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Brachistochrone/Scenes/Scripts/sun_imposter.gd
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scorpion21211-cmd 72ca74c67f Initial commit
2026-10-03 23:29:41 -04:00

48 lines
1.5 KiB
GDScript

extends Node3D
## Keep the sun disc inside the cockpit far plane. Aim SunLight.
## Never leave the disc sitting on the Moon.
@export var sun_disc_path: NodePath = ^"SunDisc"
@export var sun_light_path: NodePath = ^"../SunLight"
@export var sun_direction: Vector3 = Vector3(-0.82, 0.45, 0.35)
@export var visual_distance: float = 220000.0
@export var visual_radius: float = 9000.0
var _mesh: MeshInstance3D
var _light: DirectionalLight3D
var _base_radius: float = 0.5
func _ready() -> void:
_mesh = get_node_or_null(sun_disc_path) as MeshInstance3D
if _mesh == null:
_mesh = find_child("SunDisc", true, false) as MeshInstance3D
if _mesh and _mesh.mesh is SphereMesh:
_base_radius = maxf((_mesh.mesh as SphereMesh).radius, 0.5)
_light = get_node_or_null(sun_light_path) as DirectionalLight3D
if _light == null:
_light = get_node_or_null("../SunLight") as DirectionalLight3D
sun_direction = sun_direction.normalized()
_aim_light()
set_process(true)
func _aim_light() -> void:
if _light == null:
return
var target: Vector3 = _light.global_position - sun_direction
if target.is_equal_approx(_light.global_position):
return
_light.look_at(target, Vector3.UP)
func _process(_delta: float) -> void:
if _mesh == null:
return
var viewer: Node3D = FloatingOrigin.focus
var origin: Vector3 = viewer.global_position if viewer and is_instance_valid(viewer) else global_position
_mesh.global_position = origin + sun_direction * visual_distance
_mesh.scale = Vector3.ONE * (visual_radius / _base_radius)
_mesh.visible = true
_aim_light()