extends Node3D ## Rotation of cyclic stick model for full control deflection, in degrees @export var range_cyclic: float = 30 ## Main rotor speed, in revolutions per minute @export var rotor_rpm: float = 500 ## Current angle of rotor rotation var _rotor_azimuth: float = 0 @onready var connector: MarshConnector = $MarshConnector @onready var skeleton: Skeleton3D = $"Mi-2/Armature/Skeleton3D" @onready var attitude_root: Node3D = $AttitudeRoot @onready var bone_cg: int = skeleton.find_bone("BodyCG") @onready var bone_cyclic: int = skeleton.find_bone("Cyclic") @onready var bone_rotor: int = skeleton.find_bone("Rotor") func _process(delta: float) -> void: var target := connector.get_aircraft() position = target.origin # Add the rotation to the correct bone for rotation around CG var rest := skeleton.get_bone_rest(bone_cg).basis.get_rotation_quaternion() var attitude := target.basis.get_rotation_quaternion() skeleton.set_bone_pose_rotation(bone_cg, attitude * rest) # Rotate other children (not using BoneAttachment3D due to jitter) attitude_root.rotation = target.basis.get_euler() # Rotate the cyclic stick bone var cyclic := connector.get_cyclic() var cyc_rest := skeleton.get_bone_rest(bone_cyclic).basis.get_rotation_quaternion() var cyc_angles_rad := cyclic * deg_to_rad(range_cyclic) var cyc_att := Quaternion.from_euler(Vector3(cyc_angles_rad.y, cyc_angles_rad.x, 0)) skeleton.set_bone_pose_rotation(bone_cyclic, cyc_att * cyc_rest) # Spin the rotor only when receiving flight data if connector.get_model_connected(): _rotor_azimuth += rotor_rpm * 2 * PI / 60 * delta var rotor_rest := skeleton.get_bone_rest(bone_rotor).basis.get_rotation_quaternion() var rotor_att := Quaternion.from_euler(Vector3(0, _rotor_azimuth, 0)) # Note that this is reverse order, to rotate in local bone axes skeleton.set_bone_pose_rotation(bone_rotor, rotor_rest * rotor_att)