From e9db7b109540e6f98da68a4f0073df2f7457ee93 Mon Sep 17 00:00:00 2001 From: Martin Felis Date: Fri, 15 Nov 2024 11:35:37 +0100 Subject: [PATCH] Also improved look at for NPCs. --- objects/non_player_character.gd | 31 +++++++++++++++++++++++-------- utils/SpringDamper.gd | 5 ++++- 2 files changed, 27 insertions(+), 9 deletions(-) diff --git a/objects/non_player_character.gd b/objects/non_player_character.gd index ae7aa6f..88a03d3 100644 --- a/objects/non_player_character.gd +++ b/objects/non_player_character.gd @@ -17,8 +17,10 @@ const JUMP_VELOCITY = 4.5 var tool_damage:bool = false var tracking_node:Node3D = null -var look_direction:Vector3 = Vector3.BACK -var look_direction_damper:SpringDamper = SpringDamper.new(Vector3.ZERO, 2, 0.003, 0.003) + +var _current_look_direction:Vector3 = Vector3.BACK +var _target_look_direction:Vector3 = Vector3.BACK +var _look_angle_damper:SpringDamper = SpringDamper.new(0, 2, 0.06, 0.003) func _set_reacts_to_player(value:bool) -> bool: if player_detection != null: @@ -36,18 +38,31 @@ func _ready() -> void: animation_player.set_root("Geometry") func _physics_process(delta: float) -> void: - var damped_look_direction = look_direction_damper.calc_clamped_speed(geometry.global_basis.z, look_direction, delta, 3.141) + _current_look_direction = basis.z if tracking_node != null: - look_direction = (tracking_node.global_position - global_position).normalized() + _target_look_direction = (tracking_node.global_position - global_position).normalized() - look_direction.y = position.y - geometry.look_at(position - damped_look_direction, Vector3.UP) + update_look_direction(delta) func _on_player_detection_body_entered(body: Node3D) -> void: - tracking_node = body + if body is Player: + tracking_node = body func _on_player_detection_body_exited(body: Node3D) -> void: - look_direction = Vector3.BACK if body == tracking_node: tracking_node = null + _target_look_direction = Vector3.BACK + +func update_look_direction(delta:float) -> void: + var current_look_angle:float = _current_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP) + var target_look_angle:float = _target_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP) + if target_look_angle - current_look_angle > PI: + current_look_angle = current_look_angle + PI * 2 + elif current_look_angle - target_look_angle > PI: + current_look_angle = current_look_angle - PI * 2 + + var damped_look_angle:float = _look_angle_damper.calc(current_look_angle, target_look_angle, delta) + + _current_look_direction = Vector3(sin(-damped_look_angle), 0, cos(-damped_look_angle)) + self.basis = Basis.looking_at(-_current_look_direction) diff --git a/utils/SpringDamper.gd b/utils/SpringDamper.gd index 909342e..4e0cddf 100644 --- a/utils/SpringDamper.gd +++ b/utils/SpringDamper.gd @@ -35,7 +35,10 @@ func calc_clamped_speed(x, xt, h:float, s_max:float): var x_new = calc(x, xt, h) var vel_new = (x_new - x_old) / h - var speed_new = vel_new.length() + var speed_new = abs(vel_new) + if not vel_new is float: + speed_new = vel_new.length() + if speed_new > s_max: vel_new = (vel_new / speed_new) * s_max x = x_old + vel_new * h