Detect tile under foot
This commit is contained in:
@@ -7,12 +7,14 @@ enum Direction {
|
||||
EAST
|
||||
}
|
||||
|
||||
var speed:float = 3200;
|
||||
var friction:float = 7;
|
||||
var gravity:float = 150;
|
||||
var speed:float = 150;
|
||||
var friction:float = 8.5;
|
||||
var gravity:float = 30;
|
||||
|
||||
var direction = Direction.SOUTH;
|
||||
var meshInstance:MeshInstance3D;
|
||||
var underFootTile:int = -1;
|
||||
var underFootPosition:Vector3;
|
||||
|
||||
func getDirectionVector() -> Vector3:
|
||||
match direction:
|
||||
@@ -33,9 +35,58 @@ func updateMovement(delta) -> void:
|
||||
func updateOverworldLogic(delta) -> void:
|
||||
pass
|
||||
|
||||
# Private methods
|
||||
func _updateTileData() -> void:
|
||||
# ray cast down
|
||||
var offset = Vector3(0, 0, 0.426);
|
||||
var query = PhysicsRayQueryParameters3D.create(
|
||||
position + offset,
|
||||
position + Vector3(0, -1, 0) + offset
|
||||
)
|
||||
query.collide_with_areas = true
|
||||
query.exclude = [self]
|
||||
|
||||
var result = get_world_3d().direct_space_state.intersect_ray(query)
|
||||
if !result or !result.collider:
|
||||
return;
|
||||
|
||||
var collider = result.collider;
|
||||
var colliderMesh = collider.get_node("../");
|
||||
if !colliderMesh or !colliderMesh.mesh or colliderMesh.mesh.get_surface_count() == 0:
|
||||
return;
|
||||
|
||||
# Get the face index (triangle)
|
||||
var arrays = colliderMesh.mesh.surface_get_arrays(0);
|
||||
var indiceIdx = result.face_index * 3;
|
||||
|
||||
# Get each indice of the triangle
|
||||
var index0 = arrays[Mesh.ARRAY_INDEX][indiceIdx+0];
|
||||
var index1 = arrays[Mesh.ARRAY_INDEX][indiceIdx+1];
|
||||
var index2 = arrays[Mesh.ARRAY_INDEX][indiceIdx+2];
|
||||
|
||||
# Get each uv of each indice
|
||||
var uv0:Vector2 = arrays[Mesh.ARRAY_TEX_UV][index0];
|
||||
var uv1:Vector2 = arrays[Mesh.ARRAY_TEX_UV][index1];
|
||||
var uv2:Vector2 = arrays[Mesh.ARRAY_TEX_UV][index2];
|
||||
|
||||
# Determine the lowest texture coordinate
|
||||
var min = Vector2(min(uv0.x, uv1.x, uv2.x), min(uv0.y, uv1.y, uv2.y));
|
||||
|
||||
# Convert to column/row
|
||||
var w = 768;
|
||||
var h = w;
|
||||
var tw = 48;
|
||||
var th = tw;
|
||||
var column = int(roundf(min.x * w)) / 48;
|
||||
var row = int(roundf(min.y * h)) / 48;
|
||||
var columns = 768 / 48;
|
||||
underFootPosition = result.position;
|
||||
underFootTile = column % columns + row * columns;
|
||||
|
||||
# Events
|
||||
func _ready() -> void:
|
||||
meshInstance = get_node("MeshInstance3D")
|
||||
_updateTileData();
|
||||
pass
|
||||
|
||||
func _process(delta:float) -> void:
|
||||
@@ -46,16 +97,17 @@ func _process(delta:float) -> void:
|
||||
var material:ShaderMaterial = meshInstance.get_surface_override_material(0)
|
||||
material.set_shader_parameter("direction", direction)
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
# Update movement
|
||||
updateMovement(delta);
|
||||
|
||||
# Gravity and friction
|
||||
if !is_on_floor():
|
||||
velocity.y -= gravity * delta;
|
||||
else:
|
||||
velocity += -(velocity * friction * delta);
|
||||
|
||||
# Update movement
|
||||
updateMovement(delta)
|
||||
if velocity.length() != 0:
|
||||
_updateTileData();
|
||||
|
||||
# Update character controller.
|
||||
move_and_slide();
|
||||
|
@@ -1,6 +1,7 @@
|
||||
extends Camera3D
|
||||
|
||||
var PIXEL_SCALE:float = 4.0;
|
||||
const PIXEL_SCALE:float = 4.0;
|
||||
const WORLD_UNITS:float = 32.0;
|
||||
|
||||
func _ready() -> void:
|
||||
pass
|
||||
@@ -10,7 +11,7 @@ func _process(delta: float) -> void:
|
||||
var z:float = (
|
||||
tan((deg_to_rad(180) - deg_to_rad(fov)) / 2.0) *
|
||||
(get_viewport().size.y / 2.0)
|
||||
) / PIXEL_SCALE;
|
||||
) / PIXEL_SCALE / WORLD_UNITS;
|
||||
|
||||
var rosa = get_node("..");
|
||||
var look = rosa.position;
|
||||
|
@@ -1,6 +1,6 @@
|
||||
extends "res://scripts/OverworldEntity.gd"
|
||||
|
||||
var interactRange = 22;
|
||||
var interactRange = 0.7;
|
||||
|
||||
func updateOverworldLogic(delta) -> void:
|
||||
# Check if interact button is pressed
|
||||
|
Reference in New Issue
Block a user