Merge branch 'main' into dart-models
This commit is contained in:
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-1
@@ -1,3 +1,23 @@
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[gd_scene format=3 uid="uid://bswbcehkkqbk0"]
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[node name="Dart" type="Node3D"]
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[ext_resource type="Script" uid="uid://8kk531f88oqw" path="res://Scenes/DartPhysics.gd" id="1_s1kro"]
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[ext_resource type="PackedScene" uid="uid://cjq45anerhxnk" path="res://models/Dart.glb" id="2_mlvfh"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_xxti7"]
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radius = 0.27441406
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height = 2.3862305
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[node name="Dart" type="Node3D" unique_id=367982453]
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[node name="RigidBody3D" type="RigidBody3D" parent="." unique_id=1993396351]
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transform = Transform3D(1, 0, 0, 0, 1.0000001, 0, 0, 0, 1.0000001, 0, 0, 0)
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center_of_mass_mode = 1
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script = ExtResource("1_s1kro")
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angle_of_plane = -25.0
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[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D" unique_id=1030334431]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.10033989, 0)
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shape = SubResource("CapsuleShape3D_xxti7")
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[node name="Dart2" parent="RigidBody3D" unique_id=1655536183 instance=ExtResource("2_mlvfh")]
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transform = Transform3D(0.4, 0, 0, 0, 0.39999995, 0, 0, 0, 0.39999995, 0, -1.4526575, 0.015561234)
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@@ -0,0 +1,161 @@
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extends RigidBody3D
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class_name Dart
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#states
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var in_flight: bool = false
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var dragging: bool = false
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#drag
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var drag_plane: Plane
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var drag_offset: Vector3 = Vector3.ZERO
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var target_pos: Vector3 = Vector3.ZERO
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# velocity tracking for release throw
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var position_history: Array[Vector3] = []
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var time_history: Array[float] = []
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const HISTORY_LENGTH = 6
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# drag "stiffness" tuning
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@export var drag_follow_speed: float = 20.0 # how fast it chases the mouse
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@export var max_drag_speed: float = 42.0 # clamp so it doesn't go insane
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@export_range(-180,180) var angle_of_plane: float = 15.0
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@export var throw_force_multiplier: float = 0.8 # scale raw throw velocity down if it's too fast
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@export var max_throw_speed: float = 42.0 # hard cap so fast flicks don't kill the arc
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@export var flight_gravity_scale: float = 4.0 # higher = more visible arc
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@export var nose_align_speed: float = 1.0 # how fast dart rotates to face velocity
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@export var dart_forward_axis: Vector3 = Vector3.FORWARD
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func _ready():
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freeze_mode = RigidBody3D.FREEZE_MODE_STATIC
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freeze = true
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func start_drag(camera: Camera3D, mouse_pos: Vector2, hit_point: Vector3):
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dragging = true
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in_flight = false
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freeze = false
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# keep it physics-active — don't freeze
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gravity_scale = 0.0 # optional: ignore gravity while held so it doesn't sag
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linear_damp = 5.0 # optional: a bit of damping for stability while dragged
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angular_damp = 10.0
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#drag_plane = Plane(camera.global_transform.basis.z, hit_point)
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var base_normal = camera.global_transform.basis.z
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var tilt = base_normal.rotated(camera.global_transform.basis.x, deg_to_rad(angle_of_plane)) # tilt adjustable around camera's right axis
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drag_plane = Plane(tilt.normalized(), hit_point)
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drag_offset = global_position - hit_point
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target_pos = global_position #fixes a bug where dart drops until mouse is moved.
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position_history.clear()
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time_history.clear()
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func update_drag(camera: Camera3D, mouse_pos: Vector2):
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if not dragging:
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return
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var ray_origin = camera.project_ray_origin(mouse_pos)
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var ray_dir = camera.project_ray_normal(mouse_pos)
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var intersection = drag_plane.intersects_ray(ray_origin, ray_dir)
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if intersection:
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target_pos = intersection + drag_offset
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func _align_dart_to_velocity(delta: float):
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if linear_velocity.length() < 0.5:
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return
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var vel_dir = linear_velocity.normalized()
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var current_forward = global_transform.basis * dart_forward_axis
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var rotation_axis = current_forward.cross(vel_dir)
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if rotation_axis.length() < 0.001:
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return
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rotation_axis = rotation_axis.normalized()
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var angle = current_forward.angle_to(vel_dir)
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var rotate_amount = min(angle, nose_align_speed * delta)
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global_transform.basis = global_transform.basis.rotated(rotation_axis, rotate_amount)
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global_transform.basis = global_transform.basis.orthonormalized()
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func _physics_process(delta):
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if dragging:
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# chase the target position with velocity instead of teleporting
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var to_target = target_pos - global_position
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var desired_velocity = to_target * drag_follow_speed
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if desired_velocity.length() > max_drag_speed:
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desired_velocity = desired_velocity.normalized() * max_drag_speed
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linear_velocity = desired_velocity
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angular_velocity = angular_velocity.lerp(Vector3.ZERO, 0.2) # optional: damp spin while dragging
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# track actual position for momentum calc on release
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position_history.append(global_position)
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time_history.append(Time.get_ticks_msec() / 1000.0)
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if position_history.size() > HISTORY_LENGTH:
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position_history.pop_front()
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time_history.pop_front()
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elif in_flight:
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# Debug: confirm Y velocity is dropping (becoming negative) each frame
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print("local +X world dir: ", global_transform.basis.x)
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print("local +Y world dir: ", global_transform.basis.y)
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print("local +Z world dir: ", global_transform.basis.z)
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print("velocity dir: ", linear_velocity.normalized())
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# Align dart nose to face velocity direction (tip points the way it's flying)
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if linear_velocity.length() > 0.5:
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_align_dart_to_velocity(delta)
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else:
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in_flight = false
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angular_velocity = Vector3.ZERO
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# If your dart tip points along +Z, use global_position + linear_velocity
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# If it points along -Z, negate the direction below
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var look_target = global_position + linear_velocity.normalized()
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var up_ref = Vector3.UP
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# Avoid gimbal lock when flying straight up/down
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if abs(linear_velocity.normalized().dot(Vector3.UP)) > 0.99:
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up_ref = Vector3.FORWARD
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var target_basis = Basis.looking_at(linear_velocity.normalized(), up_ref)
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global_transform.basis = global_transform.basis.slerp(
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target_basis, nose_align_speed * delta
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)
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func release_drag():
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if not dragging:
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return
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dragging = false
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in_flight = true
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gravity_scale = flight_gravity_scale
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angular_damp = 0.0
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linear_damp = 0.0 # reset to whatever your normal dart damping is
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var velocity = calculate_throw_velocity() * throw_force_multiplier
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if velocity.length() > max_throw_speed:
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velocity = velocity.normalized() * max_throw_speed
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linear_velocity = velocity
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# angular_velocity left as-is from physics, or compute your own spin here
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print("throw speed: %.2f" % velocity.length())
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print("gravity_scale: ", gravity_scale)
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print("linear_damp: ", linear_damp)
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func calculate_throw_velocity() -> Vector3:
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if position_history.size() < 2:
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return linear_velocity # fallback to whatever physics already had
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var start_pos = position_history[0]
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var end_pos = position_history[position_history.size() - 1]
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var start_time = time_history[0]
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var end_time = time_history[time_history.size() - 1]
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var dt = end_time - start_time
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if dt <= 0.0:
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return linear_velocity
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return (end_pos - start_pos) / dt
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@@ -0,0 +1 @@
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uid://8kk531f88oqw
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@@ -0,0 +1,27 @@
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extends Camera3D
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var held_dart: Dart = null
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func _unhandled_input(event):
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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try_grab_dart(event.position)
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else:
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if held_dart:
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held_dart.release_drag()
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held_dart = null
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elif event is InputEventMouseMotion and held_dart:
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held_dart.update_drag(self, event.position)
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func try_grab_dart(mouse_pos: Vector2):
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var ray_origin = project_ray_origin(mouse_pos)
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var ray_dir = project_ray_normal(mouse_pos)
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var ray_end = ray_origin + ray_dir * 1000.0
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var space_state = get_world_3d().direct_space_state
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var query = PhysicsRayQueryParameters3D.create(ray_origin, ray_end)
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var result = space_state.intersect_ray(query)
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if result and result.collider is Dart:
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held_dart = result.collider
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held_dart.start_drag(self, mouse_pos, result.position)
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@@ -0,0 +1 @@
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uid://ds3uiri3oc05v
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@@ -0,0 +1,5 @@
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extends Node3D
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func _unhandled_input(event):
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if event.is_action_pressed("restart"):
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get_tree().reload_current_scene()
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@@ -0,0 +1 @@
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uid://geqmah8kbko0
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@@ -0,0 +1,40 @@
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[gd_scene format=3 uid="uid://doh7p84eej78c"]
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[ext_resource type="Script" uid="uid://geqmah8kbko0" path="res://Scenes/main.gd" id="1_8gbba"]
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[ext_resource type="Script" uid="uid://ds3uiri3oc05v" path="res://Scenes/camera_3d.gd" id="1_bo1nx"]
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[ext_resource type="PackedScene" uid="uid://bswbcehkkqbk0" path="res://Scenes/Dart.tscn" id="1_jjgbg"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_qu08v"]
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size = Vector3(1, 0.01, 1)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_6q475"]
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albedo_color = Color(0, 0.42745098, 0.05490196, 1)
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[sub_resource type="BoxMesh" id="BoxMesh_xxti7"]
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material = SubResource("StandardMaterial3D_6q475")
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size = Vector3(1, 0.01, 1)
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[node name="Main" type="Node3D" unique_id=819165214]
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script = ExtResource("1_8gbba")
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[node name="Camera3D" type="Camera3D" parent="." unique_id=1570426839]
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transform = Transform3D(-1, 2.4096988e-08, -8.4036174e-08, 0, 0.9612618, 0.2756374, 8.742278e-08, 0.2756374, -0.9612618, 0, 5.0674033, -6.36445)
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fov = 90.0
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script = ExtResource("1_bo1nx")
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[node name="Dart" parent="." unique_id=367982453 instance=ExtResource("1_jjgbg")]
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transform = Transform3D(1, 0, 0, 0, 0.8363807, -0.5481493, 0, 0.5481492, 0.8363808, 0, 4.3246593, 0)
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=1891469178]
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transform = Transform3D(-0.789482, 0.24223976, -0.56394875, -0.56595325, 0.06825608, 0.821607, 0.23751883, 0.9678125, 0.083209395, -46.816067, 15.942318, -50.370865)
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[node name="StaticBody3D" type="StaticBody3D" parent="." unique_id=889230389]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 63.39778)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="StaticBody3D" unique_id=229129629]
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transform = Transform3D(100, 0, 0, 0, 100, 0, 0, 0, 100, 0, 0, 0)
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shape = SubResource("BoxShape3D_qu08v")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="StaticBody3D/CollisionShape3D" unique_id=849495197]
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mesh = SubResource("BoxMesh_xxti7")
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skeleton = NodePath("")
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