lorge boi

This commit is contained in:
oughtum 2024-08-18 22:04:20 +01:00
parent 1233f76869
commit f7671a216d
13 changed files with 217 additions and 111 deletions

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@ -1,34 +1,31 @@
class_name Arm extends Node3D
@tool
@onready var camera: Camera3D = $"../../Camera3D"
@onready var target: Marker3D = $Target
@onready var ik_skeleton: SkeletonIK3D = $Skeleton3D/SkeletonIK3D
class_name Arm extends SkeletonIK3D
@onready var ik_target = get_node(target_node)
@onready var skeleton: Skeleton3D = get_parent_skeleton()
@export var action: StringName
@export var move_speed: float = 1.5
var input_dir: Vector2
var tip_bone_trans: Transform3D
func _ready() -> void:
#$Skeleton3D/PhysicalBoneSimulator3D.physical_bones_start_simulation()
pass
modification_processed.connect(_on_modification_processed)
start()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
#ik_skeleton.start()
pass
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
input_dir = event.relative
func update_target_pos() -> void:
var mouse_pos: Vector2 = camera.get_window().get_mouse_position()
var origin: Vector3 = camera.project_ray_origin(mouse_pos)
var dir: Vector3 = origin + (camera.project_ray_normal(mouse_pos) * 100)
var world_space: PhysicsDirectSpaceState3D = camera.get_window().world_3d.direct_space_state
var ray_query = PhysicsRayQueryParameters3D.create(origin, dir)
var collision: Dictionary = world_space.intersect_ray(ray_query)
if collision == null: return
var arm_target_pos: Vector3 = collision["position"]
print(collision)
target.global_position.z = arm_target_pos.z
target.global_position.y = arm_target_pos.y
func update_target_pos(delta: float) -> void:
ik_target.global_position.z -= input_dir.x * delta * move_speed
ik_target.global_position.y -= input_dir.y * delta * move_speed
input_dir = Vector2.ZERO
func _on_modification_processed() -> void:
var tip_bone_id: int = skeleton.find_bone(tip_bone)
tip_bone_trans = skeleton.get_bone_global_pose(tip_bone_id)

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@ -1,25 +0,0 @@
class_name Body extends Node3D
@export var arms: Array[Arm]
@export var pull_strength: float = 5.0
var active_arm: Arm
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _unhandled_input(event: InputEvent) -> void:
for arm in arms:
if Input.is_action_pressed(arm.action):
active_arm = arm
return
if Input.is_action_just_released(arm.action):
active_arm = null
return
func _physics_process(delta: float) -> void:
if active_arm == null: return
active_arm.update_target_pos()

4
scripts/main.gd Normal file
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extends Node3D
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED

55
scripts/robot.gd Normal file
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class_name Body extends Node3D
@export var arms: Array[Arm]
@export var body_offset: float = 0.25
@export var skeleton: Skeleton3D
@export var body_bone: StringName
@onready var previous_position: Vector3 = global_position
var active_arm: Arm
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _unhandled_input(event: InputEvent) -> void:
for arm in arms:
if Input.is_action_pressed(arm.action):
active_arm = arm
return
if Input.is_action_just_released(arm.action):
active_arm = null
return
func _physics_process(delta: float) -> void:
if active_arm == null: return
active_arm.update_target_pos(delta)
var avg_tip_pos: Vector3
var avg_tip_basis: Basis
for arm in arms:
var tip_bone_global_pos: Vector3 = skeleton.to_global(arm.tip_bone_trans.origin)
#var tip_bone_global_basis: Basis = arm.tip_bone_tras.basis
avg_tip_pos += tip_bone_global_pos
#avg_tip_basis.x += tip_bone_global_basis.x
#avg_tip_basis.y += tip_bone_global_basis.y
#avg_tip_basis.z += tip_bone_global_basis.z
avg_tip_pos /= arms.size()
#avg_tip_basis.x /= arms.size()
#avg_tip_basis.y /= arms.size()
#avg_tip_basis.z /= arms.size()
#skeleton.global_position = avg_tip_pos
#var m = MeshInstance3D.new()
var body_bone_id: int = skeleton.find_bone(body_bone)
var body_bone_transform = skeleton.get_bone_global_pose(body_bone_id)
var velocity = global_position - previous_position
print(global_position, previous_position, velocity, avg_tip_pos)
var global_pos = avg_tip_pos + velocity * body_offset
body_bone_transform.origin = global_pos
skeleton.set_bone_global_pose(body_bone_id, body_bone_transform)
previous_position = global_pos
#m.global_position = avg_tip_pos
#skeleton.global_basis = avg_tip_basis