extends MeshInstance class_name Road export var end_rotation:Vector3 = Vector3(0,0,0) export var first_speed_factor:float = 1.0 export var creator_speed_factor:float = 1.0 export var chasers_speed_factor:float = 1.0 export var reset_index:int = 0 export (PoolVector3Array) var speed_constrains = PoolVector3Array() export (PoolVector3Array) var force_penalties = PoolVector3Array() export (PoolVector3Array) var torque_penalties = PoolVector3Array() export (Array,float) var path_penalties = [] var body:StaticBody var creator:int = -1 var preview:bool = false func _init(): if not has_node("StaticBody"): body = StaticBody.new() body.set_name("StaticBody") var shape = CollisionShape.new() shape.set_name("CollisionShape") shape.shape = mesh.create_trimesh_shape() body.add_child(shape) body.set_collision_layer_bit(0,1) body.set_collision_layer_bit(1,1) body.set_collision_layer_bit(2,1) body.set_collision_layer_bit(3,1) add_child(body) else: body = get_node("StaticBody") func get_creator(): return creator func set_creator(new_creator): creator = int(new_creator) func set_color(new_color): pass # TODO func get_path(): return get_node("Path") func get_curve(): return get_path().get_curve() func get_lane_curve(lane:int): if has_node("lanes"): return get_node("lanes").get_child(lane).get_curve() else: return get_path().get_curve() func get_end_rotation(): return end_rotation func set_preview(prev): preview = prev if prev: set_material_override(SpatialMaterial.new()) else: set_material_override(null) func is_preview(): return preview func get_next_lane(lane): return lane func get_constrain_index(distance:float): for index in range(speed_constrains.size()): var constrain = speed_constrains[index] if constrain.x <= distance && constrain.y >= distance: return index return -1 func penalty_index(distance:float, speed:float): var constrain_index = get_constrain_index(distance) if constrain_index >= 0: var constrain = speed_constrains[constrain_index] if constrain.z < 0 && speed < constrain.z * -1 || constrain.z > 0 && speed > constrain.z: return constrain_index return -1 func get_torque_penalty(index:int): if index >= 0: if torque_penalties.size() < (index + 1): return get_torque_penalty(index - 1) return torque_penalties[index] return Vector3(0,0,0) func get_force_penalty(index:int): if index >= 0: if force_penalties.size() < (index + 1): return get_force_penalty(index - 1) if get_rotation().length() != 0: return force_penalties[index].rotated(get_rotation().normalized(), get_rotation().length()) else: return force_penalties[index] return Vector3(0,0,0) func get_path_penalty(index:int): if index >= 0: if path_penalties.size() < (index + 1): return get_path_penalty(index - 1) return path_penalties[index] return 0.0 func get_first_speed_factor(): return first_speed_factor func get_creator_speed_factor(): return creator_speed_factor func get_chasers_speed_factor(): return chasers_speed_factor