35 lines
1.1 KiB
C#
35 lines
1.1 KiB
C#
using System;
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using Godot;
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public class Entity : KinematicBody {
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[Flags]
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public enum EntityMaskEnum {
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Obstacle = 1 << 1,
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Ground = 1 << 2,
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Water = 1 << 3
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}
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[Export(PropertyHint.Flags, "Obstacle,Ground,Water")]
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public int EntityMask { get; set; }
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public Vector3 Velocity { get; set; } = Vector3.Zero;
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public float RotationalVelocity { get; set; } = 0;
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/**
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* Defines the angle in plane coordinates, 0 => pointing to the right/east, pi/2 pointing up/north, range [-pi,pi].
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*/
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public float PlaneAngle {
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get => Globals.CalcPlaneAngle(GlobalTransform);
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set => GlobalTransform = new Transform(new Basis(Vector3.Up, value + Mathf.Pi * 0.5f), GlobalTranslation);
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}
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public float CalcShortestPlaneRotationToTargetDirection(Vector3 globalTargetDirection) {
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float angleToTarget = Vector3.Right.SignedAngleTo(globalTargetDirection, Vector3.Up);
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float currentAngle = PlaneAngle;
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float delta = angleToTarget - currentAngle;
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delta += delta > Mathf.Pi ? -Mathf.Pi * 2 : delta < -Mathf.Pi ? Mathf.Pi * 2 : 0;
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return delta;
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}
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} |