bodypartfighter/BodyConfig/bodyBuildingScript.gd
2020-02-01 11:27:04 +01:00

78 lines
1.9 KiB
GDScript

extends Spatial
const ROT_MOD = 500
const ROT_DECLINE = 0.1
var _viewRot = false
var _prev_mouse_pos
var _velx = 0
var _vely = 0
var _torso : RigidBody
# Called when the node enters the scene tree for the first time.
func _ready():
PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY, 0)
_torso = get_node("Torso")
func _process(delta):
if _viewRot:
var mouse_pos = get_viewport().get_mouse_position()
_velx = (mouse_pos.x - _prev_mouse_pos.x) * delta
_vely = (mouse_pos.y - _prev_mouse_pos.y) * delta
_prev_mouse_pos = mouse_pos
if not(_velx < 0.001 and _velx > -0.001) or not(_vely < 0.001 and _vely > -0.001) or _viewRot:
_torso.rotate_x(_vely * ROT_MOD * delta * PI/180 - global_transform.basis.get_euler().x)
_torso.rotate_y(_velx * ROT_MOD * delta * PI/180 - global_transform.basis.get_euler().y)
var decline = (1 - ROT_DECLINE * (delta*100))
if decline > 1:
decline = 1
elif decline < 0:
decline = 0
_velx *= decline
_vely *= decline
func _physics_process(delta):
pass
# Get the camera
#var camera = get_node("GUI/HBoxC/ViewportContainer/Viewport/Camera")
#var mouse_pos = get_viewport().get_mouse_position()
# Project mouse into a 3D ray
#var ray_origin = camera.project_ray_origin(mouse_pos)
#var ray_direction = camera.project_ray_normal(mouse_pos)
# Cast a ray
#var from = ray_origin
#var to = ray_origin + ray_direction * 1000.0
#var space_state = get_world().get_direct_space_state()
#var hit = space_state.intersect_ray(from, to)
#print("test")
#if hit.size() != 0:
# collider will be the node you hit
#print(hit.collider)
#pass
func _input(event):
if event is InputEventMouseButton:
if event.pressed:
print("Mouse Click at: ", event.position)
_prev_mouse_pos = event.position
_viewRot = true
else:
print("mouse unpressed at: ", event.position)
_viewRot = false