Some fixes

Disabled feet IK, proper handling of exit room
Added quest system from proto2
This commit is contained in:
Segey Lapin
2020-04-14 16:48:35 +03:00
parent 88e8359f64
commit 7706ba0edf
9 changed files with 528 additions and 213 deletions

View File

@@ -19,6 +19,8 @@ func _ready():
orientation.origin = Vector3()
add_to_group("characters")
do_ungrab()
# feet_ik_init()
func _physics_process(delta):
# motion = motion.linear_interpolate(motion_target, MOTION_INTERPOLATE_SPEED * delta)
@@ -46,6 +48,7 @@ func _physics_process(delta):
if attacking >= 0.0:
attacking -= delta
rpg.update_stats(self)
# feet_ik()
var skel
func get_skeleton():
if skel:
@@ -95,6 +98,89 @@ static func calc_offset(c2, bone2):
# print("offset: ", offset)
return offset
var foot_ik_l = {
"foot": "foot_L",
"bone1": "upperleg02_L",
"bone2": "lowerleg01_L",
"h": -0.3
}
var foot_ik_r = {
"foot": "foot_R",
"bone1": "upperleg02_R",
"bone2": "lowerleg01_R",
"h": -0.3
}
func foot_ik_reset(sk: Skeleton, data: Dictionary, obj: Spatial):
var bone1 = sk.fine_bone(data.bone1)
var bone2 = sk.fine_bone(data.bone2)
var foot = sk.find_bone(data.foot)
assert(foot >= 0 && bone1 >= 0 && bone2 >= 0)
var xf = sk.get_bone_global_pose(foot)
var xf1 = sk.get_bone_global_pose(bone1)
var xf2 = sk.get_bone_global_pose(bone2)
var l1 = xf1.origin.distance_to(xf2.origin)
var l2 = xf2.origin.distance_to(xf.origin)
var lt = xf1.origin.distance_squared_to(xf.origin)
var cosa = l1 * (l1 + l2 * l2 + lt) / (2 * l1 * l2)
var v1 = xf2.origin - xf1.origin
var v2 = xf.origin - xf1.origin
var rot_axis = v1.cross(v2).normalized()
var space_state = get_world().direct_space_state
var xform = global_transform
var f = (xform * xf).origin
var result = space_state.intersect_ray(f, f + Vector3(0, data.h, 0), [self], 0xffff)
if result.has("position"):
print(data.foot, result.position)
obj.global_transform.origin = result.position
func feet_ik():
var sk: Skeleton = get_skeleton()
var foot1 = sk.find_bone("foot_L")
var foot2 = sk.find_bone("foot_R")
assert(foot1 >= 0 && foot2 >= 0)
var xf1 = sk.get_bone_global_pose(foot1)
var xf2 = sk.get_bone_global_pose(foot2)
var space_state = get_world().direct_space_state
var xform = global_transform
var f1 = (xform * xf1).origin
var f2 = (xform * xf2).origin
var result1 = space_state.intersect_ray(f1, f1 + Vector3(0, -0.3, 0), [self], 0xffff)
var result2 = space_state.intersect_ray(f2, f2 + Vector3(0, -0.3, 0), [self], 0xffff)
if result1.has("position"):
print("L: ", result1.position)
foot_ik_target_l.global_transform.origin = result1.position
if result2.has("position"):
print("R: ", result2.position)
foot_ik_target_r.global_transform.origin = result2.position
var foot_ik_target_l
var foot_ik_target_r
func feet_ik_init():
var s1 = Spatial.new()
var s2 = Spatial.new()
var sk: Skeleton = get_skeleton()
var foot1 = sk.find_bone("foot_L")
var foot2 = sk.find_bone("foot_R")
var xf1 = sk.get_bone_global_pose(foot1)
var xf2 = sk.get_bone_global_pose(foot2)
s1.transform = xf1
s2.transform = xf2
foot_ik_target_l = s1
foot_ik_target_r = s2
# var ik1 : = SkeletonIK.new()
# ik1.root_bone = "upperleg02_L"
# ik1.tip_bone = "foot_L"
# ik1.target_node = get_path_to(foot_ik_target_l)
# ik1.interpolation = 0.1
# sk.add_child(ik1)
# var ik2 = SkeletonIK.new()
# ik2.root_bone = "upperleg02_R"
# ik2.tip_bone = "foot_R"
# ik2.target_node = get_path_to(foot_ik_target_r)
# ik2.interpolation = 0.1
# sk.add_child(ik2)
# ik1.start(true)
# ik2.start(true)
var act = {
"stop":[
["travel", p1, "Motion"],