Puerta con bisagra
Una puerta sujeta por una bisagra con límite de ángulo. Haz clic para empujarla y ver dónde el límite corta el giro.
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Clases de Godot usadas
HingeJoint3DRigidBody3DStaticBody3D
El código
scripts/main.gd
extends Node
const DOOR_SIZE: Vector3 = Vector3(2.2, 3.2, 0.14)
var door: RigidBody3D
func _ready() -> void:
_add_environment()
_add_light()
_add_ground()
# the door hangs above the floor, resting on it would jam the hinge
var post: StaticBody3D = _add_post(Vector3(-1.3, 2.1, 0))
door = _add_door(Vector3(0.1, 2.1, 0))
# HingeJoint3D turns on its own Z, so it lies down to stand the hinge upright
var joint: HingeJoint3D = HingeJoint3D.new()
joint.position = Vector3(-1.1, 2.1, 0)
joint.rotation_degrees = Vector3(90, 0, 0)
joint.set_param(HingeJoint3D.PARAM_LIMIT_LOWER, -PI * 0.6)
joint.set_param(HingeJoint3D.PARAM_LIMIT_UPPER, PI * 0.6)
joint.set_flag(HingeJoint3D.FLAG_USE_LIMIT, true)
add_child(joint)
joint.node_a = post.get_path()
joint.node_b = door.get_path()
var camera: Camera3D = Camera3D.new()
camera.position = Vector3(2.5, 3.2, 6)
add_child(camera)
camera.look_at(Vector3(0, 1.8, 0), Vector3.UP)
camera.current = true
print('click to push the door, the hinge holds it and the limit stops it')
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed and is_instance_valid(door):
door.apply_impulse(Vector3(0, 0, -6), Vector3(1.0, 0, 0))
func _add_door(at: Vector3) -> RigidBody3D:
var mesh: BoxMesh = BoxMesh.new()
mesh.size = DOOR_SIZE
var material: StandardMaterial3D = StandardMaterial3D.new()
material.albedo_color = Color('#8da5f3')
material.roughness = 0.5
var visual: MeshInstance3D = MeshInstance3D.new()
visual.mesh = mesh
visual.material_override = material
var shape: BoxShape3D = BoxShape3D.new()
shape.size = DOOR_SIZE
var collision: CollisionShape3D = CollisionShape3D.new()
collision.shape = shape
var body: RigidBody3D = RigidBody3D.new()
body.position = at
body.mass = 4.0
body.add_child(visual)
body.add_child(collision)
add_child(body)
return body
func _add_post(at: Vector3) -> StaticBody3D:
var size: Vector3 = Vector3(0.3, 3.6, 0.3)
var mesh: BoxMesh = BoxMesh.new()
mesh.size = size
var material: StandardMaterial3D = StandardMaterial3D.new()
material.albedo_color = Color('#fc7f7f')
var visual: MeshInstance3D = MeshInstance3D.new()
visual.mesh = mesh
visual.material_override = material
var shape: BoxShape3D = BoxShape3D.new()
shape.size = size
var collision: CollisionShape3D = CollisionShape3D.new()
collision.shape = shape
var post: StaticBody3D = StaticBody3D.new()
post.position = at
post.add_child(visual)
post.add_child(collision)
add_child(post)
return post
func _add_ground() -> void:
var size: Vector3 = Vector3(20, 1, 20)
var mesh: BoxMesh = BoxMesh.new()
mesh.size = size
var material: StandardMaterial3D = StandardMaterial3D.new()
material.albedo_color = Color('#2a2f3d')
var visual: MeshInstance3D = MeshInstance3D.new()
visual.mesh = mesh
visual.material_override = material
var shape: BoxShape3D = BoxShape3D.new()
shape.size = size
var collision: CollisionShape3D = CollisionShape3D.new()
collision.shape = shape
var ground: StaticBody3D = StaticBody3D.new()
ground.position = Vector3(0, -0.5, 0)
ground.add_child(visual)
ground.add_child(collision)
add_child(ground)
func _add_environment() -> void:
var sky_material: ProceduralSkyMaterial = ProceduralSkyMaterial.new()
sky_material.sky_top_color = Color(0.05, 0.06, 0.12)
sky_material.sky_horizon_color = Color(0.14, 0.16, 0.24)
sky_material.ground_bottom_color = Color(0.02, 0.02, 0.04)
sky_material.ground_horizon_color = Color(0.1, 0.11, 0.16)
var sky: Sky = Sky.new()
sky.sky_material = sky_material
var env: Environment = Environment.new()
env.background_mode = Environment.BG_SKY
env.sky = sky
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_energy = 0.8
var world: WorldEnvironment = WorldEnvironment.new()
world.environment = env
add_child(world)
func _add_light() -> void:
var light: DirectionalLight3D = DirectionalLight3D.new()
light.rotation_degrees = Vector3(-50, -30, 0)
light.light_energy = 1.2
light.shadow_enabled = true
add_child(light)