Доработка. Значки назначения помех и выполнения помех у цели.

This commit is contained in:
MaD_CaT
2023-11-30 15:34:19 +03:00
parent 5dcaef9ea6
commit e17528622d
5 changed files with 134 additions and 8 deletions

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@@ -7,12 +7,17 @@ func _ready():
pass # Replace with function body. pass # Replace with function body.
# Функция делает присваивает заданое значение видимости селектору # Функция присваивает заданое значение видимости селектору
func set_sel_visible(value: bool): func set_sel_visible(value: bool):
selected = value selected = value
$selector.visible = value $selector.visible = value
# Функция присваивает заданое значение видимости селектору
func set_track_visible(value: bool): $track.visible = value
# Функция присваивает заданое значение видимости индикатору выполнения
func set_ecm_visible(value: bool): $ecm_done.visible = value
func _on_bip_gui_input(event): func _on_bip_gui_input(event):
if event is InputEventMouseButton and event.pressed: if event is InputEventMouseButton and event.pressed:
match event.button_index: match event.button_index:

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@@ -1,4 +1,4 @@
[gd_scene load_steps=12 format=3 uid="uid://nl1vklubr5kr"] [gd_scene load_steps=14 format=3 uid="uid://nl1vklubr5kr"]
[ext_resource type="Script" path="res://scenes/bip.gd" id="1_4t8mr"] [ext_resource type="Script" path="res://scenes/bip.gd" id="1_4t8mr"]
[ext_resource type="Shader" path="res://shaders/bip.gdshader" id="2_17aco"] [ext_resource type="Shader" path="res://shaders/bip.gdshader" id="2_17aco"]
@@ -104,12 +104,106 @@ shader_parameter/ant_band_count_0 = 3
[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_hqs6j"] [sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_hqs6j"]
[sub_resource type="Shader" id="Shader_81bae"]
code = "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 = 0.01425; /* Относительное расстояние на котором выполняется сглаживание краёв */
const float dsr = 12.125;
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;
uniform float ant_band_r0_0 = 0.3;
uniform 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);
}
"
[sub_resource type="ShaderMaterial" id="ShaderMaterial_lpmq6"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_lpmq6"]
shader = SubResource("Shader_60ho7") shader = SubResource("Shader_81bae")
shader_parameter/color = Color(0.0862745, 0.560784, 0.72549, 0.886275) shader_parameter/color = Color(0.0862745, 0.560784, 0.72549, 0.886275)
shader_parameter/color_up = Color(1, 1, 1, 0) shader_parameter/color_up = Color(1, 1, 1, 0)
shader_parameter/speed = -73.0 shader_parameter/speed = -73.0
shader_parameter/ant_band_count_0 = 9 shader_parameter/ant_band_count_0 = 9
shader_parameter/ant_band_r0_0 = 0.45
shader_parameter/ant_band_r1_0 = 0.5
[sub_resource type="ShaderMaterial" id="ShaderMaterial_h3oo7"]
shader = SubResource("Shader_81bae")
shader_parameter/color = Color(1, 0, 0, 1)
shader_parameter/color_up = Color(1, 1, 1, 0)
shader_parameter/speed = 66.064
shader_parameter/ant_band_count_0 = 3
shader_parameter/ant_band_r0_0 = 0.47
shader_parameter/ant_band_r1_0 = 0.5
[sub_resource type="ShaderMaterial" id="ShaderMaterial_lkrha"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_lkrha"]
shader = ExtResource("3_fiufo") shader = ExtResource("3_fiufo")
@@ -159,6 +253,14 @@ scale = Vector2(20, 20)
texture = SubResource("PlaceholderTexture2D_hqs6j") texture = SubResource("PlaceholderTexture2D_hqs6j")
centered = false centered = false
[node name="ecm_done" type="Sprite2D" parent="."]
visible = false
material = SubResource("ShaderMaterial_h3oo7")
position = Vector2(-5, -5)
scale = Vector2(30, 30)
texture = SubResource("PlaceholderTexture2D_hqs6j")
centered = false
[node name="track" type="Sprite2D" parent="."] [node name="track" type="Sprite2D" parent="."]
visible = false visible = false
material = SubResource("ShaderMaterial_lkrha") material = SubResource("ShaderMaterial_lkrha")

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@@ -87,6 +87,8 @@ func _ready():
signaller.connect('rto_threat_unsel', Callable(self, 'on_rto_threat_unsel').bind(nodes)) signaller.connect('rto_threat_unsel', Callable(self, 'on_rto_threat_unsel').bind(nodes))
signaller.connect('threat_selected', Callable(self, 'on_threat_selected').bind(nodes)) signaller.connect('threat_selected', Callable(self, 'on_threat_selected').bind(nodes))
signaller.connect('interfer_selected', Callable(self, 'on_interfer_selected').bind(nodes)) signaller.connect('interfer_selected', Callable(self, 'on_interfer_selected').bind(nodes))
signaller.connect('interfer_new', Callable(self, 'on_interfer_new'))
interfer.connect('interfer_update', Callable(self, 'on_interfer_new'))
func on_enter_tree() -> void: func on_enter_tree() -> void:
call_deferred('_on_btn_scale_pressed') call_deferred('_on_btn_scale_pressed')
@@ -112,6 +114,23 @@ func on_threat_update(th):
map_threat_to_bip(th, bip) map_threat_to_bip(th, bip)
## Обработчик выбора помехи для цели
func on_interfer_new(ecm):
if interfer.thrs.has(ecm.ispp):
var th_id = interfer.thrs[ecm.ispp]
var bip = get_node('%d' % th_id)
if ecm.krp != interfer.INTERFER_OFF:
bip.set_track_visible(true)
if ecm.svk == 1:
print_debug(ecm.svk)
bip.set_ecm_visible(true)
else: bip.set_ecm_visible(false)
else:
bip.set_ecm_visible(false)
bip.set_track_visible(false)
## Обработчик сигнала обнаружения цели ## Обработчик сигнала обнаружения цели
func on_threat_new(th) -> void: func on_threat_new(th) -> void:
var bip = Bip.instantiate() var bip = Bip.instantiate()

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@@ -10,9 +10,9 @@ const float radius = 0.075 - ds * 2.0; /* Радиус долж
uniform float speed: hint_range(0.0, 1024.0) = 0.0; /* Время вспышки при обновлении, c */ uniform float speed: hint_range(0.0, 1024.0) = 0.0; /* Время вспышки при обновлении, c */
uniform int ant_band_count_0 = 3; uniform int ant_band_count_0 = 3;
const float ant_band_r0_0 = 0.3; uniform float ant_band_r0_0 = 0.3;
const float ant_band_r1_0 = 0.4; uniform float ant_band_r1_0 = 0.4;
float smooth_px(float r, float R, float dss) float smooth_px(float r, float R, float dss)
{ {

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@@ -69,11 +69,11 @@ void fragment()
float py1 = 0.0; float py1 = 0.0;
COLOR = vec4(1.0, 0.0, 0.0, 0.0); //texture(TEXTURE, UV); // Цвет текущей точки 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); get_line_points(px0, px1, py0, py1, 330.0);
COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 5.0, UV); COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 15.0, UV);
get_line_points(px0, px1, py0, py1, 90.0); get_line_points(px0, px1, py0, py1, 90.0);
COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 5.0, UV); COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 15.0, UV);
get_line_points(px0, px1, py0, py1, 210.0); get_line_points(px0, px1, py0, py1, 210.0);
COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 5.0, UV); COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 15.0, UV);
COLOR *= smooth_px(length(UV-center), radius, DSS); COLOR *= smooth_px(length(UV-center), radius, DSS);