nav collision
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extends Node3D
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var _rotation_target_x : Vector3
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var _rotation_target_y : Vector3
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@export var _cam : Camera3D
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@export var _ray : RayCast3D
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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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_rotation_target_y = self.rotation
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_rotation_target_x = _cam.rotation
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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# TODO: Interpolation.
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# TODO: Hiding/Popping animation.
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func _physics_process(_delta: float) -> void:
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var wmark := get_parent_node_3d().get_node("WallMark") as Sprite3D
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var fmark := get_parent_node_3d().get_node("FloorMark") as Sprite3D
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# Walls.
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if _ray.is_colliding() and (_ray.get_collider() as StaticBody3D).get_collision_layer_value(3):
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var normflat := Vector3(_ray.get_collision_normal().x, 0, _ray.get_collision_normal().z)
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var posflat := Vector3(_ray.get_collision_point().x, 0, _ray.get_collision_point().z)
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wmark.look_at_from_position(posflat, posflat + normflat, Vector3.UP)
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wmark.position = posflat + normflat
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wmark.show()
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else:
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wmark.hide()
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# Floor.
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if _ray.is_colliding() and (_ray.get_collider() as StaticBody3D).get_collision_layer_value(2):
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var posflat := Vector3(_ray.get_collision_point().x, 0, _ray.get_collision_point().z)
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fmark.position = posflat
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fmark.show()
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else:
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fmark.hide()
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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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self.rotation.y = lerp_angle(_rotation_target_y.y, _rotation_target_y.y, 1.0 - exp(-30 * delta))
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_cam.rotation.x = lerp_angle(_cam.rotation.x, _rotation_target_x.x, 1.0 - exp(-20 * delta))
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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var motion := event as InputEventMouseMotion
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var preserve := rotation
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rotation = _rotation_target_y
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self.rotate_y(deg_to_rad(motion.relative.x) * -0.25)
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_rotation_target_y = rotation
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rotation = preserve
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preserve = _cam.rotation
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_cam.rotate_x(deg_to_rad(motion.relative.y) * -0.2)
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var camera_rot := _cam.rotation_degrees
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camera_rot.x = clamp(camera_rot.x, -30, 30)
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_cam.rotation_degrees = camera_rot
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_rotation_target_x = _cam.rotation
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_cam.rotation = preserve
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