Fixed doors by unlocking angular axis (x and z), renamed Door.gd to HingeInteractable.gd
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extends Interactable
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class_name HingeInteractable
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@export var body: RigidBody3D
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@export var springStrength: float = 100.0
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@export var springDamping: float = 50.0
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@export var maxGrabDistance: float = 6.0
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@export var mouseForce: float = 0.02
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@export var hinge: HingeJoint3D
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@export var hingeAngularUpperLimit: float = 120.0
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@export var hingeAngularLowerLimit: float = -120.0
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@export var snapAngleThreshold: float = 1.0
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@export var snapVelocityThreshold: float = 5.0
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@export var mouseHorizontalFactor: float = 1.0
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@export var mouseVerticalFactor: float = 1.0
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var dragging: bool = false
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var grabLocal: Vector3 = Vector3.ZERO
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var handOffsetLocal: Vector3 = Vector3.ZERO
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func _ready() -> void:
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hinge.set_param(HingeJoint3D.PARAM_LIMIT_LOWER, deg_to_rad(hingeAngularLowerLimit))
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hinge.set_param(HingeJoint3D.PARAM_LIMIT_UPPER, deg_to_rad(hingeAngularUpperLimit))
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func beginInteract(player, hitPosition: Vector3):
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dragging = true
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handOffsetLocal = Vector3.ZERO
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grabLocal = body.to_local(hitPosition)
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player.setMouseFactors(mouseHorizontalFactor, mouseVerticalFactor)
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func updateInteract(player):
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if !dragging:
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return
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body.sleeping = false
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var camLocalX = body.global_basis.inverse() * player.camera.global_basis.x
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var camLocalY = body.global_basis.inverse() * player.camera.global_basis.y
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handOffsetLocal += camLocalX * player.interactionMouseDelta.x * mouseForce
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handOffsetLocal += -camLocalY * player.interactionMouseDelta.y * mouseForce
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handOffsetLocal = handOffsetLocal.limit_length(0.3)
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var worldGrab = body.to_global(grabLocal)
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var handDistance = player.hand.global_position.distance_to(worldGrab)
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if handDistance > maxGrabDistance:
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player.stopInteraction()
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return
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var targetHandLocal = body.to_local(player.hand.global_position) + handOffsetLocal
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var errorLocal = targetHandLocal - grabLocal
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var bodyAngularVelocityLocal = body.global_basis.inverse() * body.angular_velocity
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var bodyLinearVelocityLocal = body.global_basis.inverse() * body.linear_velocity
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var pointVelocityLocal = bodyLinearVelocityLocal + bodyAngularVelocityLocal.cross(grabLocal)
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var hingeAxisGlobal = hinge.global_basis.z
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var hingeAxisLocal = (body.global_basis.inverse() * hingeAxisGlobal).normalized()
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var hingePositionLocal = body.to_local(hinge.global_position)
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var leverArm = grabLocal - hingePositionLocal
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var tangentLocal = hingeAxisLocal.cross(leverArm)
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if tangentLocal.length_squared() < 0.0001:
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return
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tangentLocal = tangentLocal.normalized()
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var tangentError = tangentLocal * errorLocal.dot(tangentLocal)
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var tangentVelocity = tangentLocal * pointVelocityLocal.dot(tangentLocal)
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var forceLocal = tangentError * springStrength - tangentVelocity * springDamping
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var forceGlobal = body.global_basis * forceLocal
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var offsetGlobal = body.global_basis * grabLocal
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body.apply_force(forceGlobal, offsetGlobal)
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func endInteract(player):
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dragging = false
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handOffsetLocal = Vector3.ZERO
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player.setMouseFactors(1.0, 1.0)
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