Merge remote-tracking branch 'MaD_CaT/master'
# Conflicts: # scenes/tab-switch.tscn # scenes/работа.tscn
This commit is contained in:
15
scenes/bip.gd
Normal file
15
scenes/bip.gd
Normal file
@@ -0,0 +1,15 @@
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extends Control
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _on_pressed():
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print_debug('Click')
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167
scenes/bip.tscn
167
scenes/bip.tscn
@@ -1,16 +1,169 @@
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[gd_scene load_steps=4 format=3 uid="uid://nl1vklubr5kr"]
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[gd_scene load_steps=12 format=3 uid="uid://nl1vklubr5kr"]
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[ext_resource type="Shader" path="res://shaders/bip.gdshader" id="1_k6vue"]
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[ext_resource type="Script" path="res://scenes/bip.gd" id="1_23kyy"]
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[ext_resource type="Shader" path="res://shaders/bip.gdshader" id="2_w4jcf"]
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[ext_resource type="Shader" path="res://shaders/tracked.gdshader" id="3_d16rn"]
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||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_2dulj"]
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shader = ExtResource("1_k6vue")
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shader_parameter/color = Color(1, 0.101961, 0.494118, 1)
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shader = ExtResource("2_w4jcf")
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shader_parameter/color = Color(0.972549, 0.12549, 0.411765, 1)
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shader_parameter/color_up = Color(1, 1, 1, 1)
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shader_parameter/tick_update = 0
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[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_tgf76"]
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[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_w5pye"]
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[node name="bip" type="Sprite2D"]
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[sub_resource type="Shader" id="Shader_60ho7"]
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code = "shader_type canvas_item;
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uniform vec4 color: source_color = vec4(1, 1, 1, 1);
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uniform vec4 color_up: source_color = vec4(1, 1, 1, 1); /* Цвет вспышки при обновлении */
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const float ds = 0.00725; /* Относительное расстояние на котором выполняется сглаживание краёв */
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const float dsr = 6.125;
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const vec2 center = vec2(0.5, 0.5); /* Центр должен быть в (0.5, 0.5), но это не так */
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const float radius = 0.075 - ds * 2.0; /* Радиус должен быть 0.5, но это не так */
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uniform float speed: hint_range(-1024.0, 1024.0) = 0.0; /* Время вспышки при обновлении, c */
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uniform int ant_band_count_0 = 3;
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const float ant_band_r0_0 = 0.3;
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const float ant_band_r1_0 = 0.4;
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float smooth_px(float r, float R, float dss)
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{
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return 1.0 - smoothstep(R - dss, R + dss, r);
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}
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void sector(inout vec4 c, vec2 uv, vec2 cnt, float a, float da, float r0, float r1, vec4 col)
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{
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float l = distance(cnt, uv);
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vec2 d = uv - cnt;
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float sf = 500.0;
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float theta = atan(d.x, d.y) * sf;
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da /= 2.0;
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float a0 = radians(a - da);
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float a1 = radians(a + da);
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float va = smooth_px(a0 * sf, theta, dsr) - smooth_px(a1 * sf, theta, dsr);
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float vr = smooth_px(r0, l, ds) - smooth_px(r1, l, ds);
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float rgb = sqrt(va * vr);
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c.rgb += col.rgb * rgb * col.a;
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c.a += rgb * col.a;
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}
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void antenas(inout vec4 c, vec2 uv, vec2 p0, int cnt, float r0, float r1, vec4 c0, vec4 c1)
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{
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float da = 180.0f / float(cnt);
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for (int i = -cnt; i <= cnt; i ++)
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{
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float v = float(i & 1);
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vec4 col = v * c0 + (1.0f - v) * c1;
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sector(c, uv, p0, float(i) * da, da, r0, r1, col);
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}
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}
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vec2 rotateUVmatrinx(vec2 uv, vec2 pivot, float rotation)
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{
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mat2 rotation_matrix=mat2( vec2(sin(rotation),-cos(rotation)),
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vec2(cos(rotation),sin(rotation))
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);
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uv -= pivot;
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uv *= rotation_matrix;
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uv += pivot;
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return uv;
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}
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void vertex()
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{
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float dir = 0.0;
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dir += speed * TIME;
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VERTEX = rotateUVmatrinx(VERTEX, center, radians(dir));
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}
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void fragment()
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{
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ivec2 isz = textureSize(TEXTURE, 0);
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vec2 uv = UV * vec2(float(isz.x), float(isz.y)); // координаты текущей точки в пикселях
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COLOR = vec4(0, 0, 0, 0.0); //texture(TEXTURE, UV); // Цвет текущей точки
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// Сетка антенн
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antenas(COLOR, uv, center, ant_band_count_0, ant_band_r0_0, ant_band_r1_0, color, color_up);
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}
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"
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_fkqwb"]
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shader = SubResource("Shader_60ho7")
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shader_parameter/color = Color(1, 1, 1, 0.968627)
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shader_parameter/color_up = Color(1, 1, 1, 0)
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shader_parameter/speed = 73.0
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shader_parameter/ant_band_count_0 = 3
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[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_hqs6j"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_lpmq6"]
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shader = SubResource("Shader_60ho7")
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shader_parameter/color = Color(0.0862745, 0.560784, 0.72549, 0.886275)
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shader_parameter/color_up = Color(1, 1, 1, 0)
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shader_parameter/speed = -73.0
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shader_parameter/ant_band_count_0 = 9
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_lkrha"]
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shader = ExtResource("3_d16rn")
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shader_parameter/ColorFig = Color(0, 0.862745, 0, 1)
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shader_parameter/point_1 = Vector2(0.125, 0)
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shader_parameter/point_2 = Vector2(0.125, 0.036)
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shader_parameter/point_3 = Vector2(0, 0.125)
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shader_parameter/point_4 = Vector2(0.036, 0.125)
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shader_parameter/point_5 = Vector2(0.214, 0.125)
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shader_parameter/point_6 = Vector2(0.25, 0.125)
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shader_parameter/point_7 = Vector2(0.125, 0.214)
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shader_parameter/point_8 = Vector2(0.125, 0.25)
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shader_parameter/len = 0.264
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shader_parameter/speed = 71.0
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[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_svd33"]
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[node name="Control" type="Control"]
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layout_mode = 3
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anchors_preset = 0
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offset_right = 31.0
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offset_bottom = 30.0
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script = ExtResource("1_23kyy")
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[node name="bip" type="TextureButton" parent="."]
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material = SubResource("ShaderMaterial_2dulj")
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layout_direction = 1
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layout_mode = 0
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offset_right = 3.0
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offset_bottom = 3.0
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scale = Vector2(10, 10)
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texture = SubResource("PlaceholderTexture2D_tgf76")
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texture_normal = SubResource("PlaceholderTexture2D_w5pye")
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stretch_mode = 3
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script = ExtResource("1_23kyy")
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[node name="selector" type="Sprite2D" parent="."]
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visible = false
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material = SubResource("ShaderMaterial_fkqwb")
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position = Vector2(10, 10)
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scale = Vector2(10, 10)
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texture = SubResource("PlaceholderTexture2D_hqs6j")
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centered = false
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[node name="recomendation" type="Sprite2D" parent="."]
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material = SubResource("ShaderMaterial_lpmq6")
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position = Vector2(10, 10)
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scale = Vector2(10, 10)
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texture = SubResource("PlaceholderTexture2D_hqs6j")
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centered = false
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[node name="track" type="Sprite2D" parent="."]
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material = SubResource("ShaderMaterial_lkrha")
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position = Vector2(15, 15)
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scale = Vector2(13, 13)
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texture = SubResource("PlaceholderTexture2D_svd33")
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[connection signal="pressed" from="bip" to="bip" method="_on_pressed"]
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@@ -1,6 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://0uqi1ghf7sma"]
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[ext_resource type="Texture2D" uid="uid://c1maea6yhd3k7" path="res://data/кнопка-масштаб.png" id="1_yxc3k"]
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||||
[ext_resource type="Texture2D" uid="uid://c1maea6yhd3k7" path="res://data/кнопка-масштаб.png" id="1_r871k"]
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||||
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[node name="btn_scale" type="TextureButton"]
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self_modulate = Color(1, 1, 1, 0.509804)
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@@ -8,7 +8,7 @@ offset_right = 152.0
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offset_bottom = 18.0
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tooltip_text = "Измененяет масштаб"
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action_mode = 0
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texture_normal = ExtResource("1_yxc3k")
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texture_normal = ExtResource("1_r871k")
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ignore_texture_size = true
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stretch_mode = 0
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||||
metadata/i_scale = 0
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||||
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||||
@@ -1,31 +1,31 @@
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||||
[gd_scene load_steps=7 format=3 uid="uid://b5kjdyxuwsot5"]
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||||
|
||||
[ext_resource type="Material" uid="uid://s6xe8igevnv2" path="res://shaders/shader_edu.tres" id="1_uxbga"]
|
||||
[ext_resource type="Script" path="res://scenes/canvas.gd" id="2_vkwmy"]
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||||
[ext_resource type="PackedScene" uid="uid://c73ahpv8uiuc7" path="res://scenes/sector.tscn" id="3_uhdvc"]
|
||||
[ext_resource type="Shader" path="res://shaders/sector.gdshader" id="4_gb4a1"]
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||||
[ext_resource type="Material" uid="uid://s6xe8igevnv2" path="res://shaders/shader_edu.tres" id="1_27ax3"]
|
||||
[ext_resource type="Script" path="res://scenes/canvas.gd" id="2_5wost"]
|
||||
[ext_resource type="PackedScene" uid="uid://c73ahpv8uiuc7" path="res://scenes/sector.tscn" id="3_rminv"]
|
||||
[ext_resource type="Shader" path="res://shaders/sector.gdshader" id="4_nkch3"]
|
||||
|
||||
[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_2bft1"]
|
||||
size = Vector2(1600, 1200)
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_iqsw2"]
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_vipcu"]
|
||||
resource_local_to_scene = true
|
||||
shader = ExtResource("4_gb4a1")
|
||||
shader = ExtResource("4_nkch3")
|
||||
shader_parameter/color = Color(1, 1, 1, 0.168627)
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||||
shader_parameter/clip_color = Color(1, 0.5, 0.5, 1)
|
||||
shader_parameter/width = 45.0
|
||||
shader_parameter/band = 0.02
|
||||
shader_parameter/radius = 0.08
|
||||
shader_parameter/dir = 0.08
|
||||
shader_parameter/dir = 0.0
|
||||
shader_parameter/inner_clip = 0.045
|
||||
|
||||
[node name="canvas" type="Sprite2D"]
|
||||
material = ExtResource("1_uxbga")
|
||||
material = ExtResource("1_27ax3")
|
||||
texture = SubResource("PlaceholderTexture2D_2bft1")
|
||||
centered = false
|
||||
script = ExtResource("2_vkwmy")
|
||||
script = ExtResource("2_5wost")
|
||||
|
||||
[node name="строб" parent="." instance=ExtResource("3_uhdvc")]
|
||||
material = SubResource("ShaderMaterial_iqsw2")
|
||||
[node name="строб" parent="." instance=ExtResource("3_rminv")]
|
||||
material = SubResource("ShaderMaterial_vipcu")
|
||||
position = Vector2(560, 560)
|
||||
scale = Vector2(1100, 1100)
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://dymo732qc2doa"]
|
||||
|
||||
[ext_resource type="FontFile" uid="uid://befva8r034a4v" path="res://data/DSEG7Classic-Regular.ttf" id="1_di0yu"]
|
||||
[ext_resource type="FontFile" uid="uid://befva8r034a4v" path="res://data/DSEG7Classic-Regular.ttf" id="1_omx3t"]
|
||||
|
||||
[node name="count_all_pad" type="Label"]
|
||||
self_modulate = Color(0.403922, 0.403922, 0.403922, 1)
|
||||
offset_right = 33.0
|
||||
offset_bottom = 23.0
|
||||
theme_override_fonts/font = ExtResource("1_di0yu")
|
||||
theme_override_fonts/font = ExtResource("1_omx3t")
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "88"
|
||||
vertical_alignment = 1
|
||||
@@ -15,7 +15,7 @@ vertical_alignment = 1
|
||||
layout_mode = 0
|
||||
offset_right = 33.0
|
||||
offset_bottom = 23.0
|
||||
theme_override_fonts/font = ExtResource("1_di0yu")
|
||||
theme_override_fonts/font = ExtResource("1_omx3t")
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "00"
|
||||
vertical_alignment = 1
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
[gd_scene load_steps=4 format=3 uid="uid://c73ahpv8uiuc7"]
|
||||
|
||||
[ext_resource type="Shader" path="res://shaders/sector.gdshader" id="1_aikdh"]
|
||||
[ext_resource type="Shader" path="res://shaders/sector.gdshader" id="1_jalbg"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_xo5or"]
|
||||
resource_local_to_scene = true
|
||||
shader = ExtResource("1_aikdh")
|
||||
shader = ExtResource("1_jalbg")
|
||||
shader_parameter/color = Color(1, 1, 1, 0.168627)
|
||||
shader_parameter/clip_color = Color(1, 0.5, 0.5, 1)
|
||||
shader_parameter/width = 45.0
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://trt0q8th3bn2"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/журнал.gd" id="1_ifi7q"]
|
||||
[ext_resource type="Script" path="res://addons/godot-logger/scripts/logger_output.gd" id="2_i478f"]
|
||||
[ext_resource type="Script" path="res://scenes/журнал.gd" id="1_jtuvb"]
|
||||
[ext_resource type="Script" path="res://addons/godot-logger/scripts/logger_output.gd" id="2_wm8il"]
|
||||
|
||||
[node name="журнал" type="Panel"]
|
||||
anchors_preset = 15
|
||||
@@ -13,7 +13,7 @@ offset_right = -2.0
|
||||
offset_bottom = -1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_ifi7q")
|
||||
script = ExtResource("1_jtuvb")
|
||||
|
||||
[node name="content" type="RichTextLabel" parent="."]
|
||||
layout_mode = 0
|
||||
@@ -26,7 +26,7 @@ theme_override_colors/selection_color = Color(0.72549, 0.270588, 0.133333, 1)
|
||||
threaded = true
|
||||
selection_enabled = true
|
||||
deselect_on_focus_loss_enabled = false
|
||||
script = ExtResource("2_i478f")
|
||||
script = ExtResource("2_wm8il")
|
||||
|
||||
[node name="btn_save" type="Button" parent="."]
|
||||
layout_mode = 0
|
||||
@@ -46,8 +46,8 @@ text = "Очистить"
|
||||
|
||||
[node name="dlg_file" type="FileDialog" parent="."]
|
||||
gui_embed_subwindows = true
|
||||
title = "Сохранить журнал работы в файл"
|
||||
initial_position = 2
|
||||
title = "Сохранить журнал работы в файл"
|
||||
size = Vector2i(900, 900)
|
||||
borderless = true
|
||||
ok_button_text = "Да"
|
||||
|
||||
@@ -67,7 +67,7 @@ func _ready():
|
||||
|
||||
|
||||
## Производит отображение цели на диаграмму
|
||||
func map_threat_to_bip(th: threats.Threat, bip: Sprite2D):
|
||||
func map_threat_to_bip(th: threats.Threat, bip: Control):
|
||||
bip.position = tools.pos_calc(
|
||||
th.freq,
|
||||
th.aoa,
|
||||
|
||||
@@ -25,7 +25,7 @@ col_red = Color(1, 0.568627, 0.431373, 0.239216)
|
||||
drag_scale_band = 0.05
|
||||
drag_scale_width = 0.5
|
||||
freq_high = 6000.0
|
||||
freq_low = 400.0
|
||||
freq_low = 200.0
|
||||
radius_center = Vector2(560, 560)
|
||||
radius_internal = 200.0
|
||||
radius_outter = 400.0
|
||||
|
||||
@@ -1,25 +1,25 @@
|
||||
[gd_scene load_steps=7 format=3 uid="uid://by22sta8tt8dn"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/состояния-эмс.gd" id="1_fvtic"]
|
||||
[ext_resource type="Texture2D" uid="uid://belwchvdktrw0" path="res://data/эмс-бланк.png" id="2_6nlah"]
|
||||
[ext_resource type="Texture2D" uid="uid://bwddxs24es81u" path="res://data/эмс-бланк-пост.png" id="3_1phdq"]
|
||||
[ext_resource type="Texture2D" uid="uid://pfoscstbm025" path="res://data/эмс-бланк-перем.png" id="4_8x71b"]
|
||||
[ext_resource type="Texture2D" uid="uid://dvl3sq036gn75" path="res://data/эмс-бланк-замыкание.png" id="5_rmevl"]
|
||||
[ext_resource type="Script" path="res://scenes/состояния-эмс.gd" id="1_5cq67"]
|
||||
[ext_resource type="Texture2D" uid="uid://belwchvdktrw0" path="res://data/эмс-бланк.png" id="2_don4l"]
|
||||
[ext_resource type="Texture2D" uid="uid://bwddxs24es81u" path="res://data/эмс-бланк-пост.png" id="3_lu634"]
|
||||
[ext_resource type="Texture2D" uid="uid://pfoscstbm025" path="res://data/эмс-бланк-перем.png" id="4_b33qw"]
|
||||
[ext_resource type="Texture2D" uid="uid://dvl3sq036gn75" path="res://data/эмс-бланк-замыкание.png" id="5_q2yfw"]
|
||||
|
||||
[sub_resource type="SpriteFrames" id="SpriteFrames_ow7xh"]
|
||||
animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": ExtResource("2_6nlah")
|
||||
"texture": ExtResource("2_don4l")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": ExtResource("3_1phdq")
|
||||
"texture": ExtResource("3_lu634")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": ExtResource("4_8x71b")
|
||||
"texture": ExtResource("4_b33qw")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": ExtResource("5_rmevl")
|
||||
"texture": ExtResource("5_q2yfw")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"default",
|
||||
@@ -35,7 +35,7 @@ offset_right = -1540.0
|
||||
offset_bottom = -1182.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_fvtic")
|
||||
script = ExtResource("1_5cq67")
|
||||
|
||||
[node name="sprite" type="AnimatedSprite2D" parent="."]
|
||||
position = Vector2(34, 9)
|
||||
|
||||
@@ -54,6 +54,7 @@ func _ready() -> void:
|
||||
timer_check_lost.start(repsettings.ThreatParams.time_lost / 1000.0)
|
||||
|
||||
|
||||
|
||||
## Периодически удаляет устаревшие цели
|
||||
func on_timer_check_lost(time_lost: int, threats: Dictionary):
|
||||
var tick = Time.get_ticks_msec()
|
||||
|
||||
@@ -9,7 +9,7 @@ uniform uint tick_update = 0; /* Время после
|
||||
const float time_delta = 0.1; /* Время вспышки при обновлении, c */
|
||||
const float ds = 0.01; /* Относительное расстояние на котором выполняется сглаживание краёв */
|
||||
const vec2 center = vec2(0.125, 0.125); /* Центр должен быть в (0.5, 0.5), но это не так */
|
||||
const float radius = 0.125 - ds * 2.0; /* Радиус должен быть 0.5, но это не так */
|
||||
const float radius = 0.075 - ds * 2.0; /* Радиус должен быть 0.5, но это не так */
|
||||
|
||||
|
||||
|
||||
|
||||
80
shaders/select_tr.gdshader
Normal file
80
shaders/select_tr.gdshader
Normal file
@@ -0,0 +1,80 @@
|
||||
shader_type canvas_item;
|
||||
|
||||
uniform vec4 color: source_color = vec4(1, 1, 1, 1);
|
||||
uniform vec4 color_up: source_color = vec4(1, 1, 1, 1); /* Цвет вспышки при обновлении */
|
||||
const float ds = 0.00725; /* Относительное расстояние на котором выполняется сглаживание краёв */
|
||||
const float dsr = 6.125;
|
||||
const vec2 center = vec2(0.5, 0.5); /* Центр должен быть в (0.5, 0.5), но это не так */
|
||||
const float radius = 0.075 - ds * 2.0; /* Радиус должен быть 0.5, но это не так */
|
||||
|
||||
uniform float speed: hint_range(0.0, 1024.0) = 0.0; /* Время вспышки при обновлении, c */
|
||||
uniform int ant_band_count_0 = 3;
|
||||
|
||||
const float ant_band_r0_0 = 0.3;
|
||||
|
||||
const float ant_band_r1_0 = 0.4;
|
||||
|
||||
float smooth_px(float r, float R, float dss)
|
||||
{
|
||||
return 1.0 - smoothstep(R - dss, R + dss, r);
|
||||
}
|
||||
|
||||
void sector(inout vec4 c, vec2 uv, vec2 cnt, float a, float da, float r0, float r1, vec4 col)
|
||||
{
|
||||
float l = distance(cnt, uv);
|
||||
vec2 d = uv - cnt;
|
||||
float sf = 500.0;
|
||||
float theta = atan(d.x, d.y) * sf;
|
||||
da /= 2.0;
|
||||
float a0 = radians(a - da);
|
||||
float a1 = radians(a + da);
|
||||
float va = smooth_px(a0 * sf, theta, dsr) - smooth_px(a1 * sf, theta, dsr);
|
||||
float vr = smooth_px(r0, l, ds) - smooth_px(r1, l, ds);
|
||||
float rgb = sqrt(va * vr);
|
||||
c.rgb += col.rgb * rgb * col.a;
|
||||
c.a += rgb * col.a;
|
||||
}
|
||||
|
||||
|
||||
void antenas(inout vec4 c, vec2 uv, vec2 p0, int cnt, float r0, float r1, vec4 c0, vec4 c1)
|
||||
{
|
||||
float da = 180.0f / float(cnt);
|
||||
for (int i = -cnt; i <= cnt; i ++)
|
||||
{
|
||||
float v = float(i & 1);
|
||||
vec4 col = v * c0 + (1.0f - v) * c1;
|
||||
sector(c, uv, p0, float(i) * da, da, r0, r1, col);
|
||||
}
|
||||
}
|
||||
|
||||
vec2 rotateUVmatrinx(vec2 uv, vec2 pivot, float rotation)
|
||||
{
|
||||
mat2 rotation_matrix=mat2( vec2(sin(rotation),-cos(rotation)),
|
||||
vec2(cos(rotation),sin(rotation))
|
||||
);
|
||||
uv -= pivot;
|
||||
uv *= rotation_matrix;
|
||||
uv += pivot;
|
||||
return uv;
|
||||
}
|
||||
|
||||
|
||||
void vertex()
|
||||
{
|
||||
float dir = 0.0;
|
||||
dir += speed * TIME;
|
||||
VERTEX = rotateUVmatrinx(VERTEX, center, radians(dir));
|
||||
}
|
||||
|
||||
|
||||
|
||||
void fragment()
|
||||
{
|
||||
|
||||
ivec2 isz = textureSize(TEXTURE, 0);
|
||||
vec2 uv = UV * vec2(float(isz.x), float(isz.y)); // координаты текущей точки в пикселях
|
||||
COLOR = vec4(0, 0, 0, 0.0); //texture(TEXTURE, UV); // Цвет текущей точки
|
||||
|
||||
// Сетка антенн
|
||||
antenas(COLOR, uv, center, ant_band_count_0, ant_band_r0_0, ant_band_r1_0, color, color_up);
|
||||
}
|
||||
80
shaders/tracked.gdshader
Normal file
80
shaders/tracked.gdshader
Normal file
@@ -0,0 +1,80 @@
|
||||
shader_type canvas_item;
|
||||
uniform vec4 ColorFig:source_color;
|
||||
uniform vec2 point_1;
|
||||
uniform vec2 point_2;
|
||||
uniform vec2 point_3;
|
||||
uniform vec2 point_4;
|
||||
uniform vec2 point_5;
|
||||
uniform vec2 point_6;
|
||||
uniform vec2 point_7;
|
||||
uniform vec2 point_8;
|
||||
uniform float len: hint_range(0.0, 1.0) = 0.5;
|
||||
const vec2 center = vec2(0.125, 0.125);
|
||||
const float DSS = 0.001225;
|
||||
const float radius = 0.125;
|
||||
uniform float speed: hint_range(0.0, 1024.0) = 0.0;
|
||||
|
||||
float smooth_px(float r, float R, float dss)
|
||||
{
|
||||
return 1.0 - smoothstep(R - dss, R + dss, r);
|
||||
}
|
||||
|
||||
float line(vec2 p1, vec2 p2, float width, vec2 uv)
|
||||
{
|
||||
float dist = distance(p1, p2); // Дистанция между точками
|
||||
float dist_uv = distance(p1, uv); // Дистанция между точкой и текущим пикселем
|
||||
return 1.0 - floor(1.0 - (0.001 * width) + distance (mix(p1, p2, clamp(dist_uv / dist, 0.0, 1.0)), uv));
|
||||
}
|
||||
|
||||
|
||||
void get_line_points(inout float px0, inout float px1, inout float py0 ,inout float py1, float ang)
|
||||
{
|
||||
px0 = (sin(ang*PI/180.0)/4.0);
|
||||
py0 = (cos(ang*PI/180.0)/4.0);
|
||||
px1 = px0 * len;
|
||||
py1 = py0 * len;
|
||||
px0 +=0.125;
|
||||
py0 +=0.125;
|
||||
px1 +=0.125;
|
||||
py1 +=0.125;
|
||||
}
|
||||
|
||||
|
||||
vec2 rotateUVmatrinx(vec2 uv, vec2 pivot, float rotation)
|
||||
{
|
||||
mat2 rotation_matrix=mat2( vec2(sin(rotation),-cos(rotation)),
|
||||
vec2(cos(rotation),sin(rotation))
|
||||
);
|
||||
uv -= pivot;
|
||||
uv *= rotation_matrix;
|
||||
uv += pivot;
|
||||
return uv;
|
||||
}
|
||||
|
||||
|
||||
void vertex()
|
||||
{
|
||||
float dir = 0.0;
|
||||
vec2 offset = vec2(0.125, 0.125);
|
||||
dir -= speed * TIME;
|
||||
VERTEX = rotateUVmatrinx(VERTEX, center - offset, radians(dir));
|
||||
}
|
||||
|
||||
|
||||
void fragment()
|
||||
{
|
||||
float px0 = 0.0;
|
||||
float px1 = 0.0;
|
||||
float py0 = 0.0;
|
||||
float py1 = 0.0;
|
||||
COLOR = vec4(1.0, 0.0, 0.0, 0.0); //texture(TEXTURE, UV); // Цвет текущей точки
|
||||
get_line_points(px0, px1, py0, py1, 330.0);
|
||||
COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 5.0, UV);
|
||||
get_line_points(px0, px1, py0, py1, 90.0);
|
||||
COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 5.0, UV);
|
||||
get_line_points(px0, px1, py0, py1, 210.0);
|
||||
COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 5.0, UV);
|
||||
COLOR *= smooth_px(length(UV-center), radius, DSS);
|
||||
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user