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

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GDScript

extends Interactable
class_name Pickupable
@export var springStrength: float = 150.0
@export var springDamping: float = 50.0
@export var rotateStrength: float = 5.0
@export var rotateDamping: float = 5.0
@export var throwForce: 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 grabLocal: Vector3
var holdDistance: float
var rotationOffset: Basis
func _ready():
if body:
body.mass = bodyMass
func beginInteract(player, hitPosition: Vector3):
playerRef = player
dragging = true
grabLocal = body.to_local(hitPosition)
var holdPoint = player.hand
holdDistance = holdPoint.global_position.distance_to(hitPosition)
rotationOffset = holdPoint.global_basis.inverse() * body.global_basis
func updateInteract(player):
if !dragging:
return
# 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
# Target position
var targetPosition = holdPoint.global_position + (-holdPoint.global_basis.z * holdDistance)
var offset = targetPosition - body.global_position
# Linear spring
body.apply_force(offset * springStrength - body.linear_velocity * springDamping, body.to_global(grabLocal) - body.global_position)
if rotating:
var delta = player.interactionMouseDelta
rotationOffset = Basis(Vector3.UP, deg_to_rad(-delta.x * 0.35)) * rotationOffset
rotationOffset = Basis(Vector3.RIGHT, deg_to_rad(delta.y * 0.35)) * 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.dot(Quaternion.IDENTITY) < 0:
diff = -diff
var angle = diff.get_angle()
if angle > 0.001:
body.apply_torque(diff.get_axis() * angle * rotateStrength - body.angular_velocity * rotateDamping)
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
body.apply_impulse(direction * throwForce)