cap Piece)
# This piece forms the 5-way corners.
var res_a = _create_base_resource("s2_geo_v2_a", "Geo V2 Cap")
res_a.shape = "Triangle"
# Centering: Move vertices so the average is at (0,0,0)
var center_a = (v0 + v08 + v40) / 3.0
res_a.vertices = [
(v0 - center_a) * scale, # Top (Pole)
(v08 - center_a) * scale, # Right
(v40 - center_a) * scale # Left
] as Array[Vector3]
# Calculate exact bend angles based on the sphere normals
# The mount normal should be the vertex normal (pointing out from sphere center)
# relative to the flat face normal.
_add_mount_from_sphere_geometry(res_a, v0, v08, v40, center_a)
_finalize_resource(res_a, "s2_geo_v2_a")
# 4. Generate Triangle B (The Hexagon Face Piece)
# This piece fills the gaps between caps.
var res_b = _create_base_resource("s2_geo_v2_b", "Geo V2 Face")
res_b.shape = "Triangle"
var center_b = (v08 + v84 + v40) / 3.0
res_b.vertices = [
(v08 - center_b) * scale, # Top-Left
(v84 - center_b) * scale, # Bottom
(v40 - center_b) * scale # Top-Right
] as Array[Vector3]
_add_mount_from_sphere_geometry(res_b, v08, v84, v40, center_b)
_finalize_resource(res_b, "s2_geo_v2_b")
# Helper to calculate the correct mount angle for a spherical fragment
func _add_mount_from_sphere_geometry(res: StructureData, p1_sphere: Vector3, p2_sphere: Vector3, p3_sphere: Vector3, center_sphere: Vector3):
# We reconstruct the mounts for the 3 edges
var points = [p1_sphere, p2_sphere, p3_sphere]
# Face Normal (Flat plate orientation)
var face_normal = (p2_sphere - p1_sphere).cross(p3_sphere - p1_sphere).normalized()
for i in range(3):
var a = points[i]
var b = points[(i+1)%3]
# The mount position is the midpoint of the edge (relative to piece center)
var mid_sphere = (a + b) / 2.0
var mid_local = (mid_sphere - center_sphere) # Scale is applied later in the main loop, but directions don't care about scale
# The mount normal should point OUTWARD from the edge, but follow the sphere's curvature.
# For a sphere, the perfect "Out" vector at the edge midpoint is just mid_sphere.normalized().
# However, our mount system expects the normal to be roughly perpendicular to the edge.
var edge_vec = (b - a).normalized()
# Vector perpendicular to edge, tangent to sphere surface at midpoint
var sphere_tangent_out = edge_vec.cross(mid_sphere.normalized()).normalized()
# Wait, the mount normal needs to match the *other* piece's mount normal.
# If both pieces are on the sphere, their mount normals should be parallel to the chord connecting them?
# No, standard "snap" logic opposes normals.
# If we use the Tangent, it points "along" the sphere surface.
# When two pieces snap, they will form a continuous curve.
# Let's stick to the generated tangents.
# We need to rotate this into the Local Space of the piece.
# Actually, we are defining vertices in Local Space already.
# But the normals calculated above are in Sphere Space.
# We need to rotate the calculated Sphere Normals into the Flat Face space?
# No, StructureData mounts are defined in Local Space.
# The Vertices in res.vertices are already (p - center).
# So:
# Position: (mid_sphere - center_sphere) * scale (handled in main loop, we just need direction here)
# Normal: sphere_tangent_out (It's a direction vector, translation doesn't affect it)
# Up: The sphere normal at that point? (mid_sphere.normalized())
# Let's assume 'Up' is the surface normal (Out from center of sphere)
var mount_up = mid_sphere.normalized()
res.add_mount((mid_sphere - center_sphere), sphere_tangent_out, mount_up)

View File

@ -0,0 +1 @@
uid://bkqqditmq34y3

View File

@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://bm1rbv4tuppbc"]
[ext_resource type="Script" uid="uid://d4jka2etva22s" path="res://scenes/tests/3d/eva_movement_component.gd" id="1_mb22m"]
[node name="EVASuitController" type="Node3D"]
script = ExtResource("1_mb22m")

118
export_presets.cfg Normal file
View File

@ -0,0 +1,118 @@
[preset.0]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
patches=PackedStringArray()
patch_delta_encoding=false
patch_delta_compression_level_zstd=19
patch_delta_min_reduction=0.1
patch_delta_include_filters="*"
patch_delta_exclude_filters=""
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=false
texture_format/s3tc_bptc=true
texture_format/etc2_astc=false
shader_baker/enabled=false
binary_format/architecture="x86_64"
codesign/enable=false
codesign/timestamp=true
codesign/timestamp_server_url=""
codesign/digest_algorithm=1
codesign/description=""
codesign/custom_options=PackedStringArray()
application/modify_resources=true
application/icon=""
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""
application/export_angle=0
application/export_d3d12=0
application/d3d12_agility_sdk_multiarch=true
ssh_remote_deploy/enabled=false
ssh_remote_deploy/host="user@host_ip"
ssh_remote_deploy/port="22"
ssh_remote_deploy/extra_args_ssh=""
ssh_remote_deploy/extra_args_scp=""
ssh_remote_deploy/run_script="Expand-Archive -LiteralPath '{temp_dir}\\{archive_name}' -DestinationPath '{temp_dir}'
$action = New-ScheduledTaskAction -Execute '{temp_dir}\\{exe_name}' -Argument '{cmd_args}'
$trigger = New-ScheduledTaskTrigger -Once -At 00:00
$settings = New-ScheduledTaskSettingsSet -AllowStartIfOnBatteries -DontStopIfGoingOnBatteries
$task = New-ScheduledTask -Action $action -Trigger $trigger -Settings $settings
Register-ScheduledTask godot_remote_debug -InputObject $task -Force:$true
Start-ScheduledTask -TaskName godot_remote_debug
while (Get-ScheduledTask -TaskName godot_remote_debug | ? State -eq running) { Start-Sleep -Milliseconds 100 }
Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue"
ssh_remote_deploy/cleanup_script="Stop-ScheduledTask -TaskName godot_remote_debug -ErrorAction:SilentlyContinue
Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue
Remove-Item -Recurse -Force '{temp_dir}'"
[preset.1]
name="Linux"
platform="Linux"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
patches=PackedStringArray()
patch_delta_encoding=false
patch_delta_compression_level_zstd=19
patch_delta_min_reduction=0.1
patch_delta_include_filters="*"
patch_delta_exclude_filters=""
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.1.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=false
texture_format/s3tc_bptc=true
texture_format/etc2_astc=false
shader_baker/enabled=false
binary_format/architecture="x86_64"
ssh_remote_deploy/enabled=false
ssh_remote_deploy/host="user@host_ip"
ssh_remote_deploy/port="22"
ssh_remote_deploy/extra_args_ssh=""
ssh_remote_deploy/extra_args_scp=""
ssh_remote_deploy/run_script="#!/usr/bin/env bash
export DISPLAY=:0
unzip -o -q \"{temp_dir}/{archive_name}\" -d \"{temp_dir}\"
\"{temp_dir}/{exe_name}\" {cmd_args}"
ssh_remote_deploy/cleanup_script="#!/usr/bin/env bash
pkill -x -f \"{temp_dir}/{exe_name} {cmd_args}\"
rm -rf \"{temp_dir}\""

View File

@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.cte
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false

View File

@ -1,6 +1,7 @@
[gd_scene load_steps=2 format=3 uid="uid://dogqi2c58qdc0"]
[ext_resource type="Script" uid="uid://bkcouefvi7iup" path="res://scripts/star_system.gd" id="1_ig7tw"]
[ext_resource type="PackedScene" uid="uid://ojcho3pi3u7n" path="res://scenes/UI/main_menu/main_menu.tscn" id="1_ig7tw"]
[node name="StarSystem" type="Node2D"]
script = ExtResource("1_ig7tw")
[node name="StartMenu" type="Node3D" unique_id=1392183658]
[node name="MainMenu" parent="." unique_id=2099645465 instance=ExtResource("1_ig7tw")]

View File

@ -1,27 +0,0 @@
[gd_scene load_steps=9 format=3 uid="uid://dogqi2c58qdc0"]
[ext_resource type="Script" uid="uid://j3j483itissq" path="res://scripts/star_system_generator.gd" id="1_h2yge"]
[ext_resource type="PackedScene" uid="uid://5uqp4amjj7ww" path="res://scenes/star.tscn" id="2_7mycd"]
[ext_resource type="PackedScene" uid="uid://clt4qlsjcfgln" path="res://scenes/planet.tscn" id="3_272bh"]
[ext_resource type="PackedScene" uid="uid://74ppvxcw8an4" path="res://scenes/moon.tscn" id="4_5vw27"]
[ext_resource type="PackedScene" uid="uid://dm3s33o4xhqfv" path="res://scenes/station.tscn" id="5_kek77"]
[ext_resource type="PackedScene" uid="uid://bawsujtlpmh5r" path="res://scenes/asteroid.tscn" id="6_4c57u"]
[ext_resource type="PackedScene" uid="uid://cm5qsuunboxm3" path="res://scenes/developer_pawn.tscn" id="7_272bh"]
[ext_resource type="PackedScene" uid="uid://ctlw5diis8h1x" path="res://scenes/map_canvas.tscn" id="8_5vw27"]
[node name="Node2D" type="Node2D"]
script = ExtResource("1_h2yge")
min_asteroid_belts = 0
star_scene = ExtResource("2_7mycd")
planet_scene = ExtResource("3_272bh")
moon_scene = ExtResource("4_5vw27")
station_scene = ExtResource("5_kek77")
asteroid_scene = ExtResource("6_4c57u")
sim_scale = 1e+09
[node name="DeveloperPawn" parent="." node_paths=PackedStringArray("map_canvas") instance=ExtResource("7_272bh")]
input_pickable = true
map_canvas = NodePath("../MapCanvas")
[node name="MapCanvas" parent="." node_paths=PackedStringArray("star_system_generator") instance=ExtResource("8_5vw27")]
star_system_generator = NodePath("..")

573
modules/3d_test_ship.tscn Normal file
View File

@ -0,0 +1,573 @@
[gd_scene load_steps=5 format=3 uid="uid://bkwogkfqk2uxo"]
[ext_resource type="Script" uid="uid://6co67nfy8ngb" path="res://scenes/ship/builder/module.gd" id="1_ktv2t"]
[ext_resource type="PackedScene" uid="uid://bsyufiv0m1018" path="res://scenes/ship/builder/pieces/hullplate.tscn" id="2_shb7f"]
[ext_resource type="PackedScene" uid="uid://dvpy3urgtm62n" path="res://scenes/ship/components/hardware/spawner.tscn" id="3_ism2t"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_ism2t"]
properties/0/path = NodePath(".:position")
properties/0/spawn = true
properties/0/replication_mode = 1
properties/1/path = NodePath(".:linear_velocity")
properties/1/spawn = true
properties/1/replication_mode = 1
properties/2/path = NodePath(".:rotation")
properties/2/spawn = true
properties/2/replication_mode = 1
[node name="3dTestShip" type="RigidBody3D" unique_id=246037729]
physics_interpolation_mode = 1
script = ExtResource("1_ktv2t")
physics_mode = 1
base_mass = 10000.0
metadata/_custom_type_script = "uid://6co67nfy8ngb"
[node name="Hullplate7" parent="." unique_id=1182121679 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, -1, 0)
physics_mode = 2
[node name="Hullplate8" parent="." unique_id=294855274 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, -1, -1)
physics_mode = 2
[node name="Hullplate9" parent="." unique_id=130054924 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, -1, 1)
physics_mode = 2
[node name="Hullplate4" parent="." unique_id=2133064539 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, 1, 0)
physics_mode = 2
[node name="Hullplate5" parent="." unique_id=1436331513 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, 1, -1)
physics_mode = 2
[node name="Hullplate6" parent="." unique_id=1249365999 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, 1, 1)
physics_mode = 2
[node name="Hullplate11" parent="." unique_id=1656979163 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, 0, -4)
physics_mode = 2
[node name="Hullplate13" parent="." unique_id=1426276711 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, -1, -3)
physics_mode = 2
[node name="Hullplate14" parent="." unique_id=1212526811 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, -1, -4)
physics_mode = 2
[node name="Hullplate15" parent="." unique_id=403515873 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, -1, -2)
physics_mode = 2
[node name="Hullplate16" parent="." unique_id=145935239 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, 1, -3)
physics_mode = 2
[node name="Hullplate17" parent="." unique_id=1662804653 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, 1, -4)
physics_mode = 2
[node name="Hullplate18" parent="." unique_id=741829932 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, 1, -2)
physics_mode = 2
[node name="Hullplate21" parent="." unique_id=31417961 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, 0, 4)
physics_mode = 2
[node name="Hullplate22" parent="." unique_id=1845702661 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, -1, 3)
physics_mode = 2
[node name="Hullplate23" parent="." unique_id=1747432968 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, -1, 2)
physics_mode = 2
[node name="Hullplate24" parent="." unique_id=1486518216 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, -1, 4)
physics_mode = 2
[node name="Hullplate25" parent="." unique_id=1880158566 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, 1, 3)
physics_mode = 2
[node name="Hullplate26" parent="." unique_id=1506445603 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, 1, 2)
physics_mode = 2
[node name="Hullplate27" parent="." unique_id=1749302489 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 2, 1, 4)
physics_mode = 2
[node name="Hullplate31" parent="." unique_id=1965678834 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, -1, -4)
physics_mode = 2
[node name="Hullplate32" parent="." unique_id=515940324 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, -1, -3)
physics_mode = 2
[node name="Hullplate33" parent="." unique_id=313389603 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, -1, -2)
physics_mode = 2
[node name="Hullplate34" parent="." unique_id=363616195 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, 1, 0)
physics_mode = 2
[node name="Hullplate35" parent="." unique_id=568985619 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, 1, -1)
physics_mode = 2
[node name="Hullplate36" parent="." unique_id=193191417 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, 1, 1)
physics_mode = 2
[node name="Hullplate38" parent="." unique_id=1152815429 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, 0, -4)
physics_mode = 2
[node name="Hullplate40" parent="." unique_id=1303768723 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, -1, -1)
physics_mode = 2
[node name="Hullplate41" parent="." unique_id=1489680526 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, -1, 0)
physics_mode = 2
[node name="Hullplate42" parent="." unique_id=1454642421 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, -1, 1)
physics_mode = 2
[node name="Hullplate43" parent="." unique_id=1322280114 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, 1, -3)
physics_mode = 2
[node name="Hullplate44" parent="." unique_id=1380061102 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, 1, -4)
physics_mode = 2
[node name="Hullplate45" parent="." unique_id=1740305308 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, 1, -2)
physics_mode = 2
[node name="Hullplate48" parent="." unique_id=587023569 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, 0, 4)
physics_mode = 2
[node name="Hullplate49" parent="." unique_id=1103858035 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, -1, 3)
physics_mode = 2
[node name="Hullplate50" parent="." unique_id=916625356 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, -1, 2)
physics_mode = 2
[node name="Hullplate51" parent="." unique_id=2115734988 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, -1, 4)
physics_mode = 2
[node name="Hullplate52" parent="." unique_id=1715698306 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, 1, 3)
physics_mode = 2
[node name="Hullplate53" parent="." unique_id=369018899 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, 1, 2)
physics_mode = 2
[node name="Hullplate54" parent="." unique_id=1618415296 instance=ExtResource("2_shb7f")]
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -2, 1, 4)
physics_mode = 2
[node name="Hullplate57" parent="." unique_id=1148292814 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, 0, 1, 0, -0.014328662, 0, 0.99989736, -1.5, 0, 4.5)
physics_mode = 2
[node name="Hullplate58" parent="." unique_id=1183219370 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.50098634, -1, 4.4908433)
physics_mode = 2
[node name="Hullplate59" parent="." unique_id=95522376 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.49901366, -1, 4.4908433)
physics_mode = 2
[node name="Hullplate60" parent="." unique_id=960534764 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, 0, 1, 0, -0.014328662, 0, 0.99989736, -1.5, -1, 4.5)
physics_mode = 2
[node name="Hullplate61" parent="." unique_id=1862079328 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.50098634, 1.000001, 4.4908433)
physics_mode = 2
[node name="Hullplate62" parent="." unique_id=876185578 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.49901366, 1.000001, 4.4908433)
physics_mode = 2
[node name="Hullplate64" parent="." unique_id=622302151 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.4990137, 9.536743e-07, 4.4908433)
physics_mode = 2
[node name="Hullplate65" parent="." unique_id=2027647666 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.4990137, -1, 4.4908433)
physics_mode = 2
[node name="Hullplate66" parent="." unique_id=335333911 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.4990137, 1.000001, 4.4908433)
physics_mode = 2
[node name="Hullplate63" parent="." unique_id=779321466 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, 0, 1, 0, -0.014328662, 0, 0.99989736, -1.5, 1, 4.5)
physics_mode = 2
[node name="Hullplate69" parent="." unique_id=391423682 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, 0, 1, 0, -0.014328662, 0, 0.99989736, -1.5009866, 9.536743e-07, -4.5091567)
physics_mode = 2
[node name="Hullplate70" parent="." unique_id=1436426809 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.50098634, -1, -4.5091567)
physics_mode = 2
[node name="Hullplate71" parent="." unique_id=1045660804 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.49901366, -1, -4.5091567)
physics_mode = 2
[node name="Hullplate72" parent="." unique_id=1696784058 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, 0, 1, 0, -0.014328662, 0, 0.99989736, -1.5009866, -1, -4.5091567)
physics_mode = 2
[node name="Hullplate73" parent="." unique_id=1709873058 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.50098634, 1.000001, -4.5091567)
physics_mode = 2
[node name="Hullplate74" parent="." unique_id=1071906843 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.49901366, 1.000001, -4.5091567)
physics_mode = 2
[node name="Hullplate75" parent="." unique_id=413542580 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.4990137, 9.536743e-07, -4.5091567)
physics_mode = 2
[node name="Hullplate76" parent="." unique_id=448578032 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.4990137, -1, -4.5091567)
physics_mode = 2
[node name="Hullplate77" parent="." unique_id=1162322851 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.4990137, 1.000001, -4.5091567)
physics_mode = 2
[node name="Hullplate78" parent="." unique_id=790206161 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, 0, 1, 0, -0.014328662, 0, 0.99989736, -1.5009866, 1.000001, -4.5091567)
physics_mode = 2
[node name="Hullplate79" parent="." unique_id=1019136641 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, -0.50098634, 1.5000012, -3.009157)
physics_mode = 2
[node name="Hullplate80" parent="." unique_id=152922175 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0.49901366, 1.5000012, -3.009157)
physics_mode = 2
[node name="Hullplate81" parent="." unique_id=771888008 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, -0.014328662, -4.371139e-08, 0.99989736, 6.263257e-10, -1, -4.37069e-08, -1.5009866, 1.5000012, -3.009157)
physics_mode = 2
[node name="Hullplate82" parent="." unique_id=816092557 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, -0.50098634, 1.5000012, -2.009157)
physics_mode = 2
[node name="Hullplate83" parent="." unique_id=1871920861 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0.49901366, 1.5000012, -2.009157)
physics_mode = 2
[node name="Hullplate84" parent="." unique_id=103727539 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, -0.014328662, -4.371139e-08, 0.99989736, 6.263257e-10, -1, -4.37069e-08, -1.5009866, 1.5000012, -2.009157)
physics_mode = 2
[node name="Hullplate85" parent="." unique_id=1457444620 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, -0.50098634, 1.5000012, -4.009157)
physics_mode = 2
[node name="Hullplate86" parent="." unique_id=1402217859 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0.49901366, 1.5000012, -4.009157)
physics_mode = 2
[node name="Hullplate87" parent="." unique_id=293240152 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 1.4990137, 1.5000012, -3.009157)
physics_mode = 2
[node name="Hullplate88" parent="." unique_id=158231735 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 1.4990137, 1.5000012, -2.009157)
physics_mode = 2
[node name="Hullplate89" parent="." unique_id=2017317978 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 1.4990137, 1.5000012, -4.009157)
physics_mode = 2
[node name="Hullplate90" parent="." unique_id=1810711362 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, -0.014328662, -4.371139e-08, 0.99989736, 6.263257e-10, -1, -4.37069e-08, -1.5009866, 1.5000012, -4.009157)
physics_mode = 2
[node name="Hullplate91" parent="." unique_id=648502427 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, -0.50098634, 1.5000012, -0.009156942)
physics_mode = 2
[node name="Hullplate92" parent="." unique_id=1280848561 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0.49901366, 1.5000012, -0.009156942)
physics_mode = 2
[node name="Hullplate93" parent="." unique_id=1000182357 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, -0.014328662, -4.371139e-08, 0.99989736, 6.263257e-10, -1, -4.37069e-08, -1.5009866, 1.5000012, -0.009156942)
physics_mode = 2
[node name="Hullplate94" parent="." unique_id=663755561 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, -0.50098634, 1.5000012, 0.99084306)
physics_mode = 2
[node name="Hullplate95" parent="." unique_id=977211031 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0.49901366, 1.5000012, 0.99084306)
physics_mode = 2
[node name="Hullplate96" parent="." unique_id=1017704164 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, -0.014328662, -4.371139e-08, 0.99989736, 6.263257e-10, -1, -4.37069e-08, -1.5009866, 1.5000012, 0.99084306)
physics_mode = 2
[node name="Hullplate97" parent="." unique_id=2095269489 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, -0.50098634, 1.5000012, -1.0091572)
physics_mode = 2
[node name="Hullplate98" parent="." unique_id=615154295 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0.49901366, 1.5000012, -1.0091572)
physics_mode = 2
[node name="Hullplate99" parent="." unique_id=1435686924 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 1.4990137, 1.5000012, -0.009156942)
physics_mode = 2
[node name="Hullplate100" parent="." unique_id=361501534 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 1.4990137, 1.5000012, 0.99084306)
physics_mode = 2
[node name="Hullplate101" parent="." unique_id=776176100 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 1.4990137, 1.5000012, -1.0091572)
physics_mode = 2
[node name="Hullplate102" parent="." unique_id=1146417492 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, -0.014328662, -4.371139e-08, 0.99989736, 6.263257e-10, -1, -4.37069e-08, -1.5009866, 1.5000012, -1.0091572)
physics_mode = 2
[node name="Hullplate103" parent="." unique_id=1413321748 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, -0.50098634, 1.5000012, 2.990843)
physics_mode = 2
[node name="Hullplate104" parent="." unique_id=1044980803 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0.49901366, 1.5000012, 2.990843)
physics_mode = 2
[node name="Hullplate105" parent="." unique_id=1804409489 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, -0.014328662, -4.371139e-08, 0.99989736, 6.263257e-10, -1, -4.37069e-08, -1.5009866, 1.5000012, 2.990843)
physics_mode = 2
[node name="Hullplate106" parent="." unique_id=1076107521 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, -0.5, 1.5, 4)
physics_mode = 2
[node name="Hullplate107" parent="." unique_id=1190510681 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0.5, 1.5, 4)
physics_mode = 2
[node name="Hullplate108" parent="." unique_id=855909591 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, -0.014328662, -4.371139e-08, 0.99989736, 6.263257e-10, -1, -4.37069e-08, -1.5009866, 1.5000012, 3.990843)
physics_mode = 2
[node name="Hullplate109" parent="." unique_id=946006990 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, -0.50098634, 1.5000012, 1.9908428)
physics_mode = 2
[node name="Hullplate110" parent="." unique_id=1957722835 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0.49901366, 1.5000012, 1.9908428)
physics_mode = 2
[node name="Hullplate111" parent="." unique_id=1708941560 instance=ExtResource("2_shb7f")]
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physics_mode = 2
[node name="Hullplate112" parent="." unique_id=598393913 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 1.4990137, 1.5000012, 3.990843)
physics_mode = 2
[node name="Hullplate113" parent="." unique_id=629535431 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 1.4990137, 1.5000012, 1.9908428)
physics_mode = 2
[node name="Hullplate114" parent="." unique_id=1483594858 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, -0.014328662, -4.371139e-08, 0.99989736, 6.263257e-10, -1, -4.37069e-08, -1.5009866, 1.5000012, 1.9908428)
physics_mode = 2
[node name="Hullplate115" parent="." unique_id=1186769437 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, -0.50098634, -1.4999988, -3.009157)
physics_mode = 2
[node name="Hullplate116" parent="." unique_id=752889015 instance=ExtResource("2_shb7f")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0.49901366, -1.4999988, -3.009157)
physics_mode = 2
[node name="Hullplate117" parent="." unique_id=175698677 instance=ExtResource("2_shb7f")]
transform = Transform3D(0.99989736, 0, 0.014328662, -0.014328662, -4.371139e-08, 0.99989736, 6.263257e-10, -1, -4.37069e-08, -1.5009866, -1.4999988, -3.009157)
physics_mode = 2
[node name="Hullplate118" parent="." unique_id=670641245 instance=ExtResource("2_shb7f")]
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physics_mode = 2
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, -0.50098634, -1.4999988, -4.009157)
physics_mode = 2
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physics_mode = 2
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physics_mode = 2
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View File

@ -1,31 +0,0 @@
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View File

@ -1,31 +0,0 @@
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View File

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position = Vector2(0, 195)
max_thrust = 10.0
physics_mode = 2
[node name="Spawner" parent="." instance=ExtResource("13_83bu1")]
position = Vector2(0, 27)
physics_mode = 2

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@ -0,0 +1,26 @@
[gd_scene load_steps=4 format=3 uid="uid://xcgmicfdqqb1"]
[ext_resource type="Script" uid="uid://6co67nfy8ngb" path="res://scenes/ship/builder/module.gd" id="1_ogx5r"]
[ext_resource type="PackedScene" uid="uid://bsyufiv0m1018" path="res://scenes/ship/builder/pieces/hullplate.tscn" id="2_nyqc6"]
[ext_resource type="PackedScene" uid="uid://dvpy3urgtm62n" path="res://scenes/ship/components/hardware/spawner.tscn" id="3_3bya3"]
[node name="PhysicsTestingShip" type="RigidBody3D"]
script = ExtResource("1_ogx5r")
base_mass = 200.0
metadata/_custom_type_script = "uid://6co67nfy8ngb"
[node name="Hullplate" parent="." instance=ExtResource("2_nyqc6")]
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, -1, 0)
[node name="Spawner" parent="." instance=ExtResource("3_3bya3")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.021089494, 0)
[node name="OmniLight3D" type="OmniLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 0, -2)
[node name="OmniLight3D2" type="OmniLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2, 0, -2)
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 3)
current = true

7
modules/test_ship.tscn Normal file
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@ -0,0 +1,7 @@
[gd_scene load_steps=2 format=3 uid="uid://cwblg6q5qse6c"]
[ext_resource type="PackedScene" uid="uid://d3hitk62fice4" path="res://scenes/ship/builder/pieces/bulkhead.tscn" id="1_obkto"]
[node name="TestShip" type="Node3D"]
[node name="Bulkhead" parent="." instance=ExtResource("1_obkto")]

View File

@ -8,11 +8,16 @@
config_version=5
[animation]
compatibility/default_parent_skeleton_in_mesh_instance_3d=true
[application]
config/name="space_simulation"
config/name="Millimeters of Aluminum"
config/version="0.1"
run/main_scene="uid://dogqi2c58qdc0"
config/features=PackedStringArray("4.5", "Forward Plus")
config/features=PackedStringArray("4.6", "Double Precision", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
@ -21,6 +26,7 @@ OrbitalMechanics="*res://scripts/singletons/orbital_mechanics.gd"
GameManager="*res://scripts/singletons/game_manager.gd"
Constants="*res://scripts/singletons/constants.gd"
NetworkHandler="*res://scripts/network/network_handler.gd"
MotionUtils="*res://scripts/singletons/motion_utils.gd"
[display]
@ -156,6 +162,11 @@ left_click={
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
toggle_build_mode={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":66,"key_label":0,"unicode":98,"location":0,"echo":false,"script":null)
]
}
[layer_names]
@ -166,18 +177,20 @@ left_click={
2d_physics/layer_4="projectiles"
2d_physics/layer_5="bulkheads"
2d_physics/layer_6="characters"
3d_physics/layer_15="weld"
3d_physics/layer_16="grip"
[physics]
common/physics_jitter_fix=0.0
3d/default_gravity=0.0
3d/default_gravity_vector=Vector3(0, 0, 0)
3d/default_linear_damp=0.0
3d/default_angular_damp=0.0
3d/sleep_threshold_linear=0.0
2d/default_gravity=0.0
2d/default_gravity_vector=Vector2(0, 0)
2d/default_linear_damp=0.0
2d/sleep_threshold_linear=0.0
common/physics_interpolation=true
[plugins]

13
reinit_submodules.sh Normal file
View File

@ -0,0 +1,13 @@
#!/bin/sh
set -e
git config -f .gitmodules --get-regexp '^submodule\..*\.path$' |
while read path_key local_path
do
url_key=$(echo $path_key | sed 's/\.path/.url/')
url=$(git config -f .gitmodules --get "$url_key")
git submodule add $url $local_path
done
# https://stackoverflow.com/questions/11258737/restore-git-submodules-from-gitmodules

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@ -0,0 +1,35 @@
extends Control
@onready var resume_button: Button = %ResumeButton
@onready var disconnect_button: Button = %DisconnectButton
@onready var quit_button: Button = %QuitButton
func _ready():
resume_button.pressed.connect(toggle_menu)
disconnect_button.pressed.connect(_on_disconnect_pressed)
quit_button.pressed.connect(_on_quit_pressed)
hide()
func _input(event):
if event.is_action_pressed("ui_cancel"):
toggle_menu()
func toggle_menu():
visible = !visible
if visible:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
# Only capture mouse if we are actually playing a pawn
# You might need a smarter check here depending on game state
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _on_disconnect_pressed():
NetworkHandler.close_connection()
toggle_menu()
# Return to main menu
get_tree().change_scene_to_file("res://main.tscn")
func _on_quit_pressed():
get_tree().quit()

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@ -0,0 +1 @@
uid://2aoy8ivk2hgl

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@ -0,0 +1,58 @@
[gd_scene load_steps=2 format=3 uid="uid://pausemenu456"]
[ext_resource type="Script" uid="uid://2aoy8ivk2hgl" path="res://scenes/UI/ingame_menu/ingame_menu.gd" id="1_pm_script"]
[node name="IngameeMenu" type="Control" unique_id=8878860]
process_mode = 3
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_pm_script")
[node name="ColorRect" type="ColorRect" parent="." unique_id=1882361500]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0, 0, 0, 0.05)
[node name="CenterContainer" type="CenterContainer" parent="." unique_id=1122355242]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="VBoxContainer" type="VBoxContainer" parent="CenterContainer" unique_id=1948011184]
layout_mode = 2
theme_override_constants/separation = 15
[node name="Label" type="Label" parent="CenterContainer/VBoxContainer" unique_id=214886966]
layout_mode = 2
theme_override_font_sizes/font_size = 32
text = "Menu"
horizontal_alignment = 1
[node name="ResumeButton" type="Button" parent="CenterContainer/VBoxContainer" unique_id=1856665966]
unique_name_in_owner = true
custom_minimum_size = Vector2(150, 40)
layout_mode = 2
text = "Resume"
[node name="DisconnectButton" type="Button" parent="CenterContainer/VBoxContainer" unique_id=4948876]
unique_name_in_owner = true
custom_minimum_size = Vector2(150, 40)
layout_mode = 2
text = "Disconnect"
[node name="QuitButton" type="Button" parent="CenterContainer/VBoxContainer" unique_id=1695513560]
unique_name_in_owner = true
custom_minimum_size = Vector2(150, 40)
layout_mode = 2
text = "Quit Game"

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@ -0,0 +1,47 @@
extends Control
# @export var lobby_menu: Control
# @export var settings_menu: Control
# Buttons and input fields
@onready var host_button: Button = %HostButton
@onready var join_button: Button = %JoinButton
@onready var settings_button: Button = %SettingsButton
@onready var quit_button: Button = %QuitButton
@onready var address_entry: LineEdit = %AddressEntry
func _ready():
host_button.pressed.connect(_on_host_pressed)
join_button.pressed.connect(_on_join_pressed)
quit_button.pressed.connect(_on_quit_pressed)
# Ensure we start with a clean slate
# lobby_menu.visible = false
# If we just returned from a game, ensure mouse is visible
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func _on_host_pressed():
# For a simple test, hosting immediately starts the server and the game
NetworkHandler.create_server()
NetworkHandler.on_peer_connected(multiplayer.get_unique_id())
_transition_to_game()
func _on_join_pressed():
var ip = address_entry.text
if ip.is_empty():
ip = "127.0.0.1" # Default to localhost
NetworkHandler.create_client(ip)
# The NetworkHandler signals will handle the actual transition once connected
# But for UI feedback, we might want to show a "Connecting..." label here.
func _on_quit_pressed():
get_tree().quit()
func _transition_to_game():
# This would typically load the main game scene.
# Since your main scene IS the game loop currently, we might need to
# just hide the menu if it's an overlay, OR change scenes.
# Assuming Main.tscn is the game world:
get_tree().change_scene_to_file("res://scripts/star_system.tscn")

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@ -0,0 +1 @@
uid://dypq4h3hy1l3v

View File

@ -0,0 +1,78 @@
[gd_scene load_steps=2 format=3 uid="uid://ojcho3pi3u7n"]
[ext_resource type="Script" uid="uid://dypq4h3hy1l3v" path="res://scenes/UI/main_menu/main_menu.gd" id="1_script"]
[node name="MainMenu" type="Control" unique_id=2099645465]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_script")
[node name="Background" type="ColorRect" parent="." unique_id=2137889995]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0.05, 0.05, 0.08, 1)
[node name="CenterContainer" type="CenterContainer" parent="." unique_id=1954458945]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="VBoxContainer" type="VBoxContainer" parent="CenterContainer" unique_id=542164632]
layout_mode = 2
theme_override_constants/separation = 20
[node name="Label" type="Label" parent="CenterContainer/VBoxContainer" unique_id=973405608]
layout_mode = 2
theme_override_font_sizes/font_size = 48
text = "Millimeters of Aluminium"
horizontal_alignment = 1
[node name="AddressEntry" type="LineEdit" parent="CenterContainer/VBoxContainer" unique_id=994010326]
unique_name_in_owner = true
layout_mode = 2
placeholder_text = "127.0.0.1"
alignment = 1
[node name="HostButton" type="Button" parent="CenterContainer/VBoxContainer" unique_id=1548149031]
unique_name_in_owner = true
custom_minimum_size = Vector2(200, 50)
layout_mode = 2
text = "Host Game"
[node name="JoinButton" type="Button" parent="CenterContainer/VBoxContainer" unique_id=1826215269]
unique_name_in_owner = true
custom_minimum_size = Vector2(200, 50)
layout_mode = 2
text = "Join Game"
[node name="SettingsButton" type="Button" parent="CenterContainer/VBoxContainer" unique_id=811999044]
unique_name_in_owner = true
custom_minimum_size = Vector2(200, 50)
layout_mode = 2
text = "Settings"
[node name="QuitButton" type="Button" parent="CenterContainer/VBoxContainer" unique_id=1005717980]
unique_name_in_owner = true
custom_minimum_size = Vector2(200, 50)
layout_mode = 2
text = "Quit to Desktop"
[node name="LobbyMenu" type="Control" parent="." unique_id=604668798]
visible = false
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2

View File

@ -7,7 +7,7 @@ signal follow_requested(body: Node2D)
@onready var name_label: Label = $NameLabel
var body_reference: OrbitalBody2D
var body_reference: OrbitalBody3D
var dot_color: Color = Color.WHITE
var hover_tween: Tween
@ -27,18 +27,11 @@ func _ready() -> void:
mouse_entered.connect(_on_mouse_entered)
mouse_exited.connect(_on_mouse_exited)
func initialize(body: OrbitalBody2D):
func initialize(body: OrbitalBody3D):
body_reference = body
name_label.text = body.name
if body is Star:
dot_color = Color.GOLD
elif body is Planet:
dot_color = Color.DODGER_BLUE
elif body is Moon:
dot_color = Color.PURPLE
else:
dot_color = Color.CYAN
dot_color = Color.CYAN
self.tooltip_text = _generate_tooltip_text()
@ -98,7 +91,7 @@ func _on_mouse_exited():
func _generate_tooltip_text() -> String:
var info = [body_reference.name]
if body_reference is Planet:
if body_reference is CelestialBody:
var planet_system = body_reference.get_parent() as Barycenter
var period_seconds = OrbitalMechanics.get_orbital_time_in_seconds(planet_system, GameManager.get_system_data().star)
@ -106,18 +99,11 @@ func _generate_tooltip_text() -> String:
var moon_count = 0
for child in planet_system.get_internal_attractors():
if child is Moon:
if child is CelestialBody:
moon_count += 1
if moon_count > 0:
info.append("Moons: %d" % moon_count)
if body_reference is Moon:
var planet_system = body_reference.get_parent() as Barycenter
var period_seconds = OrbitalMechanics.get_orbital_time_in_seconds(body_reference as Moon, planet_system)
info.append("Orbital Period: %s" % _format_seconds_to_mmss(period_seconds))
if body_reference is Module:
info.append("Class: Player Vessel")
info.append("Mass: %.0f kg" % body_reference.mass)

View File

@ -1,19 +0,0 @@
class_name Asteroid
extends OrbitalBody2D
# The orbital radius for this asteroid.
var orbital_radius: float
func get_class_name() -> String:
return "Asteroid"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# An Asteroid has negligible mass for physics calculations.
#mass = 0.001
#radius = 5.0
# You can set a default texture here.
# texture = preload("res://assets/asteroid_texture.png")
super._ready()

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@ -1 +0,0 @@
uid://c816xae77cbmq

View File

@ -1,8 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://bawsujtlpmh5r"]
[ext_resource type="Script" uid="uid://0isnsk356que" path="res://scripts/orbital_body_2d.gd" id="1_4q05e"]
[node name="Asteroid" type="Node2D"]
script = ExtResource("1_4q05e")
base_mass = 50000.0
metadata/_custom_type_script = "uid://0isnsk356que"

View File

@ -1,6 +1,6 @@
# scripts/barycenter.gd
class_name Barycenter
extends OrbitalBody2D
extends OrbitalBody3D
func _ready():
physics_mode = PhysicsMode.INDEPENDENT
@ -10,10 +10,10 @@ func _ready():
# We only need physics_process to integrate our own movement.
set_physics_process(true)
func get_internal_attractors() -> Array[OrbitalBody2D]:
var internal_attractors: Array[OrbitalBody2D] = []
func get_internal_attractors() -> Array[OrbitalBody3D]:
var internal_attractors: Array[OrbitalBody3D] = []
for child in get_children():
if child is OrbitalBody2D:
if child is OrbitalBody3D:
internal_attractors.append(child)
return internal_attractors

View File

@ -0,0 +1,22 @@
[gd_scene load_steps=3 format=3 uid="uid://b7bh45nrtdom5"]
[ext_resource type="Script" uid="uid://b2hb3bwrlh40c" path="res://scenes/celestial_bodies/barycenter.gd" id="1_e776o"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_e776o"]
properties/0/path = NodePath(".:linear_velocity")
properties/0/spawn = true
properties/0/replication_mode = 1
properties/1/path = NodePath(".:position")
properties/1/spawn = true
properties/1/replication_mode = 1
[node name="Barycenter" type="RigidBody3D" unique_id=1389317234]
script = ExtResource("1_e776o")
metadata/_custom_type_script = "uid://wlm40n8ywr"
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="." unique_id=717759965]
replication_config = SubResource("SceneReplicationConfig_e776o")
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="." unique_id=2061784354]
_spawnable_scenes = PackedStringArray("uid://dv18eg4xrlefe")
spawn_path = NodePath("..")

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@ -0,0 +1,16 @@
class_name CelestialBody extends OrbitalBody3D
# --- Set in corresponding scene ---
# var auto_proxy_gravity = false
@export var radius: float = 100.0:
set(value):
radius = value
_set_radi()
func _set_radi():
if $Surface.mesh is SphereMesh:
$Surface.mesh.radius = radius
$Surface.mesh.height = radius * 2.0
if $CollisionShape3D.shape is SphereShape3D:
$CollisionShape3D.shape.radius = radius

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@ -0,0 +1 @@
uid://dok35h0q4pseh

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@ -0,0 +1,48 @@
[gd_scene load_steps=6 format=3 uid="uid://dv18eg4xrlefe"]
[ext_resource type="Script" uid="uid://dok35h0q4pseh" path="res://scenes/celestial_bodies/celestial_body.gd" id="1_uxu4s"]
[ext_resource type="Material" uid="uid://de0xnmjf12ted" path="res://scenes/celestial_bodies/materials/sun_mat.tres" id="2_vi0nt"]
[sub_resource type="SphereMesh" id="SphereMesh_vi0nt"]
resource_local_to_scene = true
material = ExtResource("2_vi0nt")
radius = 2000.0
height = 4000.0
[sub_resource type="SphereShape3D" id="SphereShape3D_uxu4s"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_vi0nt"]
properties/0/path = NodePath(".:position")
properties/0/spawn = true
properties/0/replication_mode = 1
properties/1/path = NodePath(".:rotation")
properties/1/spawn = true
properties/1/replication_mode = 1
properties/2/path = NodePath(".:linear_velocity")
properties/2/spawn = true
properties/2/replication_mode = 1
properties/3/path = NodePath(".:angular_velocity")
properties/3/spawn = true
properties/3/replication_mode = 1
properties/4/path = NodePath(".:radius")
properties/4/spawn = true
properties/4/replication_mode = 1
[node name="CelestialBody" type="RigidBody3D" unique_id=345490070]
script = ExtResource("1_uxu4s")
auto_proxy_gravity = false
metadata/_custom_type_script = "uid://dok35h0q4pseh"
[node name="Surface" type="MeshInstance3D" parent="." unique_id=193823349]
mesh = SubResource("SphereMesh_vi0nt")
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=232085687]
shape = SubResource("SphereShape3D_uxu4s")
[node name="OmniLight3D" type="OmniLight3D" parent="." unique_id=1965995953]
light_color = Color(0.958646, 0.7997282, 0.55087835, 1)
omni_range = 200000.0
omni_attenuation = 2.0
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="." unique_id=2090029903]
replication_config = SubResource("SceneReplicationConfig_vi0nt")

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@ -0,0 +1,52 @@
// https://godotshaders.com/shader/3d-sun-shader/
shader_type spatial;
render_mode specular_schlick_ggx;
uniform float Glow_Power : hint_range(0,10) = 3;
uniform float Lightness_Difference : hint_range(0,10) = 3;
uniform vec4 Sun_Color: source_color;
uniform sampler2D voronoi_noise;
uniform sampler2D emission_noise;
varying vec3 vertex_pos;
uniform float waveSpeed : hint_range(0,1) = 0.1;
uniform float fresnel : hint_range(0,2) = 1.0;
uniform float scale : hint_range(0,2) = 0.01;
uniform float blendSharpness : hint_range(0,2) = 0.0;
// TRIPLANAR FUNCTION
vec4 triplanar_texture(vec3 position, vec3 normal, vec2 offset, sampler2D noise) {
vec4 colX = texture(noise, position.xy * scale + offset);
vec4 colY = texture(noise, position.xz * scale + offset);
vec4 colZ = texture(noise, position.zy * scale + offset);
vec3 blendWeight = abs(normal);
blendWeight = vec3(pow(blendWeight.x, blendSharpness), pow(blendWeight.y, blendSharpness), pow(blendWeight.z, blendSharpness));
blendWeight /= (blendWeight.x + blendWeight.y + blendWeight.z);
return colX * blendWeight.x + colY * blendWeight.y + colZ * blendWeight.z;
}
void vertex() {
vertex_pos = VERTEX;
}
void fragment() {
// Fresnel
float fresnel_out = pow(fresnel - clamp(dot(NORMAL, VIEW), 0.0, fresnel), fresnel);
vec2 waveOffsetA = vec2(TIME * waveSpeed, TIME * waveSpeed * 0.8);
vec2 waveOffsetB = vec2(TIME * waveSpeed * - 0.8, TIME * waveSpeed * -0.3);
vec2 result_offset = waveOffsetA + waveOffsetB;
vec3 cloud_tex = triplanar_texture(vertex_pos, NORMAL, result_offset, voronoi_noise).rgb;
vec3 cloud_tex_with_light = cloud_tex * vec3(Lightness_Difference);
vec3 cloud_tex_with_light_with_color = cloud_tex_with_light * Sun_Color.rgb;
vec3 cloud_tex_with_light_with_color_with_glow = vec3(Glow_Power) * cloud_tex_with_light_with_color;
vec3 noise_tex = triplanar_texture(vertex_pos, NORMAL, result_offset, emission_noise).rgb;
vec3 result = cloud_tex_with_light_with_color_with_glow * noise_tex;
EMISSION = vec3(fresnel_out) * result;
}

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@ -0,0 +1 @@
uid://0cjdd62t25g1

View File

@ -0,0 +1,27 @@
[gd_resource type="ShaderMaterial" load_steps=6 format=3 uid="uid://de0xnmjf12ted"]
[ext_resource type="Shader" uid="uid://0cjdd62t25g1" path="res://scenes/celestial_bodies/materials/sun_mat.gdshader" id="1_f1bp4"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_f1bp4"]
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_1eyo5"]
noise = SubResource("FastNoiseLite_f1bp4")
[sub_resource type="FastNoiseLite" id="FastNoiseLite_6484p"]
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_oxjal"]
noise = SubResource("FastNoiseLite_6484p")
in_3d_space = true
[resource]
render_priority = 0
shader = ExtResource("1_f1bp4")
shader_parameter/Glow_Power = 10.0
shader_parameter/Lightness_Difference = 4.26400020254
shader_parameter/Sun_Color = Color(0.90528274, 0.8164857, 0.6356678, 1)
shader_parameter/voronoi_noise = SubResource("NoiseTexture2D_oxjal")
shader_parameter/emission_noise = SubResource("NoiseTexture2D_1eyo5")
shader_parameter/waveSpeed = 0.1
shader_parameter/fresnel = 1.0
shader_parameter/scale = 0.01
shader_parameter/blendSharpness = 0.0

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@ -1,17 +0,0 @@
class_name Moon
extends OrbitalBody2D
# The orbital radius for this moon.
var orbital_radius: float
func get_class_name() -> String:
return "Moon"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# A Moon has a smaller mass than a planet.
# You can set a default texture here.
# texture = preload("res://assets/moon_texture.png")
super._ready()

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@ -1 +0,0 @@
uid://b1xsx7er22nxn

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@ -1,8 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://74ppvxcw8an4"]
[ext_resource type="Script" uid="uid://b1xsx7er22nxn" path="res://scenes/celestial_bodies/moon.gd" id="1_530pw"]
[node name="Moon" type="Node2D"]
script = ExtResource("1_530pw")
base_mass = 1e+06
metadata/_custom_type_script = "uid://0isnsk356que"

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@ -1,15 +0,0 @@
class_name Planet
extends OrbitalBody2D
# The orbital radius for this planet.
var orbital_radius: float
func get_class_name() -> String:
return "Planet"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# You can set a default texture here.
# texture = preload("res://assets/planet_texture.png")
super._ready()

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@ -1 +0,0 @@
uid://5f6ipgu65urb

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@ -1,10 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://clt4qlsjcfgln"]
[ext_resource type="Script" uid="uid://5f6ipgu65urb" path="res://scenes/celestial_bodies/planet.gd" id="1_cktii"]
[node name="Planet" type="Node2D"]
script = ExtResource("1_cktii")
base_mass = 2.5e+07
metadata/_custom_type_script = "uid://0isnsk356que"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]

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@ -1,14 +0,0 @@
class_name Star
extends OrbitalBody2D
func get_class_name() -> String:
return "Star"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# A Star has no primary and a very large mass.
# You can set a default texture here, or assign it in the Inspector.
# texture = preload("res://assets/star_texture.png")
super._ready()

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@ -1 +0,0 @@
uid://um2sfghmii42

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@ -1,15 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://5uqp4amjj7ww"]
[ext_resource type="Script" uid="uid://um2sfghmii42" path="res://scenes/celestial_bodies/star.gd" id="1_mcqwg"]
[sub_resource type="CircleShape2D" id="CircleShape2D_508pf"]
radius = 200.0
[node name="Star" type="Node2D"]
script = ExtResource("1_mcqwg")
base_mass = 5e+08
metadata/_custom_type_script = "uid://0isnsk356que"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_508pf")
debug_color = Color(0.863865, 0.471779, 0.162305, 1)

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@ -1,17 +0,0 @@
class_name Station
extends OrbitalBody2D
# The orbital radius for this station.
var orbital_radius: float
func get_class_name() -> String:
return "Station"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# A Station has negligible mass for physics calculations.
# You can set a default texture here.
# texture = preload("res://assets/station_texture.png")
super._ready()

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@ -1 +0,0 @@
uid://ulw61oxppwdu

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@ -1,8 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://dm3s33o4xhqfv"]
[ext_resource type="Script" uid="uid://ulw61oxppwdu" path="res://scenes/celestial_bodies/station.gd" id="1_rod8h"]
[node name="Station" type="Node2D"]
script = ExtResource("1_rod8h")
base_mass = 5000.0
metadata/_custom_type_script = "uid://0isnsk356que"

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@ -1,5 +1,5 @@
# CharacterPawn.gd
extends CharacterBody3D
extends OrbitalBody3D
class_name CharacterPawn3D
## Core Parameters
@ -17,8 +17,8 @@ var _pitch_yaw_input: Vector2 = Vector2.ZERO
## Rotation Variables
@onready var camera_anchor: Marker3D = $CameraAnchor
@onready var camera_pivot: Node3D = $CameraPivot
@onready var camera: Camera3D = $CameraPivot/SpringArm/Camera3D
@onready var camera_pivot: Node3D = $CameraAnchor/CameraPivot
@onready var camera: Camera3D = $CameraAnchor/CameraPivot/SpringArm/Camera3D
@export_range(0.1, PI / 2.0) var max_yaw_rad: float = deg_to_rad(80.0)
@export_range(-PI / 2.0 + 0.01, 0) var min_pitch_rad: float = deg_to_rad(-75.0)
@export_range(0, PI / 2.0 - 0.01) var max_pitch_rad: float = deg_to_rad(60.0)
@ -29,7 +29,6 @@ var _pitch_yaw_input: Vector2 = Vector2.ZERO
@onready var zero_g_movemement_component: ZeroGMovementComponent = $ZeroGMovementComponent
## Physics State (Managed by Pawn)
var angular_velocity: Vector3 = Vector3.ZERO
@export var angular_damping: float = 0.95 # Base damping
## Other State Variables
@ -53,42 +52,39 @@ func _ready():
else:
printerr("GripDetector Area3D node not found on CharacterPawn!")
if is_multiplayer_authority():
if name == str(multiplayer.get_unique_id()):
camera.make_current()
camera.process_mode = Node.PROCESS_MODE_ALWAYS
func _process(delta: float) -> void:
func _process(_delta: float) -> void:
camera_pivot.global_transform = camera_anchor.get_global_transform_interpolated()
func _physics_process(delta: float):
# 1. Apply Mouse Rotation (Universal head look)
func _physics_process(_delta: float):
_apply_mouse_rotation()
if zero_g_movemement_component: # Fallback to ZeroG controller (for initiating reach)
zero_g_movemement_component.process_movement(delta, _move_input, _vertical_input, _roll_input, _l_click_input, _r_click_input)
# 3. Integrate Angular Velocity (Universal)
_integrate_angular_velocity(delta)
# 4. Apply Linear Velocity & Collision (Universal)
# Use move_and_slide for states affected by gravity/floor or zero-g collisions
move_and_slide()
# Check for collision response AFTER move_and_slide
var collision_count = get_slide_collision_count()
if collision_count > 0:
var collision = get_slide_collision(collision_count - 1) # Get last collision
# Delegate or handle basic bounce
if eva_suit_component:
eva_suit_component.handle_collision(collision, collision_energy_loss)
else:
_handle_basic_collision(collision)
# 5. Reset Inputs
_reset_inputs()
func _integrate_forces(state: PhysicsDirectBodyState3D):
if not is_multiplayer_authority(): return
super (state)
# print("Integrating forces for pawn %s" % name)
# print(" Move Input: %s, Vertical Input: %f, Roll Input: %f" % [_move_input, _vertical_input, _roll_input])
# Zero-G Movement
if zero_g_movemement_component:
# We pass the physics state
zero_g_movemement_component.process_movement(state, _move_input, _vertical_input, _roll_input, _l_click_input, _r_click_input)
# EVA Suit Movement
if eva_suit_component and zero_g_movemement_component.movement_state == ZeroGMovementComponent.MovementState.IDLE:
eva_suit_component.process_eva_movement(state, _move_input, _vertical_input, _roll_input, _r_click_input)
# --- Universal Rotation ---
func _apply_mouse_rotation():
if _pitch_yaw_input != Vector2.ZERO:
@ -112,28 +108,6 @@ func _integrate_angular_velocity(delta: float):
if angular_velocity.length_squared() < 0.0001:
angular_velocity = Vector3.ZERO
func _handle_basic_collision(collision: KinematicCollision3D):
var surface_normal = collision.get_normal()
velocity = velocity.bounce(surface_normal)
velocity *= (1.0 - collision_energy_loss * 0.5)
# --- Public Helper for Controllers ---
# Applies torque affecting angular velocity
func add_torque(torque_global: Vector3, delta: float):
# Calculate effective inertia (base + suit multiplier if applicable)
var effective_inertia = base_inertia * (eva_suit_component.inertia_multiplier if eva_suit_component else 1.0)
if effective_inertia <= 0: effective_inertia = 1.0 # Safety prevent division by zero
# Apply change directly to angular velocity using the global torque
angular_velocity += (torque_global / effective_inertia) * delta
# --- Movement Implementations (Keep non-EVA ones here) ---
func _apply_walking_movement(_delta: float): pass # TODO
func _apply_ladder_floating_drag(delta: float):
velocity = velocity.lerp(Vector3.ZERO, delta * 2.0);
angular_velocity = angular_velocity.lerp(Vector3.ZERO, delta * 2.0)
func _apply_ladder_movement(_delta: float): pass # TODO
# --- Input Setters/Resets (Add vertical to set_movement_input) ---
func set_movement_input(move: Vector2, roll: float, vertical: float): _move_input = move; _roll_input = roll; _vertical_input = vertical
func set_interaction_input(interact_input: PlayerController3D.KeyInput): _interact_input = interact_input
@ -157,7 +131,8 @@ func _reset_head_yaw(delta: float):
# Smoothly apply the reset target to the actual pivot rotation
camera_anchor.rotation.y = lerpf(camera_anchor.rotation.y, 0.0, delta * head_turn_lerp_speed)
func _notification(what: int) -> void:
match what:
NOTIFICATION_ENTER_TREE:
set_multiplayer_authority(int(name))
# TODO: Re-enable when multiplayer authority per pawn is functional
# func _notification(what: int) -> void:
# match what:
# NOTIFICATION_ENTER_TREE:
# set_multiplayer_authority(int(name))

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@ -1,14 +1,18 @@
[gd_scene load_steps=9 format=3 uid="uid://7yc6a07xoccy"]
[gd_scene load_steps=10 format=3 uid="uid://7yc6a07xoccy"]
[ext_resource type="Script" uid="uid://cdmmiixa75f3x" path="res://scenes/tests/3d/character_pawn_3d.gd" id="1_4frsu"]
[ext_resource type="PackedScene" uid="uid://bm1rbv4tuppbc" path="res://eva_suit_controller.tscn" id="3_gnddn"]
[ext_resource type="Script" uid="uid://y3vo40i16ek3" path="res://scenes/tests/3d/zero_g_movement_component.gd" id="4_8jhjh"]
[ext_resource type="PackedScene" uid="uid://ba3ijdstp2bvt" path="res://scenes/tests/3d/player_controller_3d.tscn" id="4_bcy3l"]
[ext_resource type="Script" uid="uid://cdmmiixa75f3x" path="res://scenes/character/character_pawn_3d.gd" id="1_4frsu"]
[ext_resource type="PackedScene" uid="uid://bm1rbv4tuppbc" path="res://scenes/character/eva_suit_controller.tscn" id="3_gnddn"]
[ext_resource type="Script" uid="uid://y3vo40i16ek3" path="res://scenes/character/zero_g_movement_component.gd" id="4_8jhjh"]
[ext_resource type="PackedScene" uid="uid://ba3ijdstp2bvt" path="res://scenes/character/player_controller_3d.tscn" id="4_bcy3l"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_6vm80"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh_6vm80"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_673rh"]
radius = 0.1
height = 1.0
[sub_resource type="SphereShape3D" id="SphereShape3D_gnddn"]
radius = 1.0
@ -19,11 +23,20 @@ properties/0/replication_mode = 1
properties/1/path = NodePath(".:rotation")
properties/1/spawn = true
properties/1/replication_mode = 1
properties/2/path = NodePath("CameraPivot:rotation")
properties/2/path = NodePath("CameraAnchor:rotation")
properties/2/spawn = true
properties/2/replication_mode = 2
properties/2/replication_mode = 1
properties/3/path = NodePath(".:linear_velocity")
properties/3/spawn = false
properties/3/replication_mode = 0
properties/4/path = NodePath(".:angular_velocity")
properties/4/spawn = false
properties/4/replication_mode = 0
[node name="CharacterPawn3D" type="CharacterBody3D"]
[node name="CharacterPawn3D" type="RigidBody3D"]
physics_interpolation_mode = 1
top_level = true
mass = 80.0
script = ExtResource("1_4frsu")
metadata/_custom_type_script = "uid://cdmmiixa75f3x"
@ -34,16 +47,18 @@ shape = SubResource("CapsuleShape3D_6vm80")
mesh = SubResource("CapsuleMesh_6vm80")
[node name="CameraAnchor" type="Marker3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.7000000000000001, 0)
[node name="CameraPivot" type="Node3D" parent="."]
[node name="CameraPivot" type="Node3D" parent="CameraAnchor"]
physics_interpolation_mode = 1
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.75, 0)
top_level = true
[node name="SpringArm" type="SpringArm3D" parent="CameraPivot"]
spring_length = 3.0
[node name="SpringArm" type="SpringArm3D" parent="CameraAnchor/CameraPivot"]
shape = SubResource("CapsuleShape3D_673rh")
spring_length = 2.0
margin = 0.1
[node name="Camera3D" type="Camera3D" parent="CameraPivot/SpringArm"]
[node name="Camera3D" type="Camera3D" parent="CameraAnchor/CameraPivot/SpringArm"]
far = 200000.0
[node name="GripDetector" type="Area3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -1)
@ -59,8 +74,9 @@ script = ExtResource("4_8jhjh")
metadata/_custom_type_script = "uid://y3vo40i16ek3"
[node name="EVAMovementComponent" parent="." instance=ExtResource("3_gnddn")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.13939085347041424, 0.5148942200402955)
[node name="PlayerController3d" parent="." instance=ExtResource("4_bcy3l")]
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_gnddn")
[node name="PlayerController3d" parent="." instance=ExtResource("4_bcy3l")]

View File

@ -6,13 +6,17 @@ class_name EVAMovementComponent
var pawn: CharacterPawn3D
## EVA Parameters (Moved from ZeroGPawn)
@export var orientation_speed: float = 2.0 # Used for orienting body to camera
@export var move_speed: float = 2.0
@export var roll_torque: float = 2.5
@export var orientation_speed: float = 25.0 # Used for orienting body to camera
@export var linear_acceleration: float = 20.0
@export var roll_torque_acceleration: float = 5.0
@export var angular_damping: float = 0.95 # Base damping applied by pawn, suit might add more?
@export var inertia_multiplier: float = 1.0 # How much the suit adds to pawn's base inertia (placeholder)
@export var stabilization_kp: float = 5.0
@export var stabilization_kd: float = 1.0
@export var stabilization_kp: float = 25.0
@export var stabilization_kd: float = 2 * sqrt(stabilization_kp)
var _auto_orient_target: Basis = Basis() # Stores the target orientation
var _is_auto_orienting: bool = false # Flag to signal the pawn
@export var auto_orient_stop_velocity_threshold: float = 0.01 # (in rad/s)
## State
var stabilization_target: Node3D = null
@ -23,54 +27,21 @@ func _ready():
if not pawn:
printerr("EVAMovementComponent must be a child of a CharacterBody3D pawn.")
return
# Make sure the paths match your CharacterPawn scene structure
# if camera_anchor:
# camera = camera_anchor.get_node_or_null("SpringArm/Camera3D") # Adjusted path for SpringArm
# if not camera_anchor or not camera:
# printerr("EVAMovementComponent could not find CameraPivot/SpringArm/Camera3D on pawn.")
## Called by Pawn's _integrate_forces when suit equipped
func process_eva_movement(state: PhysicsDirectBodyState3D, move_input: Vector2, vertical_input: float, roll_input: float, orienting_input: PlayerController3D.KeyInput):
# --- 1. Handle Orient Input ---
if orienting_input.pressed or orienting_input.held:
_set_auto_orient_target(state)
# --- Standardized Movement API ---
## Called by Pawn's _physics_process when in FLOATING state with suit equipped
func process_movement(delta: float, move_input: Vector2, vertical_input: float, roll_input: float, orienting_input: PlayerController3D.KeyInput):
var orienting = orienting_input.held
if not is_instance_valid(pawn): return
if orienting:
_orient_pawn(delta)
_process_auto_orientation(state) # [Function 2] Run the controller
# Check if stabilization is active and handle it first
if stabilization_enabled and is_instance_valid(stabilization_target):
_apply_stabilization_torques(delta)
_apply_stabilization_torques(state)
else:
# Apply regular movement/torque only if not stabilizing
_apply_floating_movement(delta, move_input, vertical_input, roll_input)
func apply_thrusters(pawn: CharacterPawn3D, delta: float, move_input: Vector2, vertical_input: float, roll_input: float):
if not is_instance_valid(pawn): return
# Apply Linear Velocity
var pawn_forward = -pawn.global_basis.z
var pawn_right = pawn.global_basis.x
var pawn_up = pawn.global_basis.y
var move_dir_horizontal = (pawn_forward * move_input.y + pawn_right * move_input.x)
var move_dir_vertical = pawn_up * vertical_input
var combined_move_dir = move_dir_horizontal + move_dir_vertical
if combined_move_dir != Vector3.ZERO:
pawn.velocity += combined_move_dir.normalized() * move_speed * delta
# Apply Roll Torque
var roll_torque_global = -pawn.global_basis.z * (roll_input) * roll_torque # Sign fixed
pawn.add_torque(roll_torque_global, delta)
## Called by Pawn to handle collision response in FLOATING state
func handle_collision(collision: KinematicCollision3D, collision_energy_loss: float):
if not is_instance_valid(pawn): return
var surface_normal = collision.get_normal()
var reflected_velocity = pawn.velocity.bounce(surface_normal)
reflected_velocity *= (1.0 - collision_energy_loss)
pawn.velocity = reflected_velocity # Update pawn's velocity directly
_apply_floating_movement(state, move_input, vertical_input, roll_input)
## Called by Pawn when entering FLOATING state with suit
func on_enter_state():
@ -84,78 +55,67 @@ func on_exit_state():
# --- Internal Logic ---
func _apply_floating_movement(delta: float, move_input: Vector2, vertical_input: float, roll_input: float):
func _apply_floating_movement(state: PhysicsDirectBodyState3D, move_input: Vector2, vertical_input: float, roll_input: float):
# Apply Linear Velocity
var pawn_forward = -pawn.global_basis.z
var pawn_right = pawn.global_basis.x # Use pawn's right for consistency
var pawn_up = pawn.global_basis.y
var move_dir_horizontal = (pawn_forward * move_input.y + pawn_right * move_input.x)
var move_dir_vertical = pawn_up * vertical_input
var move_dir_horizontal = (-state.transform.basis.z * move_input.y + state.transform.basis.x * move_input.x)
var move_dir_vertical = state.transform.basis.y * vertical_input
var combined_move_dir = move_dir_horizontal + move_dir_vertical
if combined_move_dir != Vector3.ZERO:
pawn.velocity += combined_move_dir.normalized() * move_speed * delta
state.apply_central_force(combined_move_dir.normalized() * linear_acceleration)
# --- Apply Roll Torque ---
# Calculate torque magnitude based on input
var roll_torque_vector = pawn.transform.basis.z * (-roll_input) * roll_torque
if roll_input != 0.0:
_is_auto_orienting = false # Cancel auto-orientation if rolling manually
# Apply the global torque vector using the pawn's helper function
pawn.add_torque(roll_torque_vector, delta)
var roll_acceleration = state.transform.basis.z * (-roll_input) * roll_torque_acceleration
# Apply the global torque vector using the pawn's helper function
state.apply_torque(roll_acceleration)
func _set_auto_orient_target(state: PhysicsDirectBodyState3D):
# Set the target to where the camera is currently looking
var target_forward = - pawn.camera_anchor.global_basis.z # Look where camera looks
var target_up = state.transform.basis.y
_auto_orient_target = Basis.looking_at(target_forward, target_up)
_is_auto_orienting = true # Start the orientation process
# --- Auto-Orientation Logic ---
func _orient_pawn(delta: float):
# 1. Determine Target Orientation Basis
var initial_cam_basis = pawn.camera_anchor.global_basis
var target_forward = -pawn.camera_anchor.global_basis.z # Look where camera looks
var target_up = Vector3.UP # Default up initially
func _process_auto_orientation(state: PhysicsDirectBodyState3D):
# This function runs every physics frame
if not _is_auto_orienting:
return # Not orienting, do nothing
# --- THE FIX: Adjust how target_up is calculated ---
# Calculate velocity components relative to camera orientation
var _forward_velocity_component = pawn.velocity.dot(target_forward)
var _right_velocity_component = pawn.velocity.dot(pawn.camera_anchor.global_basis.x)
# 2. Calculate Torque using PD Controller
var torque = MotionUtils.calculate_pd_rotation_torque(
_auto_orient_target,
state.transform.basis,
state.angular_velocity, # Read from state
2 * sqrt(orientation_speed), # Kp (Critically Damped)
orientation_speed # Kd
)
# Only apply strong "feet trailing" if significant forward/backward movement dominates
# and we are actually moving.
#if abs(forward_velocity_component) > abs(right_velocity_component) * 0.5 and velocity.length_squared() > 0.1:
#target_up = -velocity.normalized()
## Orthogonalize to prevent basis skew
#var target_right = target_up.cross(target_forward).normalized()
## If vectors are parallel, cross product is zero. Fallback needed.
#if target_right.is_zero_approx():
#target_up = transform.basis.y # Fallback to current up
#else:
#target_up = target_forward.cross(target_right).normalized()
#else:
## If primarily strafing or stationary relative to forward,
## maintain the current body's roll orientation (its local Y-axis).
target_up = pawn.transform.basis.y
# 2. Apply the torque to the physics state
state.apply_torque(torque)
# 3. Check for stop condition
var ang_vel_mag = state.angular_velocity.length()
var axis = state.angular_velocity.normalized()
# Create the target basis
var target_basis = Basis.looking_at(target_forward, target_up)
# If we are close enough AND slow enough, stop.
if ang_vel_mag < auto_orient_stop_velocity_threshold:
_is_auto_orienting = false
_auto_orient_target = pawn.global_basis # Set target to current for next time
if axis.is_normalized():
var physics_rotation = Basis().rotated(axis, ang_vel_mag * state.step)
pawn.camera_anchor.transform.basis = physics_rotation.inverse() * pawn.camera_anchor.transform.basis
# Optional Pitch Offset (Experimental):
# Apply the desired 70-degree pitch relative to the forward direction
# var target_pitch_rad = deg_to_rad(target_body_pitch_degrees)
# target_basis = target_basis.rotated(target_basis.x, target_pitch_rad) # Rotate around the target right vector
# 2. Smoothly Interpolate Towards Target Basis
var current_basis = pawn.global_basis
var new_basis = current_basis.slerp(target_basis, delta * orientation_speed).get_rotation_quaternion()
# Store the body's yaw *before* applying the new basis
var _old_body_yaw = current_basis.get_euler().y
var _old_body_pitch = current_basis.get_euler().x
# 3. Apply the new orientation
pawn.global_basis = new_basis
# 4. Reset camera pivot to rotation to what it was before we rotated the parent
pawn.camera_anchor.global_basis = initial_cam_basis
# --- Add new function placeholder ---
# TODO: Implement Rotation Stabilization Logic
func _apply_stabilization_torques(_delta: float):
func _apply_stabilization_torques(_state: PhysicsDirectBodyState3D):
if not is_instance_valid(stabilization_target):
stabilization_enabled = false
return
@ -176,7 +136,7 @@ func _apply_stabilization_torques(_delta: float):
# - Proportional Term (based on orientation error): P = rotational_error * stabilization_kp
# - Derivative Term (based on relative spin): D = relative_angular_velocity * stabilization_kd
# - Required Torque = -(P + D) # Negative to counteract error/spin
var required_torque = -(rotational_error * stabilization_kp + relative_angular_velocity * stabilization_kd)
var required_torque = - (rotational_error * stabilization_kp + relative_angular_velocity * stabilization_kd)
print("Applying stabilization torque: ", required_torque)
# 4. Convert Required Torque into Thruster Actions:
@ -186,7 +146,27 @@ func _apply_stabilization_torques(_delta: float):
# - Apply the forces/torques (similar to how _apply_floating_movement applies roll torque).
# Example (highly simplified, assumes direct torque application possible):
# angular_velocity += (required_torque / inertia) * delta
# --- Old logic for feet trailing (commented out) ---
# --- THE FIX: Adjust how target_up is calculated ---
# Calculate velocity components relative to camera orientation
# var _forward_velocity_component = pawn.velocity.dot(target_forward)
# var _right_velocity_component = pawn.velocity.dot(pawn.camera_anchor.global_basis.x)
# Only apply strong "feet trailing" if significant forward/backward movement dominates
# and we are actually moving.
#if abs(forward_velocity_component) > abs(right_velocity_component) * 0.5 and velocity.length_squared() > 0.1:
#target_up = -velocity.normalized()
## Orthogonalize to prevent basis skew
#var target_right = target_up.cross(target_forward).normalized()
## If vectors are parallel, cross product is zero. Fallback needed.
#if target_right.is_zero_approx():
#target_up = transform.basis.y # Fallback to current up
#else:
#target_up = target_forward.cross(target_right).normalized()
#else:
## If primarily strafing or stationary relative to forward,
## maintain the current body's roll orientation (its local Y-axis).
# --- Add methods for enabling/disabling stabilization, setting target etc. ---
func set_stabilization_enabled(enable: bool):

View File

@ -0,0 +1,12 @@
[gd_scene load_steps=3 format=3 uid="uid://bm1rbv4tuppbc"]
[ext_resource type="Script" uid="uid://d4jka2etva22s" path="res://scenes/character/eva_movement_component.gd" id="1_mb22m"]
[sub_resource type="BoxMesh" id="BoxMesh_rlk1u"]
size = Vector3(1, 1, 0.4)
[node name="EVASuitController" type="Node3D" unique_id=241443807]
script = ExtResource("1_mb22m")
[node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=1434211019]
mesh = SubResource("BoxMesh_rlk1u")

View File

@ -0,0 +1,327 @@
# PlayerController3D.gd
extends Node
class_name PlayerController3D
@onready var possessed_pawn: CharacterPawn3D = get_parent()
# --- Mouse Sensitivity ---
@export var mouse_sensitivity: float = 0.002 # Radians per pixel motion
var _mouse_motion_input: Vector2 = Vector2.ZERO
# --- Builder State ---
var active_preview_piece: ProceduralPiece = null
var active_structure_data: StructureData = null
var build_mode_enabled: bool = false
var is_snap_valid: bool = false # Track if we are currently snapped
# Resources
const SQUARE_PIECES: Array[StructureData] = [
preload("res://data/structure/definitions/1m_square_flat.tres"),
preload("res://data/structure/definitions/1m_square_dome_top.tres"),
]
const TRIANGLE_PIECES: Array[StructureData] = [
preload("res://data/structure/definitions/s2_equilateral_tri.tres"),
preload("res://data/structure/definitions/s2_geo_tri.tres"),
preload("res://data/structure/definitions/s2_geo_v2_a.tres"),
preload("res://data/structure/definitions/s2_geo_v2_b.tres"),
]
const PROCEDURAL_PIECE_SCENE = preload("res://scenes/ship/builder/pieces/procedural_piece.tscn")
var current_piece_index: int = 0
var current_rotation_step: int = 0 # 0 to 3, representing 0, 90, 180, 270 degrees
class KeyInput:
var pressed: bool = false
var held: bool = false
var released: bool = false
func _init(_p: bool = false, _h: bool = false, _r: bool = false):
pressed = _p
held = _h
released = _r
# Helper to convert to Dictionary for RPC
func to_dict() -> Dictionary:
return {"p": pressed, "h": held, "r": released}
# Helper to create from Dictionary
static func from_dict(d: Dictionary) -> KeyInput:
return KeyInput.new(d.get("p", false), d.get("h", false), d.get("r", false))
func _ready():
# Fallback: assume the pawn's name is the player ID.
if get_parent().name.is_valid_int():
set_multiplayer_authority(int(get_parent().name))
func _unhandled_input(event: InputEvent):
# Check if THIS client is the owner of this controller
if not is_multiplayer_authority() or not is_instance_valid(possessed_pawn):
return
# Toggle Build Mode
if event.is_action_pressed("toggle_build_mode"): # Map 'B' or similar in Project Settings
build_mode_enabled = !build_mode_enabled
if not build_mode_enabled:
_clear_preview()
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) # Ensure mouse captured when leaving
else:
current_piece_index = 0
_select_piece(SQUARE_PIECES[current_piece_index])
print("Build Mode Enabled")
if not build_mode_enabled:
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
_mouse_motion_input += Vector2(event.relative.x, -event.relative.y)
return
# --- Build Mode Inputs ---
# --- Piece Rotation (R key) ---
if event is InputEventKey and event.pressed and event.keycode == KEY_R:
current_rotation_step = (current_rotation_step + 1) % 4
_update_preview_transform() # Update immediately
# --- Piece Cycling (Brackets [ ]) ---
if event is InputEventKey and event.pressed:
if event.keycode == KEY_1:
current_piece_index = (current_piece_index - 1 + SQUARE_PIECES.size()) % SQUARE_PIECES.size()
_select_piece(SQUARE_PIECES[current_piece_index])
elif event.keycode == KEY_2:
current_piece_index = (current_piece_index + 1) % TRIANGLE_PIECES.size() % TRIANGLE_PIECES.size()
_select_piece(TRIANGLE_PIECES[current_piece_index])
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
_place_piece()
# Allow camera look while holding right click in build mode
if event.button_index == MOUSE_BUTTON_RIGHT:
if event.pressed:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# Handle mouse motion input directly here
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
_mouse_motion_input += Vector2(event.relative.x, -event.relative.y)
func _physics_process(_delta):
# Check if THIS client is the owner
if not is_multiplayer_authority() or not is_instance_valid(possessed_pawn):
return
# STRENGTHENED CHECK: Ensure pawn is valid and inside the tree
if not is_instance_valid(possessed_pawn) or not possessed_pawn.is_inside_tree():
return
# 1. Handle Mouse Rotation
if _mouse_motion_input != Vector2.ZERO:
var sensitivity_modified_mouse_input = Vector2(_mouse_motion_input.x, _mouse_motion_input.y) * mouse_sensitivity
# Send to Server (ID 1)
server_process_rotation_input.rpc_id(1, sensitivity_modified_mouse_input)
_mouse_motion_input = Vector2.ZERO
# 2. Gather Movement Inputs (Only process movement if NOT in build mode, or perhaps allow moving while building?)
# Let's allow movement while building for now.
var move_vec = Input.get_vector("move_left_3d", "move_right_3d", "move_backward_3d", "move_forward_3d")
var roll_input = Input.get_action_strength("roll_right_3d") - Input.get_action_strength("roll_left_3d")
var vertical_input = Input.get_action_strength("move_up_3d") - Input.get_action_strength("move_down_3d")
var interact_input = KeyInput.new(Input.is_action_just_pressed("spacebar_3d"), Input.is_action_pressed("spacebar_3d"), Input.is_action_just_released("spacebar_3d"))
var l_input = KeyInput.new(Input.is_action_just_pressed("left_click"), Input.is_action_pressed("left_click"), Input.is_action_just_released("left_click"))
var r_input = KeyInput.new(Input.is_action_just_pressed("right_click"), Input.is_action_pressed("right_click"), Input.is_action_just_released("right_click"))
# Send to Server (ID 1), converting KeyInput objects to Dictionaries
server_process_movement_input.rpc_id(1, move_vec, roll_input, vertical_input)
server_process_interaction_input.rpc_id(1, interact_input.to_dict())
server_process_clicks.rpc_id(1, l_input.to_dict(), r_input.to_dict())
# 3. Update Builder Preview
if build_mode_enabled and active_preview_piece:
_update_preview_transform()
# --- Builder Functions ---
func _select_piece(piece_data: StructureData):
_clear_preview()
active_structure_data = piece_data
print("Selected piece for building:", piece_data.piece_name)
if active_structure_data:
var piece = PROCEDURAL_PIECE_SCENE.instantiate()
piece.structure_data = active_structure_data
piece.is_preview = true
get_tree().current_scene.add_child(piece)
active_preview_piece = piece
func _update_preview_transform():
if not is_instance_valid(possessed_pawn): return
is_snap_valid = false # Reset snap state
var cam = possessed_pawn.camera
var space_state = possessed_pawn.get_world_3d().direct_space_state
var mouse_pos = get_viewport().get_mouse_position()
var from = cam.project_ray_origin(mouse_pos)
var dir = cam.project_ray_normal(mouse_pos)
# --- NEW: Use SnappingTool to perform the physics sweep ---
# This replaces the simple raycast with a thick cylinder cast
var hit_result = SnappingTool.find_snap_target(space_state, from, dir, 10.0, 0.2)
if not hit_result.is_empty():
var collider = hit_result["collider"]
var hit_pos = hit_result["position"]
var target_module: Module = null
if collider is PieceMount:
# If we hit a mount, get its piece and its module, get its module
if collider.get_parent() is StructuralPiece:
target_module = collider.get_parent().get_parent()
if collider.owner is Module: target_module = collider.owner
elif collider.get_parent() is Module: target_module = collider.get_parent()
if target_module:
# Attempt Snap using the hit position
var snap_transform = SnappingTool.get_best_snap_transform(
active_structure_data,
target_module,
hit_pos, # Ray hit position
)
# If the transform has changed significantly from the hit pos, it means a snap occurred.
# (Simple heuristic: check distance from hit to new origin)
if snap_transform.origin.distance_to(hit_pos) < SnappingTool.SNAP_DISTANCE:
active_preview_piece.global_transform = snap_transform
is_snap_valid = true
_update_preview_color(Color.GREEN)
return
# Fallback: Float in front of player
var float_pos = from + dir * 3.0
active_preview_piece.global_position = float_pos
# Orient to face camera roughly
active_preview_piece.look_at(cam.global_position, Vector3.UP)
_update_preview_color(Color.CYAN) # Cyan = Floating
func _update_preview_color(color: Color):
if not is_instance_valid(active_preview_piece): return
var mesh_inst = active_preview_piece.find_child("MeshInstance3D")
if mesh_inst and mesh_inst.material_override:
var mat = mesh_inst.material_override as StandardMaterial3D
mat.albedo_color = Color(color.r, color.g, color.b, 0.4)
mat.emission = color
func _place_piece():
if not active_preview_piece or not active_structure_data: return
# Tell Server to spawn the real piece at this transform
server_request_place_piece.rpc_id(1, active_structure_data.resource_path, active_preview_piece.global_transform)
func _clear_preview():
if is_instance_valid(active_preview_piece):
active_preview_piece.queue_free()
active_preview_piece = null
# --- RPCs: Allow "any_peer" so clients can call this on the Server ---
@rpc("any_peer", "call_local")
func server_request_place_piece(resource_path: String, transform: Transform3D):
# Server validation logic here (distance check, cost check)
# Security: Check if sender is allowed to build
var res = load(resource_path) as StructureData
if not res: return
# Find nearby module to attach to
var query_pos = transform.origin
var module: Module = _find_module_near_server(query_pos)
if not module:
# Logic to create a new module could go here
print("No module nearby to attach piece.")
var new_module = Module.new()
new_module.name = "Module_%s" % get_process_delta_time() # Unique name
possessed_pawn.get_parent().add_child(new_module)
new_module.global_position = query_pos
new_module.physics_mode = OrbitalBody3D.PhysicsMode.COMPOSITE
module = new_module
print("Created new module %s for piece placement." % new_module.name)
if module:
var piece: ProceduralPiece = PROCEDURAL_PIECE_SCENE.instantiate()
piece.structure_data = res
module.add_child(piece)
piece.global_transform = transform
piece.owner = module # Ensure persistence
# Trigger weld logic on the new piece
piece.try_weld()
module.recalculate_physical_properties()
print("Placed piece %s on module %s" % [piece.name, module])
# Helper to find modules on server side (uses global overlap check)
func _find_module_near_server(pos: Vector3) -> Module:
# Create a sphere query parameters object
var space_state = possessed_pawn.get_world_3d().direct_space_state
var params = PhysicsShapeQueryParameters3D.new()
var shape = SphereShape3D.new()
shape.radius = 5.0 # Search radius
params.shape = shape
params.transform = Transform3D(Basis(), pos)
params.collide_with_bodies = true
params.collision_mask = 0xFFFFFFFF # Check all layers, or specific module layer
var results = space_state.intersect_shape(params)
for result in results:
var collider = result["collider"]
# Case 1: We hit the Module directly (RigidBody3D)
if collider is Module:
return collider
# Case 2: We hit a StructuralPiece attached to a Module
if collider is StructuralPiece:
# StructuralPiece should have a way to get its root module
if collider.get_parent() is Module:
return collider.get_parent()
# Or if you use the helper:
# return collider.get_root_module()
return null
@rpc("any_peer", "call_local")
func server_process_movement_input(move: Vector2, roll: float, vertical: float):
if is_instance_valid(possessed_pawn):
# Debug: Uncomment to verify flow
# if move.length() > 0: print("Server Pawn %s Move: %s" % [owner_id, move])
possessed_pawn.set_movement_input(move, roll, vertical)
@rpc("any_peer", "call_local")
func server_process_interaction_input(interact_data: Dictionary):
if is_instance_valid(possessed_pawn):
if interact_data.has_all(["p", "h", "r"]):
possessed_pawn.set_interaction_input(KeyInput.from_dict(interact_data))
@rpc("any_peer", "call_local")
func server_process_rotation_input(input: Vector2):
if is_instance_valid(possessed_pawn):
possessed_pawn.set_rotation_input(input)
@rpc("any_peer", "call_local")
func server_process_clicks(l_data: Dictionary, r_data: Dictionary):
if is_instance_valid(possessed_pawn):
var l_action = KeyInput.from_dict(l_data) if l_data.has("p") else KeyInput.new()
var r_action = KeyInput.from_dict(r_data) if r_data.has("p") else KeyInput.new()
possessed_pawn.set_click_input(l_action, r_action)
# Optional: Release mouse when losing focus
func _notification(what):
match what:
NOTIFICATION_WM_WINDOW_FOCUS_OUT:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
NOTIFICATION_WM_WINDOW_FOCUS_IN:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
NOTIFICATION_EXIT_TREE:
print("PlayerController exited tree")
NOTIFICATION_ENTER_TREE:
print("PlayerController %s entered tree" % multiplayer.get_unique_id())

View File

@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://ba3ijdstp2bvt"]
[ext_resource type="Script" uid="uid://vjfk3xnapfti" path="res://scenes/tests/3d/player_controller_3d.gd" id="1_elh6f"]
[ext_resource type="Script" uid="uid://vjfk3xnapfti" path="res://scenes/character/player_controller_3d.gd" id="1_elh6f"]
[node name="PlayerController3d" type="Node"]
script = ExtResource("1_elh6f")

View File

@ -4,41 +4,41 @@ class_name ZeroGMovementComponent
## References
var pawn: CharacterPawn3D
var camera_pivot: Node3D
## State & Parameters
var current_grip: GripArea3D = null # Use GripArea3D type hint
var nearby_grips: Array[GripArea3D] = []
# --- Reach Parameters ---
@export var reach_speed: float = 10.0 # Speed pawn moves towards grip
@export var reach_orient_speed: float = 10.0 # Speed pawn orients to grip
# --- Grip damping parameters ---
@export var gripping_linear_damping: float = 5.0 # How quickly velocity stops
@export var gripping_angular_damping: float = 5.0 # How quickly spin stops
@export var gripping_orient_speed: float = 2.0 # How quickly pawn rotates to face grip
@export var gripping_linear_damping: float = 6.0 # How quickly velocity stops
@export var gripping_linear_kd: float = 2 * sqrt(gripping_linear_damping) # How quickly velocity stops
@export var gripping_angular_damping: float = 3.0 # How quickly spin stops
@export var gripping_orient_speed: float = 2 * sqrt(gripping_angular_damping) # How quickly pawn rotates to face grip
var _target_basis: Basis # The orientation the PD controller is currently seeking
var _manual_roll_timer: Timer
@export var manual_roll_reset_delay: float = 3.0 # Time in seconds to wait before auto-aligning
@export var manual_roll_speed: float = 2.0 # How fast (rad/s) to rotate the target
# --- Climbing parameters ---
@export var climb_speed: float = 2.0
@export var grip_handover_distance: float = 1 # How close to next grip to initiate handover
@export var climb_acceleration: float = 10.0 # How quickly pawn reaches climb_speed
@export var climb_acceleration: float = 1.0 # How quickly pawn reaches climb_speed
@export var climb_angle_threshold_deg: float = 120.0 # How wide the forward cone is
@export var release_past_grip_threshold: float = 0.4 # How far past the grip origin before releasing
var next_grip_target: GripArea3D = null # The grip we are trying to transition to
# --- Launch Parameters ---
# --- Seeking Climb State ---
var _seeking_climb_input: Vector2 = Vector2.ZERO # The move_input held when seeking started
@export var launch_charge_rate: float = 20.0
@export var max_launch_speed: float = 15.0
# --- Launch Parameters ---
@export var launch_charge_rate: float = 1.5
@export var max_launch_speed: float = 4.0
var launch_direction: Vector3 = Vector3.ZERO
var launch_charge: float = 0.0
# Enum for internal state
enum MovementState {
enum MovementState {
IDLE,
REACHING,
GRIPPING,
@ -46,82 +46,65 @@ enum MovementState {
SEEKING_CLIMB,
CHARGING_LAUNCH
}
var current_state: MovementState = MovementState.IDLE:
var movement_state: MovementState = MovementState.IDLE:
set(new_state):
if new_state == current_state: return
_on_exit_state(current_state) # Call exit logic for old state
current_state = new_state
_on_enter_state(current_state) # Call enter logic for new state
if new_state == movement_state: return
_on_exit_state(movement_state) # Call exit logic for old state
movement_state = new_state
_on_enter_state(movement_state) # Call enter logic for new state
func _ready():
pawn = get_parent() as CharacterPawn3D
if not pawn: printerr("ZeroGMovementComponent must be child of CharacterPawn3D")
camera_pivot = pawn.get_node_or_null("CameraPivot")
if not camera_pivot: printerr("ZeroGMovementComponent couldn't find CameraPivot")
_manual_roll_timer = Timer.new()
_manual_roll_timer.one_shot = true
_manual_roll_timer.wait_time = manual_roll_reset_delay
add_child(_manual_roll_timer)
# --- Standardized Movement API ---
## Called by Pawn when relevant state is active (e.g., GRABBING_GRIP, REACHING_MOVE)
func process_movement(delta: float, move_input: Vector2, vertical_input: float, roll_input: float, reach_input: PlayerController3D.KeyInput, release_input: PlayerController3D.KeyInput):
func process_movement(physics_state: PhysicsDirectBodyState3D, move_input: Vector2, vertical_input: float, roll_input: float, reach_input: PlayerController3D.KeyInput, release_input: PlayerController3D.KeyInput):
if not is_instance_valid(pawn): return
_update_state(
delta,
move_input,
reach_input,
release_input
)
_update_state(move_input, reach_input, release_input)
match current_state:
match movement_state:
MovementState.IDLE:
_process_idle(delta, move_input, vertical_input, roll_input, release_input)
_process_idle(physics_state, move_input, vertical_input, roll_input, release_input)
MovementState.REACHING:
_process_reaching(delta)
_process_reaching(physics_state)
MovementState.GRIPPING:
_apply_grip_physics(delta, move_input, roll_input)
_process_grip_physics(physics_state, move_input, roll_input)
MovementState.CLIMBING:
_apply_climb_physics(delta, move_input)
_process_climb_physics(physics_state, move_input)
MovementState.SEEKING_CLIMB:
_process_seeking_climb(delta, move_input)
_process_seeking_climb(physics_state, move_input)
MovementState.CHARGING_LAUNCH:
_handle_launch_charge(delta)
_process_launch_charge(physics_state, move_input, reach_input)
## Called by Pawn for collision (optional, might not be needed if grabbing stops movement)
func handle_collision(collision: KinematicCollision3D, collision_energy_loss: float):
# Basic bounce if somehow colliding while using this controller
var surface_normal = collision.get_normal()
pawn.velocity = pawn.velocity.bounce(surface_normal)
pawn.velocity *= (1.0 - collision_energy_loss * 0.5)
# === STATE MACHINE ===
func _on_enter_state(state : MovementState):
print("ZeroGMovementComponent activated for state: ", MovementState.keys()[state])
if state == MovementState.GRIPPING:
pawn.velocity = Vector3.ZERO
pawn.angular_velocity = Vector3.ZERO
# else: # e.g., REACHING_MOVE?
# state = MovementState.IDLE # Or SEARCHING?
func _on_exit_state(state: MovementState):
print("ZeroGMovementComponent deactivated for state: ", MovementState.keys()[state])
pass
func _on_enter_state(movement_state: MovementState):
print("ZeroGMovementComponent activated for movement_state: ", MovementState.keys()[movement_state])
func _on_exit_state(movement_state: MovementState):
print("ZeroGMovementComponent deactivated for movement_state: ", MovementState.keys()[movement_state])
# Ensure grip is released if state changes unexpectedly
#if state == MovementState.GRIPPING:
#_release_current_grip()
# if movement_state == MovementState.GRIPPING:
# _release_current_grip()
func _update_state(
_delta: float,
move_input: Vector2,
reach_input: PlayerController3D.KeyInput,
release_input: PlayerController3D.KeyInput,
):
match current_state:
match movement_state:
MovementState.IDLE:
# Already handled initiating reach in process_movement
if reach_input.pressed or reach_input.held:
current_state = MovementState.REACHING
movement_state = MovementState.REACHING
MovementState.REACHING:
# TODO: If reach animation completes/hand near target -> GRIPPING
# If interact released during reach -> CANCEL -> IDLE
@ -144,8 +127,8 @@ func _update_state(
if (reach_input.pressed or reach_input.held) and move_input != Vector2.ZERO:
_start_charge(move_input)
return
elif move_input != Vector2.ZERO:
_start_climb(move_input) # This is overshadowed by the above check.
elif move_input != Vector2.ZERO and is_instance_valid(current_grip):
movement_state = MovementState.CLIMBING
MovementState.CLIMBING:
if reach_input.pressed or reach_input.held:
_start_charge(move_input)
@ -158,119 +141,121 @@ func _update_state(
return
# Continue climbing logic (finding next grip) happens in _process_climbing
MovementState.CHARGING_LAUNCH:
if not (reach_input.pressed or reach_input.held):
_execute_launch(move_input)
elif move_input == Vector2.ZERO: # Cancel charge while holding interact
current_state = MovementState.GRIPPING
if move_input == Vector2.ZERO: # Cancel charge while holding interact
movement_state = MovementState.GRIPPING
print("ZeroGMovementComponent: Cancelled Launch Charge")
# === MOVEMENT PROCESSING ===
func _process_idle(delta: float, move_input: Vector2, vertical_input: float, roll_input: float, release_input: PlayerController3D.KeyInput):
# State is IDLE (free-floating).
# Check for EVA suit usage.
var has_movement_input = (move_input != Vector2.ZERO or vertical_input != 0.0 or roll_input != 0.0)
if has_movement_input and is_instance_valid(pawn.eva_suit_component):
# Use EVA suit
pawn.eva_suit_component.apply_thrusters(pawn, delta, move_input, vertical_input, roll_input)
# Check for body orientation (if applicable)
if release_input.held and is_instance_valid(pawn.eva_suit_component):
pawn.eva_suit_component._orient_pawn(delta) # Use suit's orient
func _process_reaching(_delta: float):
func _process_idle(_physics_state: PhysicsDirectBodyState3D, _move_input: Vector2, _vertical_input: float, _roll_input: float, _release_input: PlayerController3D.KeyInput):
# TODO: Implement free-floating auto orientation against bulkheads to maintain orientation with ship
pass
func _process_reaching(physics_state: PhysicsDirectBodyState3D):
# TODO: Drive IK target towards current_grip.get_grip_transform().origin
# TODO: Monitor distance / animation state
# For now, we just instantly grip.
# For now, _we just instantly grip.
if _seeking_climb_input != Vector2.ZERO:
_attempt_grip(next_grip_target) # Complete the seek-reach
_attempt_grip(physics_state, next_grip_target) # Complete the seek-reach
else:
_attempt_grip(_find_best_grip())
_attempt_grip(physics_state, _find_best_grip())
func _apply_grip_physics(delta: float, _move_input: Vector2, roll_input: float):
func _process_grip_physics(physics_state: PhysicsDirectBodyState3D, _move_input: Vector2, roll_input: float):
if not is_instance_valid(pawn) or not is_instance_valid(current_grip):
_release_current_grip(); return
# TODO: Later, replace step 2 and 3 with IK driving the hand bone to the target_transform.origin,
# while the physics/orientation logic stops the main body's momentum.
# --- 1. Calculate Target Transform (Same as before) ---
var grip_base_transform = current_grip.global_transform
var target_direction = grip_base_transform.basis.z.normalized()
var hold_distance = _get_hold_distance()
var target_position = grip_base_transform.origin + target_direction * hold_distance
var target_basis = _choose_grip_orientation(grip_base_transform.basis)
# --- 2. Apply Linear Force (PD Controller) ---
var error_pos = target_position - pawn.global_position
# Simple P-controller for velocity (acts as a spring)
var target_velocity_pos = error_pos * gripping_linear_damping # 'damping' here acts as Kp
# Simple D-controller (damping)
target_velocity_pos -= pawn.velocity * gripping_angular_damping # 'angular_damping' here acts as Kd
# Apply force via acceleration
pawn.velocity = pawn.velocity.lerp(target_velocity_pos, delta * 10.0) # Smoothly apply correction
# --- 3. Apply Angular Force (PD Controller) ---
# --- 2. Calculate Target Transform ---
if not is_zero_approx(roll_input):
# Manual Roll Input (applies torque)
var roll_torque_global = pawn.global_transform.basis.z * (-roll_input) * gripping_orient_speed # Use global Z
pawn.add_torque(roll_torque_global, delta)
else:
# Auto-Orient (PD Controller)
_apply_orientation_torque(target_basis, delta)
# User is rolling. Stop the reset timer.
_manual_roll_timer.stop()
# Rotate the current target basis around the grip's Z-axis
var grip_z_axis = current_grip.global_basis.z
_target_basis = _target_basis.rotated(grip_z_axis, -roll_input * manual_roll_speed * physics_state.step)
func _apply_climb_physics(delta: float, move_input: Vector2):
# Restart the timer
_manual_roll_timer.start()
elif _manual_roll_timer.wait_time < 0.0:
_on_manual_roll_timeout(physics_state) # Immediate reset if delay is negative
# --- 3. Apply Linear Force (PD Controller) ---
physics_state.apply_central_force(_get_hold_force(physics_state))
_apply_orientation_torque(physics_state, _target_basis)
func _process_climb_physics(physics_state: PhysicsDirectBodyState3D, move_input: Vector2):
if not is_instance_valid(pawn) or not is_instance_valid(current_grip):
_stop_climb(true); return
# 1. Calculate Climb Direction: For climbing we interpret W as up from the pawns perspective instead of forward
var climb_direction = move_input.y * pawn.global_basis.y + move_input.x * pawn.global_basis.x
var climb_direction = move_input.y * physics_state.transform.basis.y + move_input.x * physics_state.transform.basis.x
climb_direction = climb_direction.normalized()
# 2. Find Next Grip
next_grip_target = _find_best_grip(climb_direction, INF, climb_angle_threshold_deg)
# 3. Check for Handover: This should be more eager to mark a new grip as current than below check is to release when climbing past
var performed_handover = _attempt_grip(next_grip_target)
var performed_handover = _attempt_grip(physics_state, next_grip_target)
# 4. Check for Release Past Grip (if no handover)
if not performed_handover:
var current_grip_pos = current_grip.global_position
var vector_from_grip_to_pawn = pawn.global_position - current_grip_pos
var vector_from_grip_to_pawn = physics_state.transform.origin - current_grip_pos
var distance_along_climb_dir = vector_from_grip_to_pawn.dot(climb_direction)
if distance_along_climb_dir > release_past_grip_threshold: # Release threshold
_release_current_grip(move_input)
return # State changed to IDLE
# 5. Apply Movement Force
# 5. Apply Combined Forces for Climbing & Holding
# --- Force 1: Positional Hold (From _process_grip_physics) ---
# Calculate the force needed to stay at that position
var force_hold = _get_hold_force(physics_state)
# --- Force 2: Climbing Movement ---
var target_velocity = climb_direction * climb_speed
pawn.velocity = pawn.velocity.lerp(target_velocity, delta * climb_acceleration)
var error_vel = target_velocity - physics_state.linear_velocity
var force_climb = error_vel * climb_acceleration # Kp = climb_acceleration
# Find the part of the "hold" force that is parallel to our climb direction
var force_hold_parallel = force_hold.project(climb_direction)
# Check if that parallel part is pointing *against* our climb
if force_hold_parallel.dot(climb_direction) < 0:
# If it is, remove it from the hold force.
# This leaves only the perpendicular (offset-correcting) force.
force_hold = force_hold - force_hold_parallel
# --- Combine and Apply ---
# We apply *both* forces. The hold force will manage the offset,
# while the climb force will overpower it in the climb direction.
var total_force = force_hold + force_climb
physics_state.apply_central_force(total_force)
# 6. Apply Angular Force (Auto-Orient to current grip)
var grip_base_transform = current_grip.global_transform
var target_basis = _choose_grip_orientation(grip_base_transform.basis)
_apply_orientation_torque(target_basis, delta)
var target_basis = _choose_grip_orientation(physics_state, current_grip.global_basis)
_apply_orientation_torque(physics_state, target_basis)
func _process_seeking_climb(_delta: float, move_input: Vector2):
func _process_seeking_climb(physics_state: PhysicsDirectBodyState3D, move_input: Vector2):
# If the player's input has changed from what initiated the seek, cancel it.
if not move_input.is_equal_approx(_seeking_climb_input):
var target_grip = _find_best_grip()
_seeking_climb_input = Vector2.ZERO # Reset for next time
if _attempt_grip(target_grip):
if _attempt_grip(physics_state, _find_best_grip()):
# Successfully found and grabbed a grip. The state is now GRIPPING.
print("Seeking Climb ended, gripped new target.")
else:
current_state = MovementState.IDLE
movement_state = MovementState.IDLE
# No grip found. Transition to IDLE.
print("Seeking Climb ended, no grip found. Reverting to IDLE.")
# --- Grip Helpers
## The single, authoritative function for grabbing a grip.
func _attempt_grip(target_grip: GripArea3D) -> bool:
func _attempt_grip(physics_state: PhysicsDirectBodyState3D, target_grip: GripArea3D) -> bool:
if not is_instance_valid(target_grip):
return false
@ -280,33 +265,38 @@ func _attempt_grip(target_grip: GripArea3D) -> bool:
if is_instance_valid(old_grip) and old_grip != target_grip:
old_grip.release(pawn)
_manual_roll_timer.stop()
_target_basis = _choose_grip_orientation(physics_state, target_grip.global_basis)
current_grip = target_grip
current_grip = target_grip
next_grip_target = null
_seeking_climb_input = Vector2.ZERO
# If we weren't already climbing, transition to GRIPPING state.
if current_state != MovementState.CLIMBING:
current_state = MovementState.GRIPPING
if movement_state != MovementState.CLIMBING:
movement_state = MovementState.GRIPPING
print("Successfully gripped: ", current_grip.get_parent().name)
return true
else:
# Failed to grab the new grip.
print("Failed to grip: ", target_grip.get_parent().name, " (likely occupied).")
if current_state == MovementState.CLIMBING:
if movement_state == MovementState.CLIMBING:
_stop_climb(false) # Stop climbing, return to gripping previous one
return false
# --- Grip Orientation Helper ---
func _choose_grip_orientation(grip_basis: Basis) -> Basis:
func _choose_grip_orientation(physics_state: PhysicsDirectBodyState3D, grip_basis: Basis) -> Basis:
# 1. Define the two possible target orientations based on the grip.
# Both will look away from the grip's surface (-Z).
var look_at_dir = -grip_basis.z.normalized()
var look_at_dir = - grip_basis.z.normalized()
var target_basis_up = Basis.looking_at(look_at_dir, grip_basis.y.normalized()).orthonormalized()
var target_basis_down = Basis.looking_at(look_at_dir, -grip_basis.y.normalized()).orthonormalized()
# 2. Get the pawn's current orientation.
var current_basis = pawn.global_basis
var current_basis = physics_state.transform.basis
# 3. Compare which target orientation is "closer" to the current one.
# We can do this by finding the angle of rotation needed to get from current to each target.
@ -382,13 +372,15 @@ func _release_current_grip(move_input: Vector2 = Vector2.ZERO):
current_grip.release(pawn)
current_grip = null
_manual_roll_timer.stop()
# If we were climbing and are still holding a climb input, start seeking.
if move_input != Vector2.ZERO:
current_state = MovementState.SEEKING_CLIMB
movement_state = MovementState.SEEKING_CLIMB
_seeking_climb_input = move_input # Store the input that started the seek
# print("ZeroGMovementComponent: Released grip, now SEEKING_CLIMB.")
else:
current_state = MovementState.IDLE
movement_state = MovementState.IDLE
# print("ZeroGMovementComponent: Released grip, now IDLE.")
@ -398,46 +390,31 @@ func _cancel_reach():
print("ZeroGMovementComponent: Reach cancelled.")
# --- Climbing Helpers ---
func _start_climb(move_input: Vector2):
if not is_instance_valid(current_grip): return
current_state = MovementState.CLIMBING
# Calculate initial climb direction based on input relative to camera/grip
var pawn_up = pawn.global_basis.y
var pawn_right = pawn.global_basis.x
print("ZeroGMoveController: Started Climbing in direction: ", (pawn_up * move_input.y + pawn_right * move_input.x).normalized())
func _stop_climb(release_grip: bool):
# print("ZeroGMoveController: Stopping Climb. Release Grip: ", release_grip)
pawn.velocity = pawn.velocity.lerp(Vector3.ZERO, 0.5) # Apply some braking
# TODO: Implement using forces
# pawn.velocity = pawn.velocity.lerp(Vector3.ZERO, 0.5) # Apply some braking
next_grip_target = null
if release_grip:
_release_current_grip() # Transitions to IDLE
else:
current_state = MovementState.GRIPPING # Go back to stationary gripping
movement_state = MovementState.GRIPPING # Go back to stationary gripping
func _apply_orientation_torque(target_basis: Basis, delta: float):
var current_quat = pawn.global_transform.basis.get_rotation_quaternion()
var target_quat = target_basis.get_rotation_quaternion()
var error_quat = target_quat * current_quat.inverse()
func _apply_orientation_torque(physics_state: PhysicsDirectBodyState3D, target_basis: Basis):
var torque = MotionUtils.calculate_pd_rotation_torque(
target_basis,
physics_state.transform.basis,
physics_state.angular_velocity, # Use angular_velocity (from RigidBody3D)
gripping_orient_speed, # Kp
gripping_angular_damping # Kd
)
# Ensure we take the shortest path for rotation. If W is negative, the
# quaternion represents the "long way around". Negating it gives the same
# orientation but via the shorter rotational path.
if error_quat.w < 0: error_quat = -error_quat
var error_angle = error_quat.get_angle()
var error_axis = error_quat.get_axis()
var torque_proportional = error_axis.normalized() * error_angle * gripping_orient_speed
var torque_derivative = -pawn.angular_velocity * gripping_angular_damping
var total_torque_global = (torque_proportional + torque_derivative)
pawn.add_torque(total_torque_global, delta)
physics_state.apply_torque(torque)
# --- Launch helpers ---
func _start_charge(move_input: Vector2):
if not is_instance_valid(current_grip): return # Safety check
current_state = MovementState.CHARGING_LAUNCH
movement_state = MovementState.CHARGING_LAUNCH
launch_charge = 0.0
# Calculate launch direction based on input and push-off normal
@ -450,22 +427,55 @@ func _start_charge(move_input: Vector2):
print("ZeroGMovementComponent: Charging Launch")
func _handle_launch_charge(delta: float):
launch_charge = min(launch_charge + launch_charge_rate * delta, max_launch_speed)
pawn.velocity = Vector3.ZERO
pawn.angular_velocity = Vector3.ZERO
func _process_launch_charge(physics_state: PhysicsDirectBodyState3D, move_input: Vector2, reach_input: PlayerController3D.KeyInput):
if not (reach_input.pressed or reach_input.held):
_execute_launch(physics_state, move_input)
# hold on to current grip
physics_state.apply_central_force(_get_hold_force(physics_state))
func _execute_launch(move_input: Vector2):
launch_charge = min(launch_charge + launch_charge_rate * physics_state.step, max_launch_speed)
func _execute_launch(physics_state: PhysicsDirectBodyState3D, move_input: Vector2):
if not is_instance_valid(current_grip): return # Safety check
pawn.velocity = launch_direction * launch_charge # Apply launch velocity to pawn
launch_charge = 0.0
_release_current_grip(move_input) # Release AFTER calculating direction
physics_state.apply_impulse(launch_direction * launch_charge)
launch_charge = 0.0
# Instead of going to IDLE, go to SEEKING_CLIMB to find the next grip.
# The move_input that started the launch is what we'll use for the seek direction.
# _seeking_climb_input = (pawn.global_basis.y.dot(launch_direction) * Vector2.UP) + (pawn.global_basis.x.dot(launch_direction) * Vector2.RIGHT)
# current_state = MovementState.SEEKING_CLIMB
print("ZeroGMovementComponent: Launched with speed ", pawn.velocity.length(), " and now SEEKING_CLIMB")
# movement_state = MovementState.SEEKING_CLIMB
print("ZeroGMovementComponent: Launched with speed ", physics_state.linear_velocity.length(), " and now SEEKING_CLIMB")
# --- Force Calculation Helpers ---
func _get_hold_force(state) -> Vector3:
if not is_instance_valid(pawn) or not is_instance_valid(current_grip):
return Vector3.ZERO
var grip_base_transform = current_grip.global_transform
var target_direction = grip_base_transform.basis.z.normalized()
var hold_distance = _get_hold_distance()
var target_position = grip_base_transform.origin + target_direction * hold_distance
# Calculate the force needed to stay at that position
var force_hold = MotionUtils.calculate_pd_position_force(
target_position,
state.transform.origin,
state.linear_velocity,
gripping_linear_damping, # Kp
gripping_linear_kd # Kd
)
return force_hold
# --- Manual Roll Reset ---
func _on_manual_roll_timeout(physics_state: PhysicsDirectBodyState3D):
# Timer fired. This means the user hasn't touched roll for [delay] seconds.
# We smoothly reset the _target_basis back to the closest grip orientation.
if is_instance_valid(current_grip):
_target_basis = _choose_grip_orientation(physics_state, current_grip.global_basis)
# --- Signal Handlers ---

View File

@ -1,205 +0,0 @@
extends CharacterBody2D
class_name PilotBall
# --- Movement Constants (Friction Simulation) ---
# When in open space (no module overlap), movement is zeroed out quickly.
const EXTERIOR_DRAG_FACTOR: float = 0.05
# When pushing off hullplates (low friction, slow acceleration)
const INTERIOR_SLUGGISH_SPEED: float = 100.0
const INTERIOR_SLUGGISH_ACCEL: float = 5 # Low acceleration, simulating mass and small push
# When gripping a ladder (high friction, direct control)
const LADDER_SPEED: float = 100.0
const LADDER_ACCEL: float = 20 # High acceleration, simulating direct grip
@onready var camera: Camera2D = $Camera2D
@onready var overlap_area: Area2D = $OverlapDetector
@onready var ui_container: Control = $CanvasLayer/UIContainer
var nearby_station: SystemStation = null
var current_station: SystemStation = null
# --- State Variables ---
enum MovementState {
NO_CONTROL,
ZERO_G_INTERIOR,
LADDER_GRIP,
IN_STATION
}
var current_state: MovementState = MovementState.NO_CONTROL
var ladder_area: Area2D = null # Area of the ladder currently overlapped
var is_grabbing_ladder: bool = false # True if 'Space' is held while on ladder
# --- Overlap Detection (Assuming you use Area2D for detection) ---
var overlapping_modules: int = 0
# --- Ladder Constants ---
const LAUNCH_VELOCITY: float = 300.0
var _movement_input: Vector2 = Vector2.ZERO
var _interact_just_pressed: bool = false
var _interact_held: bool = false
# --- PUBLIC INPUT METHODS (Called by the PlayerController) ---
func set_movement_input(input_dir: Vector2):
_movement_input = input_dir
func set_interaction_input(just_pressed: bool, is_held: bool):
_interact_just_pressed = just_pressed
_interact_held = is_held
# --- New: Physics Initialization (Assuming CharacterBody2D is parented to the scene root or Ship) ---
# NOTE: CharacterBody2D cannot inherit OrbitalBody2D, so we manage its velocity manually.
func _ready():
# Set up overlap signals if they aren't already connected in the scene file
# You must have an Area2D child on PilotBall to detect overlaps.
overlap_area.body_entered.connect(on_body_entered)
overlap_area.body_exited.connect(on_body_exited)
overlap_area.area_entered.connect(_on_station_area_entered)
overlap_area.area_exited.connect(_on_station_area_exited)
camera.make_current()
func on_body_entered(body: Node2D):
# Detect Modules (which all inherit OrbitalBody2D via StructuralPiece)
if body is StructuralPiece:
overlapping_modules += 1
# Detect Ladders
if body is Ladder:
ladder_area = body.find_child("ClimbArea") # Assuming the Ladder has a specific Area2D for climbing
func on_body_exited(body: Node2D):
if body is StructuralPiece:
overlapping_modules -= 1
if body is Ladder:
if body.find_child("ClimbArea") == ladder_area:
ladder_area = null
is_grabbing_ladder = false # Force detach if the ladder moves away
# --- NEW: Functions to be called by the Station ---
func enter_station_state():
current_state = MovementState.IN_STATION
velocity = Vector2.ZERO # FIX: Stop all movement when entering a station
func exit_station_state():
# When leaving, transition to a sensible default state.
current_state = MovementState.ZERO_G_INTERIOR
func _physics_process(delta):
# This script now runs on the server and its state is synced to clients.
# It no longer checks for local input authority.
if current_state == MovementState.IN_STATION:
move_and_slide()
return
_update_movement_state() # This function now uses the new variables
process_interaction() # Process any interaction presses
# Reset input flags for the next frame
_interact_just_pressed = false
_interact_held = false
# The 'input_dir' now comes from our variable, not the Input singleton.
var input_dir = _movement_input
match current_state:
MovementState.ZERO_G_INTERIOR:
_sluggish_movement(input_dir, delta)
MovementState.LADDER_GRIP:
_ladder_movement(input_dir, delta)
# Reset input for the next frame
_movement_input = Vector2.ZERO
move_and_slide()
# This function is called every physics frame by _physics_process().
func process_interaction():
# If the interact button was not pressed this frame, do nothing.
if not _interact_just_pressed:
return
# Priority 1: Disengage from a station if we are in one.
if current_station:
current_station.disengage(self)
current_station = null
return
# Priority 2: Occupy a nearby station if we are not in one.
elif is_instance_valid(nearby_station):
current_station = nearby_station
current_station.occupy(self)
return
# Priority 3: Handle ladder launch logic.
# This part of the old logic was in _handle_interaction_input,
# but it's cleaner to check for the release of the button here.
if current_state == MovementState.LADDER_GRIP and not _interact_held:
# Launch the player away from the ladder when the interact button is released.
var launch_direction = - _movement_input.normalized()
if launch_direction == Vector2.ZERO:
# Default launch: use the character's forward direction
launch_direction = Vector2.UP.rotated(rotation)
velocity = launch_direction * LAUNCH_VELOCITY
# Immediately switch to zero-G interior state
is_grabbing_ladder = false
current_state = MovementState.ZERO_G_INTERIOR
# --- State Machine Update ---
func _update_movement_state():
# Priority 1: Ladder Grip
# This now checks the variable instead of the Input singleton.
if ladder_area and _interact_held:
is_grabbing_ladder = true
current_state = MovementState.LADDER_GRIP
return
# Priority 2: Interior Zero-G (must overlap a module/piece AND not be grabbing)
if overlapping_modules > 0:
if is_grabbing_ladder:
# If we were grabbing a ladder but released 'interact', we transition to zero-G interior
is_grabbing_ladder = false
current_state = MovementState.ZERO_G_INTERIOR
return
current_state = MovementState.ZERO_G_INTERIOR
return
# Priority 3: No Control (floating free)
is_grabbing_ladder = false
current_state = MovementState.NO_CONTROL
# --- Movement Implementations ---
func _sluggish_movement(input_dir: Vector2, delta: float):
# Simulates pushing off the wall: slow acceleration, but minimal drag
var target_velocity = input_dir * INTERIOR_SLUGGISH_ACCEL
velocity = velocity + target_velocity * delta
#velocity.lerp(velocity + interi, INTERIOR_SLUGGISH_ACCEL)
func _ladder_movement(input_dir: Vector2, delta: float):
# Simulates direct grip: fast acceleration, perfect control
var target_velocity = input_dir * LADDER_SPEED
velocity = velocity.lerp(target_velocity, LADDER_ACCEL * delta)
# --- New Functions for Station Interaction ---
func _on_station_area_entered(area: Area2D):
if area.get_parent() is SystemStation:
nearby_station = area.get_parent()
print("Near station: ", nearby_station.name)
func _on_station_area_exited(area: Area2D):
if area.get_parent() == nearby_station:
nearby_station = null
# Stations will call this to get the node where they should place their UIs.
func get_ui_container() -> Control:
return ui_container

View File

@ -1 +0,0 @@
uid://dxngvoommn5f1

View File

@ -1,36 +0,0 @@
[gd_scene load_steps=4 format=3 uid="uid://chgycmkkaf7jv"]
[ext_resource type="Script" uid="uid://dxngvoommn5f1" path="res://scenes/characters/pilot_ball.gd" id="1_rhbna"]
[sub_resource type="CircleShape2D" id="CircleShape2D_6jclb"]
[sub_resource type="CircleShape2D" id="CircleShape2D_rhbna"]
[node name="PilotBall" type="CharacterBody2D"]
collision_layer = 32
collision_mask = 16
script = ExtResource("1_rhbna")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_6jclb")
debug_color = Color(0.61528, 0.358023, 1, 1)
[node name="Sprite2D" type="Sprite2D" parent="."]
[node name="Camera2D" type="Camera2D" parent="."]
zoom = Vector2(4, 4)
[node name="OverlapDetector" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="OverlapDetector"]
shape = SubResource("CircleShape2D_rhbna")
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="UIContainer" type="Control" parent="CanvasLayer"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2

View File

@ -1,37 +0,0 @@
extends Node
class_name PlayerController
# TODO: Change this to custom pawn type
var possessed_pawn: Node # The character this controller is currently driving
func _ready():
# --- FIX: Manually enable input processing for this node ---
set_process_input(true)
func _physics_process (delta):
if not is_multiplayer_authority():
return
# 1. Gather all input states for this frame.
var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
var is_interact_just_pressed = Input.is_action_just_pressed("interact")
var is_interact_held = Input.is_action_pressed("interact")
#print(is_interact_just_pressed)
#print(input_dir)
# 2. Send the collected input state to the server via RPC.
server_process_input.rpc_id(1, input_dir, is_interact_just_pressed, is_interact_held)
@rpc("any_peer", "call_local")
func server_process_input(input_dir: Vector2, is_interact_just_pressed: bool, is_interact_held: bool):
if is_instance_valid(possessed_pawn):
possessed_pawn.set_movement_input(input_dir)
# Pass both interact states to the pawn
possessed_pawn.set_interaction_input(is_interact_just_pressed, is_interact_held)
func possess(pawn_to_control: Node):
possessed_pawn = pawn_to_control
reparent(pawn_to_control, false)
self.owner = pawn_to_control
print("PlayerController possessed: ", possessed_pawn.name)

View File

@ -1 +0,0 @@
uid://dmhwqmbwk0t8k

View File

@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://dnre6svquwdtb"]
[ext_resource type="Script" uid="uid://dmhwqmbwk0t8k" path="res://scenes/characters/player_controller.gd" id="1_b8jga"]
[node name="PlayerController" type="Node"]
script = ExtResource("1_b8jga")

View File

@ -1,82 +0,0 @@
[gd_scene load_steps=4 format=3 uid="uid://c77wxeb7gpplw"]
[ext_resource type="Script" uid="uid://6co67nfy8ngb" path="res://scenes/ship/builder/module.gd" id="1_mtskc"]
[ext_resource type="PackedScene" uid="uid://bho8x10x4oab7" path="res://scenes/ship/builder/pieces/hullplate.tscn" id="2_aovrk"]
[ext_resource type="PackedScene" uid="uid://d3hitk62fice4" path="res://scenes/ship/builder/pieces/bulkhead.tscn" id="4_dwgsg"]
[node name="Module" type="Node2D"]
position = Vector2(-50, 50)
script = ExtResource("1_mtskc")
metadata/_custom_type_script = "uid://0isnsk356que"
[node name="StructuralContainer" type="Node2D" parent="."]
[node name="Hullplate" parent="StructuralContainer" instance=ExtResource("2_aovrk")]
[node name="@StaticBody2D@31031" parent="StructuralContainer" instance=ExtResource("2_aovrk")]
position = Vector2(0, 100)
[node name="@StaticBody2D@31033" parent="StructuralContainer" instance=ExtResource("2_aovrk")]
position = Vector2(100, 100)
[node name="@StaticBody2D@31035" parent="StructuralContainer" instance=ExtResource("2_aovrk")]
position = Vector2(100, 0)
[node name="@StaticBody2D@31037" parent="StructuralContainer" instance=ExtResource("2_aovrk")]
position = Vector2(100, -100)
[node name="@StaticBody2D@31039" parent="StructuralContainer" instance=ExtResource("2_aovrk")]
position = Vector2(100, -200)
[node name="@StaticBody2D@31041" parent="StructuralContainer" instance=ExtResource("2_aovrk")]
position = Vector2(0, -200)
[node name="@StaticBody2D@31043" parent="StructuralContainer" instance=ExtResource("2_aovrk")]
position = Vector2(0, -100)
[node name="Bulkhead" parent="StructuralContainer" instance=ExtResource("4_dwgsg")]
position = Vector2(-50, 100)
[node name="@StaticBody2D@31046" parent="StructuralContainer" instance=ExtResource("4_dwgsg")]
position = Vector2(-50, 0)
[node name="@StaticBody2D@31048" parent="StructuralContainer" instance=ExtResource("4_dwgsg")]
position = Vector2(-50, -100)
[node name="@StaticBody2D@31050" parent="StructuralContainer" instance=ExtResource("4_dwgsg")]
position = Vector2(-50, -200)
[node name="@StaticBody2D@31052" parent="StructuralContainer" instance=ExtResource("4_dwgsg")]
position = Vector2(150, -200)
[node name="@StaticBody2D@31054" parent="StructuralContainer" instance=ExtResource("4_dwgsg")]
position = Vector2(150, -100)
[node name="@StaticBody2D@31056" parent="StructuralContainer" instance=ExtResource("4_dwgsg")]
position = Vector2(150, 0)
[node name="@StaticBody2D@31058" parent="StructuralContainer" instance=ExtResource("4_dwgsg")]
position = Vector2(150, 100)
[node name="@StaticBody2D@31060" parent="StructuralContainer" instance=ExtResource("4_dwgsg")]
position = Vector2(0, 150)
rotation = 1.5708
[node name="@StaticBody2D@31062" parent="StructuralContainer" instance=ExtResource("4_dwgsg")]
position = Vector2(100, 150)
rotation = 1.5708
[node name="@StaticBody2D@31064" parent="StructuralContainer" instance=ExtResource("4_dwgsg")]
position = Vector2(0, -250)
rotation = 1.5708
[node name="@StaticBody2D@31066" parent="StructuralContainer" instance=ExtResource("4_dwgsg")]
position = Vector2(100, -250)
rotation = 1.5708
[node name="HullVolumeContainer" type="Node2D" parent="."]
[node name="AtmosphereVisualizer" type="Node2D" parent="."]
[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(50, -50)

View File

@ -60,11 +60,11 @@ func _unhandled_input(event: InputEvent):
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
camera.zoom /= 1.2
func _on_marker_selected(body: Node2D):
func _on_marker_selected(body):
# Update the info panel with the selected body's data.
var text = "[b]%s[/b]\n" % body.name
if body is OrbitalBody2D:
if body is OrbitalBody3D:
text += "Mass: %.2f\n" % body.mass
text += "Velocity: (%.2f, %.2f)\n" % [body.linear_velocity.x, body.linear_velocity.y]
text += "Position: (%.0f, %.0f)\n" % [body.global_position.x, body.global_position.y]

View File

@ -1,13 +1,31 @@
@tool
class_name Module
extends OrbitalBody2D
class_name Module extends OrbitalBody3D
@export var ship_name: String = "Unnamed Ship" # Only relevant for the root module
@export var hull_integrity: float = 100.0 # This could also be a calculated property later
const COMPONENT_GRID_SIZE = 64.0
# --- NEW: Helper functions to get children by type ---
func _ready():
super._ready()
child_entered_tree.connect(_on_child_entered_tree)
# Handle existing children (if any existed before ready)
for child in get_children():
_enforce_child_physics_mode(child)
func _on_child_entered_tree(node: Node):
_enforce_child_physics_mode(node)
func _enforce_child_physics_mode(node: Node):
# Only affect OrbitalBody3D children that are NOT the module itself
if node is OrbitalBody3D and node != self:
# We only enforce ANCHORED if this Module is a COMPOSITE (Root)
if physics_mode == PhysicsMode.COMPOSITE:
node.physics_mode = PhysicsMode.ANCHORED
# print("Module '%s' enforced ANCHORED mode on child '%s'" % [name, node.name])
# --- Helper functions to get children by type ---
func get_structural_pieces() -> Array[StructuralPiece]:
var pieces: Array[StructuralPiece]
for child in get_children():
@ -22,6 +40,11 @@ func get_components() -> Array[Component]:
components.append(child)
return components
func set_initial_velocity(velocity: Vector3):
linear_velocity = velocity
for piece in get_structural_pieces():
piece.linear_velocity = velocity
# --- UPDATED: Logic now uses the helper function ---
func get_attachment_points() -> Array:
var points = []
@ -31,36 +54,36 @@ func get_attachment_points() -> Array:
var piece_center = piece.global_position
# --- Hullplates (Interior Grid) ---
if piece is Hullplate:
for i in range(-1, 2, 2):
for j in range(-1, 2, 2):
var offset = Vector2(i, j) * (COMPONENT_GRID_SIZE / 2.0)
points.append({
"position": piece_center + offset,
"type": Component.AttachmentType.INTERIOR_WALL,
"piece": piece
})
# if piece is Hullplate:
# for i in range(-1, 2, 2):
# for j in range(-1, 2, 2):
# var offset = Vector2(i, j) * (COMPONENT_GRID_SIZE / 2.0)
# points.append({
# "position": piece_center + offset,
# "type": Component.AttachmentType.INTERIOR_WALL,
# "piece": piece
# })
# --- Bulkheads (Interior and Exterior Edge Attachments) ---
elif piece is Bulkhead:
var interior_point = piece_center + piece.transform.y * (COMPONENT_GRID_SIZE / 2.0)
points.append({
"position": interior_point,
"type": Component.AttachmentType.INTERIOR_WALL,
"piece": piece
})
# # --- Bulkheads (Interior and Exterior Edge Attachments) ---
# elif piece is Bulkhead:
# var interior_point = piece_center + piece.transform.origin.y * (COMPONENT_GRID_SIZE / 2.0)
# points.append({
# "position": interior_point,
# "type": Component.AttachmentType.INTERIOR_WALL,
# "piece": piece
# })
var exterior_point = piece_center - piece.transform.y * (COMPONENT_GRID_SIZE / 2.0)
points.append({
"position": exterior_point,
"type": Component.AttachmentType.EXTERIOR_HULL,
"piece": piece
})
# var exterior_point = piece_center - piece.transform.origin.y * (COMPONENT_GRID_SIZE / 2.0)
# points.append({
# "position": exterior_point,
# "type": Component.AttachmentType.EXTERIOR_HULL,
# "piece": piece
# })
return points
# --- This function remains largely the same ---
func attach_component(component: Component, global_pos: Vector2, parent_piece: StructuralPiece):
func attach_component(component: Component, global_pos: Vector3, parent_piece: StructuralPiece):
component.position = global_pos - global_position
component.attached_piece = parent_piece
add_child(component)
@ -82,7 +105,7 @@ func _recalculate_collision_shape():
# combined_polygons.append(piece_collision_shape.shape.points)
pass
# NOTE: The OrbitalBody2D's _update_mass_and_inertia() takes care of mass!
# NOTE: The OrbitalBody3D's _update_mass_and_inertia() takes care of mass!
pass
# --- UPDATED: Clear module now iterates over all relevant children ---

View File

@ -1,13 +1,11 @@
[gd_scene load_steps=2 format=3 uid="uid://cm0rohkr6khd1"]
[gd_scene load_steps=2 format=3 uid="uid://dfnc0ipvwuhwd"]
[ext_resource type="Script" uid="uid://6co67nfy8ngb" path="res://scenes/ship/builder/module.gd" id="1_b1h2b"]
[node name="Module" type="Node2D"]
[node name="Module" type="RigidBody3D"]
script = ExtResource("1_b1h2b")
metadata/_custom_type_script = "uid://0isnsk356que"
[node name="StructuralContainer" type="Node2D" parent="."]
[node name="HullVolumeContainer" type="Node2D" parent="."]
[node name="AtmosphereVisualizer" type="Node2D" parent="."]
ship_name = null
hull_integrity = null
physics_mode = null
base_mass = null
metadata/_custom_type_script = "uid://wlm40n8ywr"

View File

@ -1,6 +0,0 @@
@tool
class_name Bulkhead
extends StructuralPiece
# This piece represents a wall or edge.
# No additional logic is needed right now, we just need the class_name.

View File

@ -1 +0,0 @@
uid://b4g288mje38nj

View File

@ -1,29 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://d3hitk62fice4"]
[ext_resource type="Script" uid="uid://b4g288mje38nj" path="res://scenes/ship/builder/pieces/bulkhead.gd" id="1_1wp2n"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_1wp2n"]
size = Vector2(10, 100)
[node name="Bulkhead" type="StaticBody2D"]
collision_layer = 16
collision_mask = 60
script = ExtResource("1_1wp2n")
metadata/_custom_type_script = "uid://b7f8x2qimvn37"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_1wp2n")
[node name="ColorRect" type="ColorRect" parent="."]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -5.0
offset_top = -50.0
offset_right = 5.0
offset_bottom = 50.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0.6, 0.6, 0.6, 1)

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