Fix collision shape offset of body part
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@ -15,7 +15,7 @@ func action():
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func push(body):
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# TODO: Hardcoded values - maybe try to generalize
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base.apply_impulse(transform.basis.xform(Vector3(0.0, 0.0, -3.0)), base.transform.basis.y * 10.0)
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base.apply_impulse(transform.basis.xform(Vector3(-3.0, 0.0, 0.0)), base.transform.basis.y * 10.0)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta: float) -> void:
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@ -4,7 +4,6 @@
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[ext_resource path="res://3D Input/untitled.glb" type="PackedScene" id=2]
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[ext_resource path="res://BodyParts/Arm.gd" type="Script" id=3]
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[sub_resource type="SphereShape" id=1]
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[sub_resource type="SphereShape" id=2]
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@ -19,15 +18,18 @@ shape = SubResource( 1 )
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[node name="Mesh" parent="." index="1" instance=ExtResource( 2 )]
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[node name="Sphere" parent="Mesh" index="0"]
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visible = false
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[node name="BoneAttachment" type="BoneAttachment" parent="Mesh/Armature/Skeleton" index="1"]
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transform = Transform( 1, -1.98292e-23, -3.18966e-24, 6.71348e-24, -9.49949e-08, 1, -2.07636e-23, -1, -9.49949e-08, -2.23781e-16, -0.0078205, -5.05441 )
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transform = Transform( 1, -1.98247e-23, -2.98292e-24, 6.50669e-24, -9.49949e-08, 1, -2.07684e-23, -1, -9.49949e-08, -2.23781e-16, -0.0078205, -5.05441 )
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bone_name = "bone_2"
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[node name="RemoteTransform" type="RemoteTransform" parent="Mesh/Armature/Skeleton/BoneAttachment" index="0"]
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remote_path = NodePath("../../../../../TouchArea")
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[node name="TouchArea" parent="." index="2"]
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transform = Transform( 1, -1.98292e-23, -3.18966e-24, 6.71348e-24, -9.49949e-08, 1, -2.07636e-23, -1, -9.49949e-08, -2.23781e-16, -0.0078205, -7.60024 )
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transform = Transform( 1, -1.98247e-23, -2.98292e-24, 6.50669e-24, -9.49949e-08, 1, -2.07684e-23, -1, -9.49949e-08, -2.23781e-16, -0.0078205, -7.60024 )
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[node name="CollisionShape" type="CollisionShape" parent="TouchArea" index="0"]
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transform = Transform( 1, 2.98291e-24, -1.98247e-23, -2.07684e-23, -9.49949e-08, -1, -6.50669e-24, 1, -9.49949e-08, 2.23781e-16, 0.399765, 0.00782054 )
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@ -2,7 +2,6 @@
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[ext_resource path="res://BodyParts/BodyBase/BodyBase.gd" type="Script" id=1]
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[sub_resource type="CapsuleMesh" id=1]
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[sub_resource type="CapsuleShape" id=2]
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@ -24,7 +23,7 @@ material/0 = null
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shape = SubResource( 2 )
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[node name="FrontLeft" type="Spatial" parent="."]
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transform = Transform( 1.62921e-07, -5.30863e-14, -1, -3.25841e-07, -1, 0, -1, 3.25841e-07, -1.62921e-07, 0.6, 0, 1 )
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transform = Transform( 0.5, -1.62921e-07, -0.866025, -3.25841e-07, -1, 0, -0.866025, 2.82187e-07, -0.5, 0.6, 0, 1 )
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[node name="FrontLeftAttachMent" type="MeshInstance" parent="FrontLeft"]
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transform = Transform( 0.3, 0, 0, 0, 0.3, 0, 0, 0, 0.3, 0, 0, 0 )
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@ -38,10 +37,10 @@ transform = Transform( 0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0, 0, 0 )
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shape = SubResource( 4 )
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[node name="FrontRight" type="Spatial" parent="."]
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transform = Transform( 1.62921e-07, -5.30863e-14, 1, -3.25841e-07, -1, 0, 1, -3.25841e-07, -1.62921e-07, -0.6, 0, 1 )
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transform = Transform( 0.5, -1.62921e-07, 0.866025, -3.25841e-07, -1, 0, 0.866025, -2.82187e-07, -0.5, -0.6, 0, 1 )
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[node name="FrontRightAttachMent" type="MeshInstance" parent="FrontRight"]
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transform = Transform( 0.3, 0, 0, 0, 0.3, 0, 0, 0, 0.3, 0, 0, 0 )
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transform = Transform( 0.3, 0, 0, 0, 0.3, 0, 0, 5.0822e-21, 0.3, 0, 0, 0 )
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mesh = SubResource( 3 )
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material/0 = null
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@ -22,12 +22,13 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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# We do this here because we want the whole tree to really be done instancing
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if not setup_done:
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var translation = physics_shape.global_transform.basis * physics_shape.translation
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var translation = physics_shape.global_transform.origin
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print(translation)
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remove_child(physics_shape)
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base.add_child(physics_shape)
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physics_shape.translation = translation
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physics_shape.global_transform.origin = translation
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setup_done = true
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@ -3,6 +3,8 @@ class_name PushingBodyPart
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onready var touch_area = get_node("TouchArea")
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export(float) var damage = 10.0
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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@ -11,7 +13,10 @@ func _ready() -> void:
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func _on_touch_area_entered(body):
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if body.name != base.name:
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push(body)
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if body.is_in_group("Terrain"):
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push(body)
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elif body.is_in_group("Player"):
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InGameState.subtract_player_health(body.id, damage)
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func push(body):
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@ -19,7 +19,9 @@ transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
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mesh = SubResource( 1 )
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material/0 = null
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[node name="StaticBody" type="StaticBody" parent="MeshInstance"]
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[node name="StaticBody" type="StaticBody" parent="MeshInstance" groups=[
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"Terrain",
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]]
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[node name="CollisionShape" type="CollisionShape" parent="MeshInstance/StaticBody"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0 )
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