3D bullet rotation

This commit is contained in:
Marco 2025-07-01 13:40:13 +02:00
commit 1a455251a9
43 changed files with 279 additions and 203 deletions

View file

@ -45,23 +45,45 @@ public partial class Bullet3D : Area3D, IBullet
private CollisionShape3D _collisionShape;
private Sprite3D _sprite;
private readonly Vector3 _defaultRotation = new(
Mathf.DegToRad(-45f),
Mathf.DegToRad(45f),
0f
);
public override void _Ready()
{
_grazeSound = GetNodeOrNull<AudioStreamPlayer3D>("AudioStreamPlayer");
_grazeParticles = GetNodeOrNull<GpuParticles3D>("GrazeParticles");
_collisionShape = GetNode<CollisionShape3D>("CollisionShape");
_sprite = GetNodeOrNull<Sprite3D>("Sprite");
}
public void Initialize(BulletInfo bulletInfo)
{
_bulletInfo = bulletInfo;
_elapsedTime = 0f;
this.Speed = bulletInfo.Speed;
_sprite?.SetRotation(_defaultRotation);
SpriteRotation = 0f;
if (_sprite is not null && bulletInfo.OriginalBulletResource.BulletSprite is not null)
{
_sprite.Texture = _bulletInfo.OriginalBulletResource.BulletSprite;
}
if (_collisionShape.Shape is SphereShape3D sphere && bulletInfo.OriginalBulletResource.BulletSize > 0)
{
sphere.Radius = bulletInfo.OriginalBulletResource.BulletSize;
}
// Need to clone them here
// _modifiers = _bulletInfo.TimeModifiers.Select(x => x.MakeClone()).ToList();
@ -151,7 +173,7 @@ public partial class Bullet3D : Area3D, IBullet
_direction = _direction.Rotated(radians).Normalized(); // Rotate direction
if (!BulletInfo.Attributes.HasFlag(BulletFlags.Rotateable)) return;
RotateSprite(SpriteRotation + radians);
RotateSprite(SpriteRotation + radians + Mathf.DegToRad(45));
//SetRotation(Rotation + radians);
}
@ -169,15 +191,14 @@ public partial class Bullet3D : Area3D, IBullet
if (!BulletInfo.Attributes.HasFlag(BulletFlags.Rotateable)) return;
SpriteRotation += radians;
Vector3 axis = Basis.FromEuler(new Vector3(
Mathf.DegToRad(-45f),
Mathf.DegToRad(45f),
0f
)).Z;
Rotate(axis, radians);
var axis = Basis.FromEuler(_defaultRotation).Z;
_sprite?.Rotate(axis, radians);
//_sprite.SetRotation(new Vector3());
//Rotate(axis, radians);
//_sprite?.Rotate(Vector3.Forward, radians);
//_sprite?.RotateZ(radians);
//SetRotation(Rotation + radians);
}
public void FacePlayer()