Files
godot-interaction-system/Scripts/Pickupable.gd
T
2026-09-26 18:56:12 +03:00

128 lines
3.7 KiB
GDScript

extends Interactable
class_name Pickupable
@export var springStrength: float = 150.0
@export var springDamping: float = 50.0
@export var rotateStrength: float = 10.0
@export var rotateDamping: float = 2.0
@export var maxLiftForce: float = 600.0
@export var maxTorque: float = 40.0
@export var maxThrowImpulse: float = 100.0
@export var throwSpeed: float = 10.0
@export var maxDistance: float = 4.0
@export var body: RigidBody3D
@export var snapAnchor: Marker3D
@export_range(0.01, 1000.0, 0.01) var bodyMass: float = 1.0
var dragging: bool = false
var rotating: bool = false
var playerRef
var holdDistance: float
var rotationOffset: Basis
var localCenterOffset: Vector3
func _ready():
if body:
body.mass = bodyMass
func beginInteract(player, hitPosition: Vector3):
playerRef = player
dragging = true
var holdPoint = player.hand
holdDistance = holdPoint.global_position.distance_to(hitPosition)
rotationOffset = holdPoint.global_basis.inverse() * body.global_basis
localCenterOffset = body.global_basis.inverse() * (body.global_position - hitPosition)
func updateInteract(player):
if !dragging:
return
body.sleeping = false
# Toggle rotation mode
if Input.is_action_just_pressed("rotate"):
rotating = true
playerRef.setMouseFactors(0.0, 0.0)
if Input.is_action_just_released("rotate"):
rotating = false
playerRef.setMouseFactors(1.0, 1.0)
var holdPoint = player.hand
# Release if too far away
if body.global_position.distance_to(player.global_position) > maxDistance:
endInteract(player)
return
if rotating:
var previewTargetBasis = holdPoint.global_basis * rotationOffset
var previewCurrentQuat = body.global_basis.get_rotation_quaternion()
var previewTargetQuat = previewTargetBasis.get_rotation_quaternion()
var previewDiff = previewTargetQuat * previewCurrentQuat.inverse()
if previewDiff.w < 0.0:
previewDiff = -previewDiff
if previewDiff.get_angle() < 1.0:
var delta = player.interactionMouseDelta
var weightPenalty = 1.0 / (1.0 + (body.mass * 0.1))
var rot_x = deg_to_rad(-delta.x * 0.35 * weightPenalty)
var rot_y = deg_to_rad(-delta.y * 0.35 * weightPenalty)
rotationOffset = Basis(Vector3.UP, rot_x) * rotationOffset
rotationOffset = Basis(Vector3.RIGHT, rot_y) * rotationOffset
# Angular spring
var targetBasis = holdPoint.global_basis * rotationOffset
var currentQuat = body.global_basis.get_rotation_quaternion()
var targetQuat = targetBasis.get_rotation_quaternion()
var diff = targetQuat * currentQuat.inverse()
if diff.w < 0.0:
diff = -diff
var angle = diff.get_angle()
if angle > 0.001:
var angularAcceleration = (diff.get_axis() * angle * rotateStrength * 10.0) - (body.angular_velocity * rotateDamping * 10.0)
var invI = body.get_inverse_inertia_tensor()
var torque = Vector3.ZERO
if abs(invI.determinant()) > 0.00001:
var I = invI.inverse()
torque = I * angularAcceleration
else:
torque = angularAcceleration * body.mass * 0.01
torque = torque.limit_length(maxTorque)
body.apply_torque(torque)
var targetGrabPos = holdPoint.global_position + (-holdPoint.global_basis.z * holdDistance)
var targetCenterPos = targetGrabPos + (targetBasis * localCenterOffset)
var posError = targetCenterPos - body.global_position
var force = (posError * springStrength) - (body.linear_velocity * springDamping)
force *= body.mass
force = force.limit_length(maxLiftForce)
body.apply_central_force(force)
func endInteract(player):
dragging = false
rotating = false
player.setMouseFactors(1.0, 1.0)
playerRef = null
func throw():
if !dragging:
return
var direction = -playerRef.camera.global_basis.z
var throwImpulse = direction * throwSpeed * body.mass
throwImpulse = throwImpulse.limit_length(maxThrowImpulse)
body.apply_impulse(throwImpulse)
endInteract(playerRef)