Better bullet traces and raycast for hitscan
This commit is contained in:
16
scenes/characters/blue/dummy.gd
Normal file
16
scenes/characters/blue/dummy.gd
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@ -0,0 +1,16 @@
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extends Node3D
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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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pass # Replace with function body.
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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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pass
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func _on_head_collision_body_part_hit(dam: Variant) -> void:
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print("head is hit")
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pass # Replace with function body.
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@ -1,4 +1,7 @@
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[gd_scene load_steps=9 format=4 uid="uid://1txob6jskn5s"]
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[gd_scene load_steps=12 format=4 uid="uid://1txob6jskn5s"]
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[ext_resource type="Script" path="res://scenes/characters/blue/dummy.gd" id="1_cyeub"]
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[ext_resource type="Script" path="res://scenes/characters/blue/head_collision.gd" id="1_lianf"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_gqjtb"]
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resource_name = "Alpha_Joints_MAT"
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@ -255,6 +258,10 @@ blend_shape_mode = 0
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_j3emx"]
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albedo_color = Color(0, 0, 1, 1)
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_k5bjr"]
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radius = 11.245
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height = 27.8
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[sub_resource type="Animation" id="Animation_6g1lc"]
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resource_name = "Run Forward"
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length = 0.533333
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@ -861,6 +868,7 @@ _data = {
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[node name="Dummy" type="Node3D"]
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0)
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script = ExtResource("1_cyeub")
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[node name="Body" type="Node3D" parent="."]
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@ -1333,7 +1341,25 @@ mesh = SubResource("ArrayMesh_8h4ki")
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skin = SubResource("Skin_hwx5g")
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surface_material_override/0 = SubResource("StandardMaterial3D_j3emx")
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[node name="HitCollisions" type="Node3D" parent="Body/Armature/Skeleton3D"]
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[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Body/Armature/Skeleton3D"]
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transform = Transform3D(0.978017, -0.176546, -0.110972, 0.15839, 0.282801, 0.94601, -0.135631, -0.942791, 0.304547, -11.8203, 17.7472, -135.936)
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bone_name = "mixamorig_Head"
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bone_idx = 5
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[node name="HeadCollision" type="Area3D" parent="Body/Armature/Skeleton3D/BoneAttachment3D" groups=["body"]]
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transform = Transform3D(9.90229, 1.3945, -6.09554e-08, 0, -4.37114e-07, -10, -1.3945, 9.90229, -4.32843e-07, 0.58762, 7.43451, 1.4646)
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script = ExtResource("1_lianf")
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[node name="Collision" type="CollisionShape3D" parent="Body/Armature/Skeleton3D/BoneAttachment3D/HeadCollision"]
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shape = SubResource("CapsuleShape3D_k5bjr")
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[node name="CSGCylinder3D" type="CSGCylinder3D" parent="Body/Armature/Skeleton3D/BoneAttachment3D"]
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[node name="AnimationPlayer" type="AnimationPlayer" parent="Body"]
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libraries = {
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"": SubResource("AnimationLibrary_dbxeu")
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}
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[connection signal="body_part_hit" from="Body/Armature/Skeleton3D/BoneAttachment3D/HeadCollision" to="." method="_on_head_collision_body_part_hit"]
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16
scenes/characters/blue/head_collision.gd
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16
scenes/characters/blue/head_collision.gd
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@ -0,0 +1,16 @@
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extends Area3D
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@export var damage: int = 100
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signal body_part_hit(dam)
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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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pass # Replace with function body.
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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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pass
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func hit():
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emit_signal("body_part_hit", damage)
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@ -1,6 +1,7 @@
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[gd_scene load_steps=8 format=3 uid="uid://b10lpwfjgxds4"]
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[gd_scene load_steps=9 format=3 uid="uid://b10lpwfjgxds4"]
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[ext_resource type="Script" path="res://scripts/player/player_input_controller.gd" id="1_q75ai"]
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[ext_resource type="Texture2D" uid="uid://oopj5mj1vdp0" path="res://assets/crosshairs/crosshair_default.png" id="2_lsd7c"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_jc50w"]
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radius = 0.3
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@ -90,7 +91,11 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.609154, 0)
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fov = 40.0
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[node name="BulletStartingPoint" type="Node3D" parent="FirstPersonCameraMount"]
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, -0.343115)
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, -0.42185)
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[node name="AimRay" type="RayCast3D" parent="FirstPersonCameraMount/BulletStartingPoint"]
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target_position = Vector3(0, 0, 1000)
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hit_from_inside = true
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[node name="GunMount" type="Node3D" parent="FirstPersonCameraMount"]
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@ -99,5 +104,31 @@ libraries = {
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"": SubResource("AnimationLibrary_u1b6p")
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}
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[node name="HUD" type="Control" parent="FirstPersonCameraMount"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = 8.0
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offset_right = 8.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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[node name="TextureRect" type="TextureRect" parent="FirstPersonCameraMount/HUD"]
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -36.0
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offset_top = -36.0
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offset_right = 36.0
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offset_bottom = 36.0
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grow_horizontal = 2
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grow_vertical = 2
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texture = ExtResource("2_lsd7c")
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[node name="ModelMount" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.790262, 0)
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15
scenes/maps/csg_box_3d.gd
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15
scenes/maps/csg_box_3d.gd
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@ -0,0 +1,15 @@
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extends CSGBox3D
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var health = 5
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func take_damage():
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health -= 1
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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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pass # Replace with function body.
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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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if health < 1:
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queue_free()
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File diff suppressed because it is too large
Load Diff
@ -2,8 +2,9 @@ extends Node3D
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const SPEED = 715
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@onready var mesh = $MeshInstance3D
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@onready var ray = $RayCast3D
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@onready var mesh = $RigidBody3D/MeshInstance3D
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@onready var rigid_body_3d: RigidBody3D = $RigidBody3D
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@onready var ray = $RigidBody3D/RayCast3D
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@onready var particles = $GPUParticles3D
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# Called when the node enters the scene tree for the first time.
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@ -14,11 +15,15 @@ func _ready() -> void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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position += transform.basis * Vector3(0, 0, SPEED) * delta
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ray.collision_mask = 1
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ray.enabled = 1
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rigid_body_3d.set_use_continuous_collision_detection(true)
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#ray.collision_mask = 1
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#ray.enabled = 1
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ray.target_position.z = SPEED / Engine.get_frames_per_second()
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if ray.is_colliding():
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mesh.visible = false
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rigid_body_3d.visible = false
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particles.emitting = true
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#if ray.get_collider().is_in_group("body"):
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#print("head")
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await get_tree().create_timer(1.0).timeout
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queue_free()
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@ -1,4 +1,4 @@
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[gd_scene load_steps=7 format=3 uid="uid://b0agqeg53tey5"]
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[gd_scene load_steps=8 format=3 uid="uid://b0agqeg53tey5"]
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[ext_resource type="Script" path="res://scenes/weapon/bullet.gd" id="1_th28m"]
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@ -8,6 +8,10 @@ size = Vector3(0.2, 0.2, 0.5)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_p8o05"]
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albedo_color = Color(0.894987, 0.000702324, 0.905119, 1)
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_l3sdq"]
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height = 0.3
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radius = 0.08
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ynv38"]
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albedo_color = Color(0.929412, 0, 0, 1)
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emission_enabled = true
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@ -27,33 +31,42 @@ linear_accel_max = 6.67
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size = Vector3(0.05, 0.05, 0.05)
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[node name="Bullet" type="Node3D"]
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visible = false
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script = ExtResource("1_th28m")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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[node name="RigidBody3D" type="RigidBody3D" parent="."]
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mass = 0.01
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continuous_cd = true
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[node name="MeshInstance3D" type="MeshInstance3D" parent="RigidBody3D"]
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transform = Transform3D(0.663102, 0, 0, 0, 0.601826, 0, 0, 0, 0.58984, 0, 0, 0)
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mesh = SubResource("BoxMesh_vxst2")
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skeleton = NodePath("../..")
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surface_material_override/0 = SubResource("StandardMaterial3D_p8o05")
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[node name="RayCast3D" type="RayCast3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.100459)
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target_position = Vector3(0, 0, -0.5)
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[node name="RayCast3D" type="RayCast3D" parent="RigidBody3D" groups=["body"]]
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exclude_parent = false
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target_position = Vector3(0, 0, 2)
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hit_back_faces = false
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collide_with_areas = true
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[node name="Timer" type="Timer" parent="RigidBody3D"]
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wait_time = 10.0
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one_shot = true
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autostart = true
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[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D"]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0)
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shape = SubResource("CylinderShape3D_l3sdq")
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[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.18476)
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material_override = SubResource("StandardMaterial3D_ynv38")
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emitting = false
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amount = 10
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lifetime = 6.29
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one_shot = true
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explosiveness = 1.0
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process_material = SubResource("ParticleProcessMaterial_58cgi")
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draw_pass_1 = SubResource("BoxMesh_mfkmi")
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[node name="Timer" type="Timer" parent="."]
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wait_time = 10.0
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one_shot = true
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autostart = true
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[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
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[connection signal="timeout" from="RigidBody3D/Timer" to="." method="_on_timer_timeout"]
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@ -3,7 +3,6 @@ extends Node3D
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const SPEED = 715
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@onready var mesh = $Object_10
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@onready var trace = $Trace
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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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@ -13,12 +12,6 @@ func _ready() -> void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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position += transform.basis * Vector3(0, 0, SPEED) * delta
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trace.collision_mask = 1
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trace.enabled = 1
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if trace.is_colliding():
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mesh.visible = false
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await get_tree().create_timer(1.0).timeout
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queue_free()
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func _on_timer_timeout():
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@ -52,9 +52,5 @@ transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0,
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mesh = SubResource("ArrayMesh_uqgp1")
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skeleton = NodePath("")
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[node name="Trace" type="RayCast3D" parent="."]
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target_position = Vector3(0, 0, 1)
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hit_back_faces = false
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collide_with_areas = true
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[node name="Timer" type="Timer" parent="."]
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wait_time = 0.2
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@ -4,23 +4,30 @@ extends Node3D
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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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pass # Replace with function body.
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@onready var barrel: Node3D = $Barrel
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@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
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@onready var bullet_trail_end: Node3D = $BulletTrailEnd
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func shoot() -> Error:
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var bullet_start_node: Node3D = bullet_trace_distance.find_child("Start")
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var bullet_end_node: Node3D = bullet_trace_distance.find_child("End")
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if bullet_start_node and bullet_end_node:
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var path := "res://scenes/weapon/misc/bullet_trail_generic.tscn"
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if not ResourceLoader.exists(path):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(path)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: MeshInstance3D = scene.instantiate()
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node.init(bullet_start_node.global_position, bullet_end_node.global_position)
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var root := get_tree().get_root()
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root.add_child(node)
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return OK
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else:
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push_warning("Couldn't generate a bullet trace, no distance node found")
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return ERR_BUG
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# -- TODO: It should not be hardcoded
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var path := "res://scenes/weapon/guns/ak/bullet.tscn"
|
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if not ResourceLoader.exists(path):
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return ERR_DOES_NOT_EXIST
|
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var scene: PackedScene = ResourceLoader.load(path)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: Node3D = scene.instantiate()
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var root := get_tree().get_root()
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node.position = barrel.global_position
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node.transform.basis = barrel.global_transform.basis
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root.add_child(node)
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return OK
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|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
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pass
|
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|
@ -1,7 +1,8 @@
|
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[gd_scene load_steps=54 format=4 uid="uid://dtvo21mk1webd"]
|
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[gd_scene load_steps=55 format=4 uid="uid://dtvo21mk1webd"]
|
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|
||||
[ext_resource type="Script" path="res://scenes/weapon/guns/ak/with_hands.gd" id="1_2iqts"]
|
||||
[ext_resource type="PackedScene" uid="uid://dab7jttp7ywfh" path="res://scenes/weapon/guns/ak/gun.tscn" id="1_aaafm"]
|
||||
[ext_resource type="PackedScene" uid="uid://bjyltbtx45cqs" path="res://scenes/weapon/misc/bullet_trace_distance.tscn" id="3_5ff4y"]
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_tg27p"]
|
||||
|
||||
@ -734,5 +735,5 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.286444, 0, -0.397435)
|
||||
mesh = SubResource("ArrayMesh_kj4i3")
|
||||
skeleton = NodePath("")
|
||||
|
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[node name="Barrel" type="Node3D" parent="."]
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||||
transform = Transform3D(-1, 0, 8.74228e-08, 0, 1, 0, -8.74228e-08, 0, -1, 0, 0.161938, -4.38604)
|
||||
[node name="BulletTraceDistance" parent="." instance=ExtResource("3_5ff4y")]
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -3.86167e-07, 0.200684, -4.41724)
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|
8
scenes/weapon/misc/bullet_trace_distance.tscn
Normal file
8
scenes/weapon/misc/bullet_trace_distance.tscn
Normal file
@ -0,0 +1,8 @@
|
||||
[gd_scene format=3 uid="uid://bjyltbtx45cqs"]
|
||||
|
||||
[node name="BulletTraceDistance" type="Node3D"]
|
||||
|
||||
[node name="Start" type="Node3D" parent="."]
|
||||
|
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[node name="End" type="Node3D" parent="."]
|
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 300)
|
22
scenes/weapon/misc/bullet_trail_generic.gd
Normal file
22
scenes/weapon/misc/bullet_trail_generic.gd
Normal file
@ -0,0 +1,22 @@
|
||||
extends MeshInstance3D
|
||||
|
||||
func init(pos1, pos2):
|
||||
var draw_mesh := ImmediateMesh.new()
|
||||
mesh = draw_mesh
|
||||
draw_mesh.surface_begin(Mesh.PRIMITIVE_LINES, material_override)
|
||||
draw_mesh.surface_add_vertex(pos1)
|
||||
draw_mesh.surface_add_vertex(pos2)
|
||||
draw_mesh.surface_end()
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _on_timer_timeout() -> void:
|
||||
queue_free()
|
20
scenes/weapon/misc/bullet_trail_generic.tscn
Normal file
20
scenes/weapon/misc/bullet_trail_generic.tscn
Normal file
@ -0,0 +1,20 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://balgqtw1ijpw3"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/weapon/misc/bullet_trail_generic.gd" id="1_k8eg1"]
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ybqvs"]
|
||||
albedo_color = Color(0.934388, 0.967243, 0.955863, 1)
|
||||
emission = Color(1, 1, 1, 1)
|
||||
emission_energy_multiplier = 2.7
|
||||
|
||||
[node name="BulletTrailGeneric" type="MeshInstance3D"]
|
||||
material_override = SubResource("StandardMaterial3D_ybqvs")
|
||||
visibility_range_end = 1891.27
|
||||
script = ExtResource("1_k8eg1")
|
||||
|
||||
[node name="Timer" type="Timer" parent="."]
|
||||
wait_time = 0.05
|
||||
one_shot = true
|
||||
autostart = true
|
||||
|
||||
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
|
3
scenes/weapon/misc/muzzle_flash.tscn
Normal file
3
scenes/weapon/misc/muzzle_flash.tscn
Normal file
@ -0,0 +1,3 @@
|
||||
[gd_scene format=3 uid="uid://bfelcp5dmag5r"]
|
||||
|
||||
[node name="MuzzleFlash" type="MeshInstance3D"]
|
Reference in New Issue
Block a user