WIP Launch logic

This commit is contained in:
olof.pettersson
2025-10-31 16:30:14 +01:00
parent d375e0d208
commit c50d0eae52

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@ -18,6 +18,7 @@ var nearby_grips: Array[GripArea3D] = []
@export var gripping_linear_damping: float = 5.0 # How quickly velocity stops
@export var gripping_angular_damping: float = 5.0 # How quickly spin stops
@export var gripping_orient_speed: float = 2.0 # How quickly pawn rotates to face grip
# var _movement_input_was_neutral: bool = true # Tracks if input was released, for coasting.
# --- Climbing parameters ---
@export var climb_speed: float = 2.0
@ -76,11 +77,13 @@ func process_movement(delta: float, move_input: Vector2, vertical_input: float,
MovementState.IDLE:
# State is IDLE (free-floating).
# Check for EVA suit usage.
var is_moving = (move_input != Vector2.ZERO or vertical_input != 0.0 or roll_input != 0.0)
if is_moving and is_instance_valid(pawn.eva_suit_component):
var has_movement_input = (move_input != Vector2.ZERO or vertical_input != 0.0 or roll_input != 0.0)
if has_movement_input and is_instance_valid(pawn.eva_suit_component):
# Use EVA suit
pawn.eva_suit_component.apply_thrusters(pawn, delta, move_input, vertical_input, roll_input)
# _movement_input_was_neutral = not has_movement_input
# Check for body orientation (if applicable)
if release_input.held and is_instance_valid(pawn.eva_suit_component):
pawn.eva_suit_component._orient_pawn(delta) # Use suit's orient
@ -134,13 +137,10 @@ func _update_state(
MovementState.REACHING:
# TODO: If reach animation completes/hand near target -> GRIPPING
# If interact released during reach -> CANCEL -> IDLE
if is_instance_valid(current_grip):
current_state = MovementState.GRIPPING
return
if _seeking_climb_input != Vector2.ZERO:
# We are in a "seek-climb-reach" chain. Cancel if move input stops.
if move_input == Vector2.ZERO:
# This will transition state to IDLE
_cancel_reach()
elif not (reach_input.pressed or reach_input.held):
# This was a normal reach initiated by click. Cancel if click is released.
@ -150,10 +150,14 @@ func _update_state(
# print("ZeroGMovementComponent: Gripping State Active")
if release_input.pressed or release_input.held or not is_instance_valid(current_grip):
_release_current_grip(move_input)
# Pawn's main state machine will handle transition out
if move_input != Vector2.ZERO:
return
# FIX: Check for launch charge *before* checking for climb, as it's a more specific action.
if (reach_input.pressed or reach_input.held) and move_input != Vector2.ZERO:
_start_charge(move_input)
return
elif move_input != Vector2.ZERO:
_start_climb(move_input)
pass
MovementState.CLIMBING:
if release_input.pressed or release_input.held or not is_instance_valid(current_grip):
_stop_climb(true) # Release grip and stop
@ -162,16 +166,12 @@ func _update_state(
_stop_climb(false) # Stop moving, return to GRIPPING
return
# Continue climbing logic (finding next grip) happens in _process_climbing
# elif move_input != Vector2.ZERO:
# _start_charge(move_input) # Start charging launch
# MovementState.CHARGING_LAUNCH:
# if reaching_released:
# _execute_launch()
# # Pawn's main state machine handles transition out
# elif move_input == Vector2.ZERO: # Cancel charge while holding interact
# state = MovementState.GRIPPING
# print("ZeroGMovementComponent: Cancelled Launch Charge")
MovementState.CHARGING_LAUNCH:
if not (reach_input.pressed or reach_input.held):
_execute_launch()
elif move_input == Vector2.ZERO: # Cancel charge while holding interact
current_state = MovementState.GRIPPING
print("ZeroGMovementComponent: Cancelled Launch Charge")
# === MOVEMENT PROCESSING ===
@ -179,11 +179,10 @@ func _process_reaching(_delta: float):
# TODO: Drive IK target towards current_grip.get_grip_transform().origin
# TODO: Monitor distance / animation state
# For now, we just instantly grip.
print(_seeking_climb_input)
if _seeking_climb_input != Vector2.ZERO:
_perform_grip_handover() # Use handover to complete the seek-reach
_attempt_grip(next_grip_target) # Complete the seek-reach
else:
_try_initiate_reach() # Use initiate_reach for a normal click-reach
_attempt_grip(_find_best_grip())
func _apply_grip_physics(delta: float, _move_input: Vector2, roll_input: float):
if not is_instance_valid(pawn) or not is_instance_valid(current_grip):
@ -198,13 +197,7 @@ func _apply_grip_physics(delta: float, _move_input: Vector2, roll_input: float):
var hold_distance = _get_hold_distance()
var target_position = grip_base_transform.origin + target_direction * hold_distance
var grip_up_vector = grip_base_transform.basis.y.normalized()
var grip_down_vector = -grip_base_transform.basis.y.normalized()
var pawn_up_vector = pawn.global_transform.basis.y
var dot_up = pawn_up_vector.dot(grip_up_vector)
var dot_down = pawn_up_vector.dot(grip_down_vector)
var chosen_orientation_up_vector = grip_up_vector if dot_up >= dot_down else grip_down_vector
var target_basis = Basis.looking_at(-target_direction, chosen_orientation_up_vector).orthonormalized()
var target_basis = _choose_grip_orientation(grip_base_transform.basis)
# --- 2. Apply Linear Force (PD Controller) ---
var error_pos = target_position - pawn.global_position
@ -222,19 +215,7 @@ func _apply_grip_physics(delta: float, _move_input: Vector2, roll_input: float):
pawn.add_torque(roll_torque_global, delta)
else:
# Auto-Orient (PD Controller)
var current_quat = pawn.global_transform.basis.get_rotation_quaternion()
var target_quat = target_basis.get_rotation_quaternion()
var error_quat = target_quat * current_quat.inverse()
var error_angle = error_quat.get_angle()
var error_axis = error_quat.get_axis()
# Proportional torque (spring)
var torque_proportional = error_axis.normalized() * error_angle * gripping_orient_speed # 'speed' acts as Kp
# Derivative torque (damping)
var torque_derivative = -pawn.angular_velocity * gripping_angular_damping # 'damping' acts as Kd
var total_torque_global = (torque_proportional + torque_derivative)
pawn.add_torque(total_torque_global, delta)
_apply_orientation_torque(target_basis, delta)
func _apply_climb_physics(delta: float, move_input: Vector2):
if not is_instance_valid(pawn) or not is_instance_valid(current_grip):
@ -248,7 +229,7 @@ func _apply_climb_physics(delta: float, move_input: Vector2):
next_grip_target = _find_best_grip(climb_direction, INF, climb_angle_threshold_deg)
# 3. Check for Handover: This should be more eager to mark a new grip as current than below check is to release when climbing past
var performed_handover = _perform_grip_handover()
var performed_handover = _attempt_grip(next_grip_target)
# 4. Check for Release Past Grip (if no handover)
if not performed_handover:
@ -265,25 +246,8 @@ func _apply_climb_physics(delta: float, move_input: Vector2):
# 6. Apply Angular Force (Auto-Orient to current grip)
var grip_base_transform = current_grip.global_transform
var target_direction = grip_base_transform.basis.z.normalized()
var grip_up_vector = grip_base_transform.basis.y.normalized()
var grip_down_vector = -grip_base_transform.basis.y.normalized()
var pawn_up_vector = pawn.global_transform.basis.y
var dot_up = pawn_up_vector.dot(grip_up_vector)
var dot_down = pawn_up_vector.dot(grip_down_vector)
var chosen_orientation_up_vector = grip_up_vector if dot_up >= dot_down else grip_down_vector
var target_basis = Basis.looking_at(-target_direction, chosen_orientation_up_vector).orthonormalized()
var current_quat = pawn.global_transform.basis.get_rotation_quaternion()
var target_quat = target_basis.get_rotation_quaternion()
var error_quat = target_quat * current_quat.inverse()
var error_angle = error_quat.get_angle()
var error_axis = error_quat.get_axis()
var torque_proportional = error_axis.normalized() * error_angle * gripping_orient_speed
var torque_derivative = -pawn.angular_velocity * gripping_angular_damping
var total_torque_global = (torque_proportional + torque_derivative)
pawn.add_torque(total_torque_global, delta)
var target_basis = _choose_grip_orientation(grip_base_transform.basis)
_apply_orientation_torque(target_basis, delta)
func _process_seeking_climb(_delta: float, move_input: Vector2):
@ -302,20 +266,34 @@ func _process_seeking_climb(_delta: float, move_input: Vector2):
# --- Grip Helpers
# Attempts to find and grab the best available grip within range
func _try_initiate_reach():
var closest_grip: GripArea3D = _find_best_grip()
if is_instance_valid(closest_grip) and closest_grip.grab(pawn):
current_grip = closest_grip
current_state = MovementState.GRIPPING # Set internal state
print("ZeroGMovementComponent: Initiated grab on ", current_grip.get_parent().name)
_seeking_climb_input = Vector2.ZERO # Reset seek input on successful grip
elif is_instance_valid(closest_grip):
print("ZeroGMovementComponent: Grab failed (grip occupied?)")
## The single, authoritative function for grabbing a grip.
func _attempt_grip(target_grip: GripArea3D) -> bool:
if not is_instance_valid(target_grip):
return false
if target_grip.grab(pawn):
# Successfully grabbed the new grip.
var old_grip = current_grip
if is_instance_valid(old_grip) and old_grip != target_grip:
old_grip.release(pawn)
current_grip = target_grip
next_grip_target = null
_seeking_climb_input = Vector2.ZERO
# If we weren't already climbing, transition to GRIPPING state.
if current_state != MovementState.CLIMBING:
current_state = MovementState.GRIPPING
print("Successfully gripped: ", current_grip.get_parent().name)
return true
else:
print("ZeroGMovementComponent: No available grips in range to initiate reach.")
# TODO: Initiate generic surface grab?
# Failed to grab the new grip.
print("Failed to grip: ", target_grip.get_parent().name, " (likely occupied).")
if current_state == MovementState.CLIMBING:
_stop_climb(false) # Stop climbing, return to gripping previous one
return false
# --- Grip Orientation Helper ---
func _choose_grip_orientation(grip_basis: Basis) -> Basis:
@ -376,8 +354,8 @@ func _find_best_grip(direction := Vector3.ZERO, max_distance_sq := INF, angle_th
min_dist_sq = dist_sq
best_grip = grip
if is_instance_valid(best_grip):
print("Best grip found: ", best_grip.get_parent().name, " at distance squared: ", min_dist_sq)
# if is_instance_valid(best_grip):
# print("Best grip found: ", best_grip.get_parent().name, " at distance squared: ", min_dist_sq)
return best_grip
@ -431,46 +409,31 @@ func _stop_climb(release_grip: bool):
else:
current_state = MovementState.GRIPPING # Go back to stationary gripping
func _apply_orientation_torque(target_basis: Basis, delta: float):
var current_quat = pawn.global_transform.basis.get_rotation_quaternion()
var target_quat = target_basis.get_rotation_quaternion()
var error_quat = target_quat * current_quat.inverse()
var error_angle = error_quat.get_angle()
var error_axis = error_quat.get_axis()
func _perform_grip_handover() -> bool:
if not is_instance_valid(next_grip_target): return false
var torque_proportional = error_axis.normalized() * error_angle * gripping_orient_speed
var torque_derivative = -pawn.angular_velocity * gripping_angular_damping
var total_torque_global = (torque_proportional + torque_derivative)
pawn.add_torque(total_torque_global, delta)
print("Attempting handover to: ", next_grip_target.get_parent().name)
if next_grip_target.grab(pawn):
# Successfully grabbed the next one
if is_instance_valid(current_grip):
current_grip.release(pawn) # Release the old one
current_grip = next_grip_target # Update current grip reference
next_grip_target = null # Clear the target
_seeking_climb_input = Vector2.ZERO # We are now climbing/gripping, so reset the seek input.
print("Handover successful. New grip: ", current_grip.get_parent().name)
# Stay in CLIMBING state, velocity continues
return true # Indicate success
else:
# Failed to grab next grip (e.g., became occupied)
print("Handover failed - couldn't grab next grip.")
_stop_climb(false) # Stop climbing, return to gripping previous one
return false # Indicate failure
# --- Launch helpers ---
func _start_charge(move_input: Vector2):
if not is_instance_valid(current_grip): return
if not is_instance_valid(current_grip): return # Safety check
current_state = MovementState.CHARGING_LAUNCH
launch_charge = 0.0
# Calculate launch direction based on input and push-off normal
var push_dir_local = (Vector3.FORWARD * -move_input.y + Vector3.RIGHT * move_input.x).normalized()
var push_normal = current_grip.get_push_off_normal()
# The direction is based on the pawn's current orientation, not the camera or grip.
# This makes it feel like you're pushing off in a direction relative to your body.
var pawn_up = pawn.global_basis.y
var pawn_right = pawn.global_basis.x
launch_direction = (pawn_up * move_input.y + pawn_right * move_input.x).normalized()
# Basis oriented away from surface, using pawn's current up as reference
var _surface_basis = Basis.looking_at(push_normal, pawn.global_transform.basis.y).orthonormalized()
var input_influence = 0.5 # Blend between pushing straight off and sliding along input dir
var input_dir_world = pawn.camera_pivot.global_transform.basis * push_dir_local # Convert input dir relative to camera/head
var push_dir_along_surface = input_dir_world.slide(push_normal).normalized()
launch_direction = (push_normal * (1.0 - input_influence) + push_dir_along_surface * input_influence).normalized()
print("ZeroGMovementComponent: Charging Launch")
@ -478,6 +441,7 @@ func _handle_launch_charge(delta: float):
launch_charge = min(launch_charge + launch_charge_rate * delta, max_launch_speed)
pawn.velocity = Vector3.ZERO
pawn.angular_velocity = Vector3.ZERO
# _movement_input_was_neutral = false # Ensure we don't immediately thrust after launch
func _execute_launch():
@ -485,23 +449,25 @@ func _execute_launch():
_release_current_grip() # Release AFTER calculating direction
pawn.velocity = launch_direction * launch_charge # Apply launch velocity to pawn
launch_charge = 0.0
current_state = MovementState.IDLE
print("ZeroGMovementComponent: Launched with speed ", pawn.velocity.length())
# Instead of going to IDLE, go to SEEKING_CLIMB to find the next grip.
# The move_input that started the launch is what we'll use for the seek direction.
_seeking_climb_input = (pawn.global_basis.y.dot(launch_direction) * Vector2.UP) + (pawn.global_basis.x.dot(launch_direction) * Vector2.RIGHT)
current_state = MovementState.SEEKING_CLIMB
print("ZeroGMovementComponent: Launched with speed ", pawn.velocity.length(), " and now SEEKING_CLIMB")
# --- Signal Handlers ---
func on_grip_area_entered(area: Area3D):
print("Area detected")
if area is GripArea3D: # Check if the entered area is actually a GripArea3D node
var grip = area as GripArea3D
if not grip in nearby_grips:
nearby_grips.append(grip)
print("Detected nearby grip: ", grip.get_parent().name if grip.get_parent() else "UNKNOWN") # Print parent name for context
# print("Detected nearby grip: ", grip.get_parent().name if grip.get_parent() else "UNKNOWN") # Print parent name for context
func on_grip_area_exited(area: Area3D):
if area is GripArea3D:
var grip = area as GripArea3D
if grip in nearby_grips:
nearby_grips.erase(grip)
print("Grip out of range: ", grip.get_parent().name if grip.get_parent() else "UNKNOWN")
# print("Grip out of range: ", grip.get_parent().name if grip.get_parent() else "UNKNOWN")