Better bullet traces and raycast for hitscan
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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.
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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"]
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[ext_resource type="PackedScene" uid="uid://dab7jttp7ywfh" path="res://scenes/weapon/guns/ak/gun.tscn" id="1_aaafm"]
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[ext_resource type="PackedScene" uid="uid://bjyltbtx45cqs" path="res://scenes/weapon/misc/bullet_trace_distance.tscn" id="3_5ff4y"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_tg27p"]
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@ -734,5 +735,5 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.286444, 0, -0.397435)
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mesh = SubResource("ArrayMesh_kj4i3")
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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)
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[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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