Add support for multiple planets

This commit is contained in:
karl 2021-04-22 23:40:01 +02:00
parent 9eb34b431a
commit 6d0da014df
5 changed files with 193 additions and 45 deletions

57
PlanetMaterial.tres Normal file
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@ -0,0 +1,57 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[sub_resource type="Shader" id=2]
code = "shader_type spatial;
uniform vec2 scale = vec2(50.0);
uniform bool seamless = false;
uniform vec3 color_scale;
float rand(vec2 coord) {
return fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453);
}
float perlin_noise(vec2 coord) {
vec2 i = floor(coord);
vec2 f = fract(coord);
float t_l = rand(i) * 6.283;
float t_r = rand(i + vec2(1, 0)) * 6.283;
float b_l = rand(i + vec2(0, 1)) * 6.283;
float b_r = rand(i + vec2(1)) * 6.283;
vec2 t_l_vec = vec2(-sin(t_l), cos(t_l));
vec2 t_r_vec = vec2(-sin(t_r), cos(t_r));
vec2 b_l_vec = vec2(-sin(b_l), cos(b_l));
vec2 b_r_vec = vec2(-sin(b_r), cos(b_r));
float t_l_dot = dot(t_l_vec, f);
float t_r_dot = dot(t_r_vec, f - vec2(1, 0));
float b_l_dot = dot(b_l_vec, f - vec2(0, 1));
float b_r_dot = dot(b_r_vec, f - vec2(1));
vec2 cubic = f * f * (3.0 - 2.0 * f);
float top_mix = mix(t_l_dot, t_r_dot, cubic.x);
float bot_mix = mix(b_l_dot, b_r_dot, cubic.x);
float whole_mix = mix(top_mix, bot_mix, cubic.y);
return whole_mix + 0.5;
}
void fragment() {
vec2 coord = UV * scale;
float value = perlin_noise(coord);
ALBEDO = vec3(value * color_scale);
}"
[resource]
resource_local_to_scene = true
shader = SubResource( 2 )
shader_param/scale = Vector2( 50, 50 )
shader_param/seamless = false
shader_param/color_scale = Vector3( 0.8, 0.2, 0.4 )

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@ -10,18 +10,22 @@ const distance_multiplier = 318550 # thus, a radius of 20 results in an earth-
# If the gravity doesn't feel like it should, this scales it. A higher value means that the pull is
# stronger.
const gravity_multiplier = 2.5
const gravity_multiplier = 5.0
func get_gravitation_acceleration(position: Vector3) -> Vector3:
# TODO: Take all planets and their mass into account
var pos_to_center = ($Earth.transform.origin - position)
var total_force = Vector3.ZERO
for planet in get_children():
var pos_to_center = (planet.transform.origin - position)
var distance = pos_to_center.length()
var force = _gravity($Earth.mass * mass_multiplier, distance * distance_multiplier)
var force = _gravity(planet.mass * mass_multiplier, distance * distance_multiplier)
force *= gravity_multiplier
return (pos_to_center / distance) * force
total_force += (pos_to_center / distance) * force
return total_force
# Formula for gravity

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@ -1,19 +1,39 @@
extends KinematicBody
const MAX_VEL = 500.0
var acceleration := Vector3(0.0, -9.81, 0.0)
var velocity := Vector3(0.0, 0.0, 0.0)
var move_speed = 15.0
var jump_accel = 600.0
var move_accel = 60.0
var rotate_speed = 2.0
var drag = 0.05
# Jumping
var jumping := false
var on_ground := false
var time_since_jump_start := 0.0
var initial_jump_burst = 10.0
var jump_exponent = 0.05
export(NodePath) var solar_system
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func _input(event):
if event.is_action_pressed("jump") and on_ground:
on_ground = false
jumping = true
time_since_jump_start = 0.0
elif event.is_action_released("jump"):
jumping = false
func apply_acceleration(acceleration):
# First drag, then add the new acceleration
velocity *= 1 - drag
velocity += acceleration
# Called every frame. 'delta' is the elapsed time since the previous frame.
@ -22,34 +42,41 @@ func _physics_process(delta):
var move_acceleration := Vector3.ZERO
# Movement and rotation
if Input.is_action_pressed("ui_up"):
move_velocity.z -= move_speed
if Input.is_action_pressed("ui_down"):
move_velocity.z += move_speed
if Input.is_action_pressed("ui_left"):
if Input.is_action_pressed("move_up"):
move_acceleration.z -= move_accel
if Input.is_action_pressed("move_down"):
move_acceleration.z += move_accel
if Input.is_action_pressed("move_left"):
rotate(transform.basis.y, delta * rotate_speed)
if Input.is_action_pressed("ui_right"):
if Input.is_action_pressed("move_right"):
rotate(transform.basis.y, -delta * rotate_speed)
# Make movement local
move_velocity = transform.basis * move_velocity
move_acceleration = transform.basis * move_acceleration
# Jumping and Gravity
var gravity_acceleration = get_node(solar_system).get_gravitation_acceleration(transform.origin)
if Input.is_action_just_pressed("ui_select"):
move_acceleration += gravity_acceleration.normalized() * jump_accel
apply_acceleration((move_acceleration + gravity_acceleration) * delta)
# Gravity
velocity += (gravity_acceleration - move_acceleration) * delta
var movement = (move_velocity + velocity) * delta
# Handle jumping
if jumping:
var e_section = max(exp(log(initial_jump_burst - 1 / jump_exponent * time_since_jump_start)), 0.0000001)
velocity += -gravity_acceleration.normalized() * e_section
time_since_jump_start += delta
# Apply movement to position
var collision = move_and_collide(movement)
# FIXME: move_and_slide might make more sense, but couldn't quite get that to work...
#move_and_slide(velocity, -gravity_acceleration.normalized(), true)
var collision = move_and_collide(velocity * delta)
# Reset the velocity if the body is colliding
if collision:
velocity = Vector3.ZERO
if collision and not jumping:
on_ground = true
# Clamp the velocity just to be save
velocity.x = clamp(velocity.x, -MAX_VEL, MAX_VEL)
velocity.y = clamp(velocity.y, -MAX_VEL, MAX_VEL)
velocity.z = clamp(velocity.z, -MAX_VEL, MAX_VEL)
# Rotate down vector to face center of gravity
var down = gravity_acceleration
@ -57,5 +84,7 @@ func _physics_process(delta):
var angle = local_down.angle_to(down)
var axis = local_down.cross(down).normalized()
print(velocity.y)
if axis != Vector3.ZERO: # Happens if we're perfectly aligned already (local_down and down are equal)
rotate(axis, angle)

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@ -50,6 +50,31 @@ ui_down={
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
]
}
move_up={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
]
}
move_down={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
]
}
jump={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null)
]
}
[rendering]