extends Node2D var SpringDamper = preload("res://utils/SpringDamper.gd") export var target = Vector3 (0, 0, 0) export var pos = Vector3 (0, 0, 0) export var vel = Vector3 (0, 0, 0) export var max_speed = 100000 onready var spring_damper = SpringDamper.new(4, .99, 0.5) var velocity = Vector2(0, 0) const pos_error_eps = 0.01 signal position_updated # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): if (target - pos).length_squared() > pos_error_eps * pos_error_eps: var spring_res = spring_damper.calc_clamped_speed(pos, vel, target, delta, max_speed) pos = spring_res[0] vel = spring_res[1] var speed = vel.length() if speed > max_speed: vel = vel * max_speed / speed emit_signal("position_updated", pos) func _draw(): #draw_circle (target, 10, Color(0.9, 0.2, 0.2)) pass