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grz.gd
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grz.gd
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extends MeshInstance
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
var faces = []
var position
var velocity = Vector3( 0.0, 0.0, 0.0 )
var previous_position = Vector3( 0.0, 0.0, 0.0 )
var gravity = Vector3( 0.0, 0.0, 0.0 )
var viscosity = Vector3( 0.0, 0.0, 0.0 )
var sumDelata = 2.0
var baseForce = Vector3( 0.0, 0.0, 0.0 )
var mass = 1.0
var mu = 0.0
func _ready():
# Called every time the node is added to the scene.
# Initialization here
self.set_mass(1.0)
velocity = Vector3(0, 0, 0)
position = self.translation
previous_position = position - velocity * get_physics_process_delta_time()
func _process(delta):
# Called every frame. Delta is time since last frame.
# Update game logic here.
if Input.is_key_pressed(KEY_Q):
self.translation = Vector3(0, 0, 0)
self.position = Vector3(0, 0, 0)
self.baseForce = Vector3(0, 0, 0)
if Input.is_key_pressed(KEY_W):
self.translation = Vector3(0, 0, 0)
self.position = Vector3(0, 0, 0)
self.baseForce = Vector3(0.2, 0, 0)
self.translation = self.position
var facesLocal = self.mesh.get_faces ()
var facesGlobal = []
for facesL in facesLocal:
facesGlobal.append(facesL + self.translation)
self.faces = facesGlobal
func _physics_process(delta):
euler(delta)
func euler(delta,f=force(delta)):
velocity += f * mu * delta
previous_position = position
position += velocity * delta
func verlet(delta,f=force(delta)):
var new_position = 2 * position - previous_position + f * mu * pow( delta , 2.0 )
previous_position = position
position = new_position
velocity = ( position - previous_position ) / delta
func force(delta):
self.sumDelata += delta
if self.sumDelata >= 4.0:
self.sumDelata = 0
self.velocity = Vector3(0, 0, 0)
self.baseForce = self.baseForce * -1
return self.baseForce
func set_mass(m):
mass = m
mu = pow( m, -1.0 )