extends Spatial export(NodePath) var LookAtTarget setget _set_lookAtTarget_path ### Railgun turret entity controller onready var skeleton = $Armature/Skeleton onready var turret_yaw_bone = skeleton.find_bone("turret head") onready var turret_pitch_bone = skeleton.find_bone("vertical joint") onready var vert_eyes = $VertEyes onready var turret_eyes = $Armature/Skeleton/turretAttachement/TurretEyes onready var vision_shape = $Armature/Skeleton/turretAttachement/TurretVision var first_call: bool = true var target: Position3D func _set_lookAtTarget_path(new_value): # Because get_node doesn't work in the first call, we just want to assign instead. # This is to get around a issue with NodePaths exposed to the editor. if first_call: LookAtTarget = new_value return # Assign skeleton_path to whatever value is passed. LookAtTarget = new_value if LookAtTarget == null: return # Get the node at that location, if there is one. var temp = get_node(LookAtTarget) if temp != null: if temp is Position3D: target = get_node(LookAtTarget) return else: print("Railgun.gd: Got invalid LookAtTarget: ", LookAtTarget) return else: print("Railgun.gd: Got no LookAtTarget: ", LookAtTarget) func get_seen_entities() -> Array: return vision_shape.seen_nodes func _ready(): pass func _process(delta): # Calculating the two points where the vertical joint should point to to aim at the target """ var T = target.transform.origin var C = skeleton.get_bone_global_pose(turret_pitch_bone).origin # Vector3 root of the pitch bone var radius_C = (skeleton.get_bone_global_pose(turret_yaw_bone).origin - C).length() var normal_C = (T-C).normalized() var normal_C_angle = acos(Vector3(0, normal_C.y, normal_C.z).dot(normal_C)) # to transform the T point into a 2D plane and THEN do 2D circle intersection var radius_T = (T - C).length() # length of CT which will be the radius of the circle around T""" if first_call: first_call = false if target == null: _set_lookAtTarget_path(LookAtTarget) var turret_height_diff = (turret_eyes.global_transform.origin - vert_eyes.global_transform.origin) vert_eyes.look_at((target.global_transform.origin-turret_height_diff), Vector3.UP) skeleton.set_bone_pose(turret_pitch_bone, Basis(Vector3.RIGHT, -1*vert_eyes.rotation.x)) var vert_bone_direction = skeleton.get_bone_pose(turret_pitch_bone) * Vector3.UP var target_pos = skeleton.global_transform.xform_inv(target.global_transform.origin) var rest = skeleton.get_bone_global_pose(turret_yaw_bone) rest = rest.looking_at(target_pos, vert_bone_direction) # Get the rotation euler of the bone and of this node. #var rest_euler = rest.basis.get_euler() # Apply additional rotation stored in additional_rotation to the bone. # Make a new basis with the, potentially, changed euler angles. #rest.basis = Basis(rest_euler) skeleton.set_bone_global_pose_override(turret_yaw_bone, rest, 1, true)