Tweaking GroundMotionComponent
parent
385ed55505
commit
3ed113dd41
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@ -1,28 +1,49 @@
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using Godot;
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using System;
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using System.Numerics;
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using Godot;
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using Vector2 = Godot.Vector2;
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using Vector3 = Godot.Vector3;
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/// <summary>
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/// </summary>
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public class GroundMotionComponent
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{
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public float MaxSpeed = 3;
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public void Process(float delta, Entity entity, Vector3 target_position)
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public float Accel = 50;
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public float Damping = 0.2f;
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public float MaxSpeed = 2;
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public void PhysicsProcess(float delta, Entity entity, Vector3 target_position)
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{
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Vector3 direction_xy = new Vector3(target_position.x - entity.GlobalTranslation.x,
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0,
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Vector2 plane_target_vector = new Vector2(target_position.x - entity.GlobalTranslation.x,
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target_position.z - entity.GlobalTranslation.z);
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float distance_error = plane_target_vector.Length();
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Vector3 new_velocity = direction_xy.Normalized() * MaxSpeed;
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new_velocity.y = entity.Velocity.y - 9.81f * delta;
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if (distance_error < 0.01)
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{
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entity.Velocity = Vector3.Zero;
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} else {
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Vector2 plane_velocity = new Vector2(entity.Velocity.x, entity.Velocity.z);
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plane_velocity = plane_velocity + plane_target_vector / distance_error * Accel * delta;
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if (direction_xy.LengthSquared() > 0.01)
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{
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entity.Velocity = entity.MoveAndSlide(new_velocity);
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}
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else
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{
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entity.Velocity = Vector3.Up * -9.81f * delta;
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float projected_step = plane_target_vector.Dot(plane_velocity * delta);
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GD.Print("Projected step: " + projected_step);
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if (projected_step > 1)
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{
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plane_velocity /= projected_step;
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}
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float plane_speed = plane_velocity.Length();
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if (plane_speed > MaxSpeed)
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{
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plane_velocity *= MaxSpeed / plane_speed;
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}
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entity.Velocity = new Vector3(
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plane_velocity.x, 0, plane_velocity.y);
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}
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entity.Velocity.x -= entity.Velocity.x * Damping;
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entity.Velocity.z -= entity.Velocity.z * Damping;
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entity.Velocity = entity.MoveAndSlide(entity.Velocity);
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}
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}
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@ -30,10 +30,10 @@ public class Player : Entity
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}
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public override void _Process(float _delta)
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public override void _PhysicsProcess(float delta)
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{
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base._Process(_delta);
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_groundMotion.Process(_delta, this, TargetPosition);
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base._PhysicsProcess(delta);
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_groundMotion.PhysicsProcess(delta, this, TargetPosition);
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}
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public void OnPositionUpdated(Vector3 newPosition)
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@ -21,7 +21,7 @@ albedo_color = Color( 1, 1, 1, 0.156863 )
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extents = Vector3( 20, 1, 20 )
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[sub_resource type="CapsuleShape" id=7]
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radius = 0.475
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radius = 0.2
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height = 0.5
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[sub_resource type="CapsuleMesh" id=8]
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