Files
DartGame/Scenes/DartPhysics.gd
2026-07-17 17:52:55 -05:00

165 lines
5.5 KiB
GDScript

extends RigidBody3D
class_name Dart
#ray cast
@onready var point = $RayCast3D
#states
var in_flight: bool = false
var dragging: bool = false
#drag
var drag_plane: Plane
var drag_offset: Vector3 = Vector3.ZERO
var target_pos: Vector3 = Vector3.ZERO
# velocity tracking for release throw
var position_history: Array[Vector3] = []
var time_history: Array[float] = []
const HISTORY_LENGTH = 6
# drag "stiffness" tuning
@export var drag_follow_speed: float = 20.0 # how fast it chases the mouse
@export var max_drag_speed: float = 42.0 # clamp so it doesn't go insane
@export_range(-180,180) var angle_of_plane: float = 15.0
@export var throw_force_multiplier: float = 0.8 # scale raw throw velocity down if it's too fast
@export var max_throw_speed: float = 64.0 # hard cap so fast flicks don't kill the arc
@export var flight_gravity_scale: float = 4.0 # higher = more visible arc
@export var nose_align_speed: float = 1.0 # how fast dart rotates to face velocity
@export var dart_forward_axis: Vector3 = Vector3.FORWARD
func _ready():
freeze_mode = RigidBody3D.FREEZE_MODE_STATIC
freeze = true
func start_drag(camera: Camera3D, mouse_pos: Vector2, hit_point: Vector3):
dragging = true
in_flight = false
freeze = false
# keep it physics-active — don't freeze
gravity_scale = 0.0 # optional: ignore gravity while held so it doesn't sag
linear_damp = 5.0 # optional: a bit of damping for stability while dragged
angular_damp = 10.0
#drag_plane = Plane(camera.global_transform.basis.z, hit_point)
var base_normal = camera.global_transform.basis.z
var tilt = base_normal.rotated(camera.global_transform.basis.x, deg_to_rad(angle_of_plane)) # tilt adjustable around camera's right axis
drag_plane = Plane(tilt.normalized(), hit_point)
drag_offset = global_position - hit_point
target_pos = global_position #fixes a bug where dart drops until mouse is moved.m
position_history.clear()
time_history.clear()
func update_drag(camera: Camera3D, mouse_pos: Vector2):
if not dragging:
return
var ray_origin = camera.project_ray_origin(mouse_pos)
var ray_dir = camera.project_ray_normal(mouse_pos)
var intersection = drag_plane.intersects_ray(ray_origin, ray_dir)
if intersection:
target_pos = intersection + drag_offset
func _align_dart_to_velocity(delta: float):
if linear_velocity.length() < 0.5:
return
var vel_dir = linear_velocity.normalized()
var current_forward = global_transform.basis * dart_forward_axis
var rotation_axis = current_forward.cross(vel_dir)
if rotation_axis.length() < 0.001:
return
rotation_axis = rotation_axis.normalized()
var angle = current_forward.angle_to(vel_dir)
var rotate_amount = min(angle, nose_align_speed * delta)
global_transform.basis = global_transform.basis.rotated(rotation_axis, rotate_amount)
global_transform.basis = global_transform.basis.orthonormalized()
func _physics_process(delta):
if dragging:
# chase the target position with velocity instead of teleporting
var to_target = target_pos - global_position
var desired_velocity = to_target * drag_follow_speed
if desired_velocity.length() > max_drag_speed:
desired_velocity = desired_velocity.normalized() * max_drag_speed
linear_velocity = desired_velocity
angular_velocity = angular_velocity.lerp(Vector3.ZERO, 0.2) # optional: damp spin while dragging
# track actual position for momentum calc on release
position_history.append(global_position)
time_history.append(Time.get_ticks_msec() / 1000.0)
if position_history.size() > HISTORY_LENGTH:
position_history.pop_front()
time_history.pop_front()
elif point.is_colliding():
var collider = point.get_collider()
if collider and collider.is_in_group("dartable"):
in_flight = false
dragging = false
await get_tree().create_timer(0.01).timeout
freeze_mode = RigidBody3D.FREEZE_MODE_STATIC
freeze = true
elif in_flight:
# Align dart nose to face velocity direction (tip points the way it's flying)
if linear_velocity.length() > 0.5:
_align_dart_to_velocity(delta)
else:
in_flight = false
angular_velocity = Vector3.ZERO
# If your dart tip points along +Z, use global_position + linear_velocity
# If it points along -Z, negate the direction below
var look_target = global_position + linear_velocity.normalized()
var up_ref = Vector3.UP
# Avoid gimbal lock when flying straight up/down
if abs(linear_velocity.normalized().dot(Vector3.UP)) > 0.99:
up_ref = Vector3.FORWARD
var target_basis = Basis.looking_at(linear_velocity.normalized(), up_ref)
global_transform.basis = global_transform.basis.slerp(
target_basis, nose_align_speed * delta
)
func release_drag():
if not dragging:
return
dragging = false
in_flight = true
gravity_scale = flight_gravity_scale
angular_damp = 0.0
linear_damp = 0.0 # reset to whatever your normal dart damping is
var velocity = calculate_throw_velocity() * throw_force_multiplier
if velocity.length() > max_throw_speed:
velocity = velocity.normalized() * max_throw_speed
linear_velocity = velocity
# angular_velocity left as-is from physics, or compute your own spin here
func calculate_throw_velocity() -> Vector3:
if position_history.size() < 2:
return linear_velocity # fallback to whatever physics already had
var start_pos = position_history[0]
var end_pos = position_history[position_history.size() - 1]
var start_time = time_history[0]
var end_time = time_history[time_history.size() - 1]
var dt = end_time - start_time
if dt <= 0.0:
return linear_velocity
return (end_pos - start_pos) / dt