Shot setup snaps to ground using raycast

This commit is contained in:
Rob Kelly 2025-01-09 14:25:18 -07:00
parent 2b4495bbc9
commit 115b31568f
3 changed files with 19 additions and 5 deletions

View File

@ -15,6 +15,7 @@ enum Type {
} }
const MAGNUS_SQ_EPSILON := 1e-3 const MAGNUS_SQ_EPSILON := 1e-3
const SURFACE_SNAP_DISTANCE := 2.0
## If enabled, ball ability cooldown is only reset at end of shot. ## If enabled, ball ability cooldown is only reset at end of shot.
@export var once_per_shot_ability := false @export var once_per_shot_ability := false
@ -117,6 +118,22 @@ func get_damage() -> float:
return base_damage + linear_velocity.length_squared() * damage_force_scale return base_damage + linear_velocity.length_squared() * damage_force_scale
## Get the surface position immediately under the ball.
## This will typically be the surface the ball is laying on.
## If the ball is not on a surface, this will be the position of the ball itself.
func get_surface_snap_point() -> Vector3:
var params := PhysicsRayQueryParameters3D.create(
global_position,
global_position - get_reoriented_basis().y * SURFACE_SNAP_DISTANCE,
collision_mask,
[get_rid()]
)
var collisions := get_world_3d().direct_space_state.intersect_ray(params)
if collisions:
return collisions["position"] as Vector3
return global_position
func _magnus_force() -> Vector3: func _magnus_force() -> Vector3:
return magnus_coefficient * radius * angular_velocity.cross(linear_velocity) return magnus_coefficient * radius * angular_velocity.cross(linear_velocity)

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@ -12,7 +12,7 @@ impact_damp = 0.05
[sub_resource type="Resource" id="Resource_3k63c"] [sub_resource type="Resource" id="Resource_3k63c"]
script = ExtResource("1_45pis") script = ExtResource("1_45pis")
linear_damp = 0.0 linear_damp = 0.0
angular_damp = 0.0 angular_damp = 0.01
impact_damp = 0.0 impact_damp = 0.0
[sub_resource type="Resource" id="Resource_xf73q"] [sub_resource type="Resource" id="Resource_xf73q"]

View File

@ -393,7 +393,7 @@ func travel_to_ball() -> void:
return return
game_ball.freeze = true game_ball.freeze = true
global_position = game_ball.global_position global_position = game_ball.get_surface_snap_point()
# Re-orient to the ball's last contact normal if there is one. # Re-orient to the ball's last contact normal if there is one.
# Normally this will just be Vector3.UP or something close to it. # Normally this will just be Vector3.UP or something close to it.
@ -401,9 +401,6 @@ func travel_to_ball() -> void:
_target_rotation.y = 0 _target_rotation.y = 0
global_basis = game_ball.get_reoriented_basis() global_basis = game_ball.get_reoriented_basis()
# Adjust position downward to account for ball radius
global_position -= global_basis.y.normalized() * game_ball.radius
ball_point.snap() ball_point.snap()