Started refactoring entity movement and structure.
parent
041d580550
commit
385ed55505
|
@ -0,0 +1,28 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
public class GroundMotionComponent
|
||||
{
|
||||
public float MaxSpeed = 3;
|
||||
|
||||
public void Process(float delta, Entity entity, Vector3 target_position)
|
||||
{
|
||||
Vector3 direction_xy = new Vector3(target_position.x - entity.GlobalTranslation.x,
|
||||
0,
|
||||
target_position.z - entity.GlobalTranslation.z);
|
||||
|
||||
Vector3 new_velocity = direction_xy.Normalized() * MaxSpeed;
|
||||
new_velocity.y = entity.Velocity.y - 9.81f * delta;
|
||||
|
||||
if (direction_xy.LengthSquared() > 0.01)
|
||||
{
|
||||
entity.Velocity = entity.MoveAndSlide(new_velocity);
|
||||
}
|
||||
else
|
||||
{
|
||||
entity.Velocity = Vector3.Up * -9.81f * delta;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -40,10 +40,6 @@ public class MovableComponent : Node
|
|||
targetDir = targetError.Normalized();
|
||||
targetAngle = new Vector3(0, 0, 1).SignedAngleTo(targetDir, Vector3.Up);
|
||||
|
||||
if (currentAngle < Mathf.Pi && targetAngle > Mathf.Pi)
|
||||
{
|
||||
}
|
||||
|
||||
if (targetAngle - currentAngle > Mathf.Pi)
|
||||
{
|
||||
currentAngle += 2 * Mathf.Pi;
|
||||
|
@ -69,13 +65,16 @@ public class MovableComponent : Node
|
|||
&& (targetPosition - currentPosition).LengthSquared() > 0.01)
|
||||
{
|
||||
var springDamperResult =
|
||||
_positionSpringDamper.CalcClampedSpeed(currentPosition, currentVelocity, targetPosition, delta,
|
||||
_positionSpringDamper.CalcClampedSpeedXZ(currentPosition, currentVelocity, targetPosition, delta,
|
||||
maxSpeed);
|
||||
|
||||
currentPosition = springDamperResult.Item1;
|
||||
currentVelocity = springDamperResult.Item2;
|
||||
|
||||
EmitSignal("PositionUpdated", currentPosition);
|
||||
}
|
||||
currentVelocity.y = currentVelocity.y - 9.81f * delta;
|
||||
currentPosition.y = currentPosition.y + currentVelocity.y * delta;
|
||||
|
||||
EmitSignal("PositionUpdated", currentPosition);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,20 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class Entity : KinematicBody
|
||||
{
|
||||
public Vector3 Position = Vector3.Zero;
|
||||
public Quat Orientation = Quat.Identity;
|
||||
|
||||
public Vector3 Velocity = Vector3.Zero;
|
||||
public float RotationalVelocity = 0;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
}
|
||||
|
||||
public override void _Process(float _delta)
|
||||
{
|
||||
Velocity = MoveAndSlide(Velocity);
|
||||
}
|
||||
}
|
|
@ -1,21 +1,26 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class Player : KinematicBody
|
||||
public class Player : Entity
|
||||
{
|
||||
// other members
|
||||
// public members
|
||||
public Vector3 TargetPosition = Vector3.Zero;
|
||||
|
||||
// private members
|
||||
private MovableComponent _movable;
|
||||
private Spatial _geometry;
|
||||
private WorldInfoComponent _worldInfo;
|
||||
private Vector2 _offsetCoord = Vector2.Zero;
|
||||
private GroundMotionComponent _groundMotion;
|
||||
|
||||
// Called when the node enters the scene tree for the first time.
|
||||
public override void _Ready()
|
||||
{
|
||||
_groundMotion = new GroundMotionComponent();
|
||||
|
||||
_movable = (MovableComponent)FindNode("Movable", false);
|
||||
if (_movable != null)
|
||||
{
|
||||
_movable.Connect("PositionUpdated", this, nameof(OnPositionUpdated));
|
||||
_movable.Connect("OrientationUpdated", this, nameof(OnOrientationUpdated));
|
||||
}
|
||||
|
||||
|
@ -24,11 +29,19 @@ public class Player : KinematicBody
|
|||
_worldInfo = (WorldInfoComponent)FindNode("WorldInfo", false);
|
||||
}
|
||||
|
||||
|
||||
public override void _Process(float _delta)
|
||||
{
|
||||
base._Process(_delta);
|
||||
_groundMotion.Process(_delta, this, TargetPosition);
|
||||
}
|
||||
|
||||
public void OnPositionUpdated(Vector3 newPosition)
|
||||
{
|
||||
if (_worldInfo != null)
|
||||
{
|
||||
Vector2 new_offset_coord = _worldInfo.TileWorld.WorldToOffsetCoords(newPosition);
|
||||
float tile_height = _worldInfo.TileWorld.GetHeightAtOffset(new_offset_coord);
|
||||
if (_offsetCoord != new_offset_coord)
|
||||
{
|
||||
GD.Print("New offset coord " + new_offset_coord);
|
||||
|
@ -38,8 +51,11 @@ public class Player : KinematicBody
|
|||
|
||||
if (_movable != null)
|
||||
{
|
||||
_movable.targetPosition.y = _worldInfo.TileWorld.GetHeightAtOffset(new_offset_coord);
|
||||
|
||||
if (_movable.currentPosition.y < tile_height)
|
||||
{
|
||||
_movable.currentPosition.y = tile_height;
|
||||
_movable.currentVelocity.y = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -178,13 +178,14 @@ public class AdaptiveWorldStream : Spatial
|
|||
return;
|
||||
}
|
||||
|
||||
MovableComponent movableComponent = _player.GetNode<MovableComponent>("Movable");
|
||||
if (movableComponent == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
movableComponent.targetPosition = tile.Transform.origin;
|
||||
_player.TargetPosition = tile.GlobalTranslation;
|
||||
// MovableComponent movableComponent = _player.GetNode<MovableComponent>("Movable");
|
||||
// if (movableComponent == null)
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
//
|
||||
// movableComponent.targetPosition = tile.Transform.origin;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -21,7 +21,7 @@ albedo_color = Color( 1, 1, 1, 0.156863 )
|
|||
extents = Vector3( 20, 1, 20 )
|
||||
|
||||
[sub_resource type="CapsuleShape" id=7]
|
||||
radius = 0.2
|
||||
radius = 0.475
|
||||
height = 0.5
|
||||
|
||||
[sub_resource type="CapsuleMesh" id=8]
|
||||
|
@ -221,13 +221,13 @@ script = ExtResource( 6 )
|
|||
|
||||
[node name="MeshInstance" type="MeshInstance" parent="Player"]
|
||||
transform = Transform( 1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0.5, 0 )
|
||||
visible = false
|
||||
mesh = SubResource( 8 )
|
||||
|
||||
[node name="Movable" type="Node" parent="Player"]
|
||||
script = ExtResource( 8 )
|
||||
|
||||
[node name="Geometry" type="Spatial" parent="Player"]
|
||||
visible = false
|
||||
|
||||
[node name="Pirate1final_001" parent="Player/Geometry" instance=ExtResource( 2 )]
|
||||
transform = Transform( 0.4, 0, 0, 0, 0.4, 0, 0, 0, 0.4, 0, 0, 0 )
|
||||
|
|
|
@ -14,7 +14,7 @@ public class HexTile3D : Spatial
|
|||
|
||||
// scene nodes
|
||||
private MeshInstance _mesh;
|
||||
private Area _area;
|
||||
private StaticBody _staticBody;
|
||||
|
||||
// signals
|
||||
[Signal]
|
||||
|
@ -87,11 +87,11 @@ public class HexTile3D : Spatial
|
|||
public override void _Ready()
|
||||
{
|
||||
_mesh = GetNode<MeshInstance>("Mesh");
|
||||
_area = GetNode<Area>("Mesh/Area");
|
||||
_staticBody = GetNode<StaticBody>("StaticBody");
|
||||
|
||||
_area.Connect("input_event", this, nameof(OnAreaInputEvent));
|
||||
_area.Connect("mouse_entered", this, nameof(OnAreaMouseEntered));
|
||||
_area.Connect("mouse_exited", this, nameof(OnAreaMouseExited));
|
||||
_staticBody.Connect("input_event", this, nameof(OnAreaInputEvent));
|
||||
_staticBody.Connect("mouse_entered", this, nameof(OnAreaMouseEntered));
|
||||
_staticBody.Connect("mouse_exited", this, nameof(OnAreaMouseExited));
|
||||
|
||||
_undefinedMaterial = GD.Load<SpatialMaterial>("res://materials/UndefinedTile.tres");
|
||||
_sandMaterial = GD.Load<SpatialMaterial>("res://materials/SandTile.tres");
|
||||
|
|
|
@ -22,10 +22,8 @@ transform = Transform( -4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0, -5,
|
|||
mesh = SubResource( 6 )
|
||||
material/0 = ExtResource( 2 )
|
||||
|
||||
[node name="Area" type="Area" parent="Mesh"]
|
||||
monitoring = false
|
||||
monitorable = false
|
||||
[node name="StaticBody" type="StaticBody" parent="."]
|
||||
|
||||
[node name="CollisionShape" type="CollisionShape" parent="Mesh/Area"]
|
||||
transform = Transform( 1, 0, 0, 0, 10, 0, 0, 0, 1, 0, 0, 0 )
|
||||
[node name="CollisionShape" type="CollisionShape" parent="StaticBody"]
|
||||
transform = Transform( -4.37114e-08, 0, 1, 0, 10, 0, -1, 0, -4.37114e-08, 0, -5, 0 )
|
||||
shape = SubResource( 5 )
|
||||
|
|
|
@ -105,7 +105,7 @@ public class TileWorld : Spatial
|
|||
{
|
||||
if (!IsOffsetCoordValid(offset_coord))
|
||||
{
|
||||
return -0.1f;
|
||||
return 0;
|
||||
}
|
||||
|
||||
return Heightmap.GetPixel((int)offset_coord.x, (int)offset_coord.y).r * HeightScale - HeightScale * 0.5f ;
|
||||
|
|
|
@ -60,4 +60,38 @@ public class SpringDamper
|
|||
|
||||
return (x_new, vel_new);
|
||||
}
|
||||
|
||||
public (Vector3, Vector3) CalcClampedSpeedXZ(Vector3 x, Vector3 v, Vector3 xt, float h, float speedMax)
|
||||
{
|
||||
var result_x = Calc(x.x, v.x, xt.x, h);
|
||||
var result_z = Calc(x.z, v.z, xt.z, h);
|
||||
|
||||
Vector3 x_new = x;
|
||||
Vector3 v_new = v;
|
||||
|
||||
x_new.x = result_x.Item1;
|
||||
v_new.x = result_x.Item2;
|
||||
|
||||
x_new.z = result_z.Item1;
|
||||
v_new.z = result_z.Item2;
|
||||
|
||||
Vector3 result_v_xz = new Vector3(
|
||||
(result_x.Item1 - x.x) / h,
|
||||
0,
|
||||
(result_z.Item1 - x.z) / h);
|
||||
|
||||
float speed_new = result_v_xz.Length();
|
||||
|
||||
if (speed_new > speedMax)
|
||||
{
|
||||
result_v_xz = (result_v_xz) / speed_new * speedMax;
|
||||
x_new.x = x.x + result_v_xz.x * h;
|
||||
x_new.z = x.z + result_v_xz.z * h;
|
||||
}
|
||||
|
||||
v.x = result_v_xz.x;
|
||||
v.z = result_v_xz.z;
|
||||
|
||||
return (x_new, v_new);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue