Files
godot-interaction-system/Scripts/Socket.gd
T

73 lines
1.8 KiB
GDScript

class_name Socket
extends Node3D
@export var snapPoint: Marker3D
@export var snapArea: Area3D
@export var snapDistance: float = 0.5
@export var lockOnSnap: bool = true
var candidate: Pickupable = null
var snappedObject: Pickupable = null
func _ready() -> void:
if snapArea:
snapArea.body_entered.connect(onBodyEntered)
snapArea.body_exited.connect(onBodyExited)
func isInRange(object: Pickupable) -> bool:
if object == null:
return false
if object.snapAnchor == null:
return false
var distance := object.snapAnchor.global_position.distance_to(
snapPoint.global_position
)
return distance <= snapDistance
func getSnapTransform(object: Pickupable) -> Transform3D:
var objectTransform := object.body.global_transform
var anchorTransform := object.snapAnchor.global_transform
# Where is the SnapAnchor relative to the Rigidbody?
var anchorOffset := objectTransform.affine_inverse() * anchorTransform
# We want the SnapAnchor to have exactly the same
# transform as the Socket's SnapPoint.
return snapPoint.global_transform * anchorOffset.affine_inverse()
func snapObject(object: Pickupable):
if not isInRange(object):
return
var targetTransform := getSnapTransform(object)
var body := object.body
body.linear_velocity = Vector3.ZERO
body.angular_velocity = Vector3.ZERO
body.global_transform = targetTransform
if lockOnSnap:
body.freeze = true
snappedObject = object
candidate = null
func onBodyEntered(body: Node3D):
if body is RigidBody3D and body.get_parent() is Pickupable:
var pickup = body.get_parent() as Pickupable
pickup.currentSocket = self
candidate = pickup
func onBodyExited(body: Node3D):
if body is RigidBody3D and body.get_parent() is Pickupable:
var pickup = body.get_parent() as Pickupable
if pickup.currentSocket == self:
pickup.currentSocket = null
if candidate == pickup:
candidate = null