lab-electrolyte/src/substance_display.gd
2026-07-01 09:42:21 +05:00

110 lines
3.3 KiB
GDScript

@tool
extends MeshInstance3D
enum DisplayType{
Fluid,
Solid,
}
@export var display_type: DisplayType
@export_tool_button("Wiggle") var wiggle = func() -> void:
var tween = create_tween()
material_override.set_shader_parameter("wave_intensity",1.)
tween.tween_property(material_override,"shader_parameter/wave_intensity",0.0,2.0)
@export var particle_collision: GPUParticlesCollisionBox3D
func update_fluid_material(substances: Array[RuntimeSubstanceData],capacity: float) -> void:
var mat: ShaderMaterial = material_override
if len(substances) == 0:
visible = false
return
else:
visible = true
var total_weight = 0
var total_color = 0
for sub in substances:
total_weight += sub.amount
total_color += sub.substance.color_influence
var pH: float = 0
var color: Color = Color(0,0,0,0)
for sub: RuntimeSubstanceData in substances:
var weight: float = sub.amount/total_weight
pH += sub.substance.get_ph_runtime(substances) * weight
for sub: RuntimeSubstanceData in substances:
var color_to_add: Color
if sub.substance.pHColor != null:
color_to_add = sub.substance.pHColor.sample(pH/14.0)
else:
color_to_add = sub.substance.color
if display_type == DisplayType.Fluid and sub.is_solution:
color_to_add.a = 0.5
#if color == Color(0,0,0,0):
# color = color_to_add
#else:
# color = color.lerp(color_to_add,sub.substance.color_influence)
color += color_to_add * sub.substance.color_influence
mat.set_shader_parameter("albedo_color", color / total_color)
mat.set_shader_parameter("fill",total_weight/capacity)
particle_collision.position.y = + particle_collision.size.y/2 + position.y - 4 + 8 * total_weight/capacity
func update_solid_material(substances: Array[RuntimeSubstanceData]) -> void:
var mat: StandardMaterial3D = material_override
if len(substances) == 0:
visible = false
return
else:
visible = true
var total_weight = 0
var total_color = 0
for sub in substances:
total_weight += sub.amount
total_color += sub.substance.color_influence
var pH: float = 0
var color: Color = Color(0,0,0,0)
for sub: RuntimeSubstanceData in substances:
var weight: float = sub.amount/total_weight
pH += sub.substance.get_ph_runtime(substances) * weight
for sub: RuntimeSubstanceData in substances:
var color_to_add: Color
if sub.substance.pHColor != null:
color_to_add = sub.substance.pHColor.sample(pH/14.0)
else:
color_to_add = sub.substance.color
if display_type == DisplayType.Fluid and sub.is_solution:
color_to_add.a = 0.5
#if color == Color(0,0,0,0):
# color = color_to_add
#else:
# color = color.lerp(color_to_add,sub.substance.color_influence)
color += color_to_add * sub.substance.color_influence
mat.albedo_color = color / total_color
func update_material_unfiltered(substances: Array[RuntimeSubstanceData],capacity: float):
match display_type:
DisplayType.Fluid:
var fluids = substances.filter(filter_liquids)
update_fluid_material(fluids,capacity)
DisplayType.Solid:
var solids = substances.filter(filter_solids)
update_solid_material(solids)
func filter_liquids(sub: RuntimeSubstanceData): return sub.substance.melting_point < sub.temperature and sub.substance.boiling_point > sub.temperature or sub.is_solution
func filter_solids(sub: RuntimeSubstanceData): return sub.substance.melting_point > sub.temperature and not sub.is_solution