110 lines
3.9 KiB
GDScript
110 lines
3.9 KiB
GDScript
@tool
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extends DirectionalLight3D
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class_name DayNightController
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signal time_changed(current_hours: float)
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@export var grid_manager_path: NodePath
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@export_range(1.0, 48.0, 0.5) var day_length_hours: float = 12.0
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@export_range(1.0, 600.0, 1.0) var real_seconds_per_game_hour: float = 60.0
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@export_range(0.0, 48.0, 0.25) var start_time_of_day_hours: float = 6.0
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@export var orbit_axis: Vector3 = Vector3(1.0, 0.0, -1.0)
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@export_range(0.0, 90.0, 0.5) var inclination_degrees: float = 35.0
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var _grid_manager: Node3D = null
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var _time_of_day_hours: float = 0.0
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var _initial_environment_settings: Dictionary = {}
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var _sunlight_multiplier: float = 1.0
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func _ready() -> void:
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set_process(true)
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_resolve_references()
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_time_of_day_hours = clamp(start_time_of_day_hours, 0.0, day_length_hours)
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_apply_sun_lighting()
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_emit_time_changed()
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_capture_initial_environment()
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_update_environment()
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func _process(delta: float) -> void:
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if Engine.is_editor_hint():
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return
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if day_length_hours <= 0.0 or real_seconds_per_game_hour <= 0.0:
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return
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_time_of_day_hours = fposmod(_time_of_day_hours + delta / real_seconds_per_game_hour, day_length_hours)
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_apply_sun_lighting()
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_emit_time_changed()
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_update_environment()
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func _resolve_references() -> void:
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if grid_manager_path != NodePath():
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_grid_manager = get_node_or_null(grid_manager_path)
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else:
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_grid_manager = get_parent() as Node3D
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func _apply_sun_lighting() -> void:
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if day_length_hours <= 0.0:
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return
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var cycle: float = 0.0
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if day_length_hours > 0.0:
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cycle = fposmod(_time_of_day_hours / day_length_hours, 1.0)
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var sun_angle: float = cycle * TAU
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var axis: Vector3 = orbit_axis.normalized()
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if axis.length() == 0.0:
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axis = Vector3.RIGHT
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var direction: Vector3 = Vector3.UP.rotated(axis, sun_angle)
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direction = direction.rotated(Vector3.UP, deg_to_rad(inclination_degrees)).normalized()
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var target: Vector3 = _grid_manager.global_transform.origin if _grid_manager else global_transform.origin
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var sun_distance: float = 60.0
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var sun_position: Vector3 = target - direction * sun_distance
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var up_vector: Vector3 = Vector3.UP
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if direction.is_equal_approx(up_vector) or direction.is_equal_approx(-up_vector):
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up_vector = Vector3.FORWARD
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look_at_from_position(sun_position, target, up_vector)
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var daylight_phase: float = sin((sun_angle - TAU * 0.25))
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var daylight: float = clamp(daylight_phase * 0.5 + 0.5, 0.0, 1.0)
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var dawn_color: Color = Color(0.95, 0.58, 0.32)
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var night_color: Color = Color(0.12, 0.18, 0.35)
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var day_color: Color = Color(1.0, 0.96, 0.88)
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var warm_mix: Color = dawn_color.lerp(day_color, clamp((daylight - 0.25) / 0.5, 0.0, 1.0))
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light_color = night_color.lerp(warm_mix, daylight)
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light_energy = lerp(0.05, 1.25, daylight)
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shadow_enabled = daylight > 0.1
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_sunlight_multiplier = daylight
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func get_time_of_day_hours() -> float:
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return _time_of_day_hours
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func get_day_length_hours() -> float:
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return day_length_hours
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func _emit_time_changed() -> void:
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emit_signal("time_changed", _time_of_day_hours)
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func _capture_initial_environment() -> void:
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var world: World3D = get_world_3d()
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if not world:
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return
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var env: Environment = world.environment
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if env:
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_initial_environment_settings = {
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"ambient_light_color": env.ambient_light_color,
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"ambient_light_energy": env.ambient_light_energy,
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"background_color": env.background_color
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}
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func _update_environment() -> void:
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var world: World3D = get_world_3d()
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if not world:
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return
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var env: Environment = world.environment
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if not env:
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return
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var daylight: float = clamp(_sunlight_multiplier, 0.0, 1.0)
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var ambient_day: Color = Color(0.6, 0.7, 0.85)
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var ambient_night: Color = Color(0.02, 0.05, 0.1)
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var background_day: Color = Color(0.5, 0.75, 1.0)
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var background_night: Color = Color(0.01, 0.02, 0.08)
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env.ambient_light_color = ambient_night.lerp(ambient_day, daylight)
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env.ambient_light_energy = lerp(0.15, 1.5, daylight)
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env.background_color = background_night.lerp(background_day, daylight)
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