Better bullet traces and raycast for hitscan

This commit is contained in:
2025-01-26 10:59:59 +01:00
parent 1c8458048c
commit 7da4a3d6bb
26 changed files with 1444 additions and 292 deletions

View File

@ -3,7 +3,6 @@ extends Node3D
const SPEED = 715
@onready var mesh = $Object_10
@onready var trace = $Trace
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@ -13,12 +12,6 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
position += transform.basis * Vector3(0, 0, SPEED) * delta
trace.collision_mask = 1
trace.enabled = 1
if trace.is_colliding():
mesh.visible = false
await get_tree().create_timer(1.0).timeout
queue_free()
func _on_timer_timeout():

View File

@ -52,9 +52,5 @@ transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0,
mesh = SubResource("ArrayMesh_uqgp1")
skeleton = NodePath("")
[node name="Trace" type="RayCast3D" parent="."]
target_position = Vector3(0, 0, 1)
hit_back_faces = false
collide_with_areas = true
[node name="Timer" type="Timer" parent="."]
wait_time = 0.2

View File

@ -4,23 +4,30 @@ extends Node3D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@onready var barrel: Node3D = $Barrel
@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
@onready var bullet_trail_end: Node3D = $BulletTrailEnd
func shoot() -> Error:
var bullet_start_node: Node3D = bullet_trace_distance.find_child("Start")
var bullet_end_node: Node3D = bullet_trace_distance.find_child("End")
if bullet_start_node and bullet_end_node:
var path := "res://scenes/weapon/misc/bullet_trail_generic.tscn"
if not ResourceLoader.exists(path):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(path)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: MeshInstance3D = scene.instantiate()
node.init(bullet_start_node.global_position, bullet_end_node.global_position)
var root := get_tree().get_root()
root.add_child(node)
return OK
else:
push_warning("Couldn't generate a bullet trace, no distance node found")
return ERR_BUG
# -- TODO: It should not be hardcoded
var path := "res://scenes/weapon/guns/ak/bullet.tscn"
if not ResourceLoader.exists(path):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(path)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: Node3D = scene.instantiate()
var root := get_tree().get_root()
node.position = barrel.global_position
node.transform.basis = barrel.global_transform.basis
root.add_child(node)
return OK
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

View File

@ -1,7 +1,8 @@
[gd_scene load_steps=54 format=4 uid="uid://dtvo21mk1webd"]
[gd_scene load_steps=55 format=4 uid="uid://dtvo21mk1webd"]
[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("")
[node name="Barrel" type="Node3D" parent="."]
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")]
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -3.86167e-07, 0.200684, -4.41724)