forked from woofmeow/straywild
88 lines
2.7 KiB
GDScript
88 lines
2.7 KiB
GDScript
extends "res://player/tool_socket_attachment.gd"
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const TextureSamplingPolicyScript := preload(
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"res://main/texture_sampling_policy.gd"
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)
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const SPRING_ROOT_BONE: StringName = &"net_mid"
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const SPRING_END_BONE: StringName = &"net_tip"
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const IMPACT_BONE: StringName = &"net_rim"
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@export_range(0.0, 10.0, 0.05) var spring_stiffness: float = 1.8
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@export_range(0.0, 1.0, 0.01) var spring_drag: float = 0.68
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@export_range(0.0, 10.0, 0.05) var spring_gravity: float = 0.3
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@export_range(0.01, 0.5, 0.01) var spring_end_length: float = 0.1
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@onready var _catching_net: Node3D = %CatchingNet
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@onready var _net_model: Node3D = %NetModel
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var _spring: SpringBoneSimulator3D
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var _spring_was_visible: bool = false
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var _net_skeleton: Skeleton3D
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func _ready() -> void:
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super._ready()
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TextureSamplingPolicyScript.enforce_subtree(_net_model)
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_configure_spring()
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_sync_spring_activity()
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func _process(_delta: float) -> void:
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_sync_spring_activity()
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func _configure_spring() -> void:
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_net_skeleton = _net_model.find_child(
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"Skeleton3D", true, false
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) as Skeleton3D
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if _net_skeleton == null:
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push_error("Imported net model is missing its Skeleton3D.")
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return
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if _net_skeleton.find_bone(SPRING_ROOT_BONE) < 0:
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push_error("Imported net model is missing bone %s." % SPRING_ROOT_BONE)
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return
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if _net_skeleton.find_bone(SPRING_END_BONE) < 0:
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push_error("Imported net model is missing bone %s." % SPRING_END_BONE)
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return
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if _net_skeleton.find_bone(IMPACT_BONE) < 0:
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push_error("Imported net model is missing bone %s." % IMPACT_BONE)
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return
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_spring = SpringBoneSimulator3D.new()
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_spring.name = "NetSpring"
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_spring.set_setting_count(1)
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_spring.set_root_bone_name(0, SPRING_ROOT_BONE)
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_spring.set_end_bone_name(0, SPRING_END_BONE)
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_spring.set_extend_end_bone(0, true)
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_spring.set_end_bone_direction(
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0, SkeletonModifier3D.BONE_DIRECTION_FROM_PARENT
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)
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_spring.set_end_bone_length(0, spring_end_length)
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_spring.set_stiffness(0, spring_stiffness)
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_spring.set_drag(0, spring_drag)
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_spring.set_gravity(0, spring_gravity)
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_spring.set_gravity_direction(0, Vector3.DOWN)
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_net_skeleton.add_child(_spring)
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func get_impact_world_position() -> Vector3:
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if _net_skeleton == null:
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return _catching_net.global_position
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var impact_bone_index := _net_skeleton.find_bone(IMPACT_BONE)
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if impact_bone_index < 0:
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return _catching_net.global_position
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return _net_skeleton.global_transform * (
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_net_skeleton.get_bone_global_pose(impact_bone_index).origin
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)
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func _sync_spring_activity() -> void:
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if _spring == null:
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return
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var is_visible := _catching_net.is_visible_in_tree()
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if is_visible and not _spring_was_visible:
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_spring.active = true
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_spring.reset()
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elif not is_visible:
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_spring.active = false
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_spring_was_visible = is_visible
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