Object parenting; Ship module prototype; Use 64 bit
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3f97e18615
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30 changed files with 436 additions and 62 deletions
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@ -10,7 +10,7 @@ public partial class Player : CharacterBody3D
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private Vector3 gravityVelocity = Vector3.Zero;
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private Vector3 movementVelocity = Vector3.Zero;
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private float cameraPitch = 0f;
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private double cameraPitch = 0f;
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private Camera3D camera;
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private GravityReceiver gravityReceiver;
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@ -60,10 +60,10 @@ public partial class Player : CharacterBody3D
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if (@event is InputEventMouseMotion motion)
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{
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float yawDelta = -motion.Relative.X * MouseSensitivity;
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float yawDeltaRad = Mathf.DegToRad(yawDelta);
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float pitchDelta = -motion.Relative.Y * MouseSensitivity;
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float pitchDeltaRad = Mathf.DegToRad(pitchDelta);
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double yawDelta = -motion.Relative.X * MouseSensitivity;
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double yawDeltaRad = Mathf.DegToRad(yawDelta);
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double pitchDelta = -motion.Relative.Y * MouseSensitivity;
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double pitchDeltaRad = Mathf.DegToRad(pitchDelta);
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RotateObjectLocal(Vector3.Up, yawDeltaRad);
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@ -82,7 +82,7 @@ public partial class Player : CharacterBody3D
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public bool IsInGravity()
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{
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return gravityReceiver.InGravityZone && gravityReceiver.GravityStrength > 0f;
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return gravityReceiver.InGravityZone && gravityReceiver.GetGravityStrength() > 0f;
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}
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public bool IsOnGravityFloor()
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@ -92,7 +92,7 @@ public partial class Player : CharacterBody3D
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KinematicCollision3D collision = GetSlideCollision(i);
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Vector3 collisionNormal = collision.GetNormal();
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float alignment = collisionNormal.Dot(gravityReceiver.GravityDirection);
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double alignment = collisionNormal.Dot(gravityReceiver.GetGravityDirection());
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if (alignment > 0.7f)
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{
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@ -107,35 +107,35 @@ public partial class Player : CharacterBody3D
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{
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if (!IsOnGravityFloor())
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{
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newGravityVelocity -= gravityReceiver.GravityDirection * gravityReceiver.GravityStrength * (float)delta;
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newGravityVelocity -= gravityReceiver.GetGravityDirection() * gravityReceiver.GetGravityStrength() * (float)delta;
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}
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else
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{
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newGravityVelocity = -gravityReceiver.GravityDirection;
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newGravityVelocity = -gravityReceiver.GetGravityDirection();
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}
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Vector3 currentUp = GlobalTransform.Basis.Y;
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Vector3 targetUp = gravityReceiver.GravityDirection;
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Vector3 targetUp = gravityReceiver.GetGravityDirection();
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Vector3 axis = currentUp.Cross(targetUp);
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if (axis.Length() < 0.00001f)
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{
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return;
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}
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float angle = currentUp.AngleTo(targetUp);
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double angle = currentUp.AngleTo(targetUp);
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Rotate(axis.Normalized(), angle * (float)delta * 10f);
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GlobalRotate(axis.Normalized(), angle * delta * 10f);
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}
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private void ProcessCamera(double delta)
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{
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if (cameraPitch > 0.01f)
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{
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cameraPitch -= 90f * (float)delta;
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cameraPitch -= 90f * delta;
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}
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else if (cameraPitch < -0.001f)
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{
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cameraPitch += 90f * (float)delta;
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cameraPitch += 90f * delta;
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}
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if (Mathf.Abs(cameraPitch) < 1f)
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{
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@ -149,7 +149,7 @@ public partial class Player : CharacterBody3D
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float inputX = Input.GetAxis("move_left", "move_right");
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float inputZ = Input.GetAxis("move_forward", "move_back");
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Vector3 direction = Transform.Basis.X * inputX + Transform.Basis.Z * inputZ;
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Vector3 direction = GlobalTransform.Basis.X * inputX + GlobalTransform.Basis.Z * inputZ;
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if (direction != Vector3.Zero)
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{
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@ -166,7 +166,7 @@ public partial class Player : CharacterBody3D
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if (Input.IsActionJustPressed("jump") && IsOnGravityFloor())
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{
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newGravityVelocity = gravityReceiver.GravityDirection * JumpForce;
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newGravityVelocity = gravityReceiver.GetGravityDirection() * JumpForce;
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}
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}
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@ -191,9 +191,9 @@ public partial class Player : CharacterBody3D
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newMovementVelocity.Z = 0f;
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}
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float inputRotateZ = Input.GetAxis("rotate_left", "rotate_right");
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double inputRotateZ = Input.GetAxis("rotate_left", "rotate_right");
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float rotateAmountZ = Mathf.DegToRad(inputRotateZ);
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double rotateAmountZ = Mathf.DegToRad(inputRotateZ);
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RotateObjectLocal(Vector3.Forward, rotateAmountZ);
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}
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