95 lines
2.4 KiB
GDScript

class_name GameBall extends RigidBody3D
## Base class for all gfolf balls
signal entered_water
const TERRAIN_DAMPING_EPSILON := 1e-6
const IRON_DAMPING := 9999.0
## Angular damping while in air
@export var air_damping := 0.0
## Angular damping while in collision with rough terrain
@export var rough_damping := 8.0
## Angular damping for iron balls
@export var iron_damping := 9999.0
## Causes the ball to act more like a brick
@export var iron_ball := false:
set(value):
if value:
physics_material_override = iron_physics
else:
physics_material_override = normal_physics
iron_ball = value
## Base damage inflicted on impact with a player
@export var base_damage := 15.0
var _last_contact_normal: Vector3 = Vector3.UP
var _position_on_last_wake: Vector3
var _awake := false
var _zones: Array[BallZone] = []
@onready var normal_physics: PhysicsMaterial = preload(
"res://src/equipment/balls/physics_ball/normal_physics.tres"
)
@onready var iron_physics: PhysicsMaterial = preload(
"res://src/equipment/balls/physics_ball/iron_physics.tres"
)
@onready var _debug_draw: Control = %DebugDraw
## Called by a water area when this ball enters it
func enter_water() -> void:
entered_water.emit()
func _total_terrain_angular_damping() -> float:
return _zones.reduce(
func(a: float, b: BallZone) -> float: return a + b.terrain_angular_damping, 0.0
)
func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
if not _awake:
# Triggered on first frame after waking
_awake = true
_position_on_last_wake = global_position
_last_contact_normal = Vector3.UP
var damping := air_damping
if state.get_contact_count():
_last_contact_normal = state.get_contact_local_normal(0)
damping = _total_terrain_angular_damping()
if damping <= TERRAIN_DAMPING_EPSILON:
damping = rough_damping
if iron_ball:
damping = iron_damping
angular_damp = damping
func enter_zone(zone: BallZone) -> void:
_zones.push_back(zone)
if zone.water_hazard:
entered_water.emit()
func exit_zone(zone: BallZone) -> void:
_zones.erase(zone)
func get_reoriented_basis() -> Basis:
var up := _last_contact_normal.normalized()
var forward := (_position_on_last_wake - global_position).normalized()
var right := up.cross(forward).normalized()
forward = right.cross(up) # orthonormalize
return Basis(right, up, forward)
func _on_sleeping_state_changed() -> void:
if sleeping:
# Trigger to reassign on wake
_awake = false