多米诺骨牌
二十块骨牌排成曲线,只给第一块一个冲量。之后的一切都交给求解器。
上方的编辑器正在运行这个项目。改一行代码,它就会重新加载。
用到的 Godot 类
RigidBody3DBoxShape3DCamera3D
代码
scripts/main.gd
extends Node
const COUNT: int = 20
const SIZE: Vector3 = Vector3(0.28, 1.6, 0.8)
const STEP: float = 0.85
var first: RigidBody3D
func _ready() -> void:
_add_environment()
_add_light()
_add_ground()
for i in COUNT:
var angle: float = i * 0.16
var at: Vector3 = Vector3(cos(angle), 0, sin(angle)) * (5.0 + i * 0.1)
var piece: RigidBody3D = _add_piece(at + Vector3(0, SIZE.y * 0.5, 0), angle)
if i == 0:
first = piece
var camera: Camera3D = Camera3D.new()
camera.position = Vector3(4, 9, 12)
add_child(camera)
camera.look_at(Vector3(2, 0, 2), Vector3.UP)
camera.current = true
await get_tree().create_timer(1.5).timeout
if is_instance_valid(first):
first.apply_impulse(Vector3(0, 0, 2.5), Vector3(0, SIZE.y * 0.4, 0))
func _add_piece(at: Vector3, angle: float) -> RigidBody3D:
var mesh: BoxMesh = BoxMesh.new()
mesh.size = SIZE
var material: StandardMaterial3D = StandardMaterial3D.new()
material.albedo_color = Color.from_hsv(0.55 + angle * 0.05, 0.45, 0.95)
material.roughness = 0.5
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 piece: RigidBody3D = RigidBody3D.new()
piece.position = at
piece.rotation.y = -angle
piece.add_child(visual)
piece.add_child(collision)
add_child(piece)
return piece
func _add_ground() -> void:
var size: Vector3 = Vector3(30, 1, 30)
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(-55, -35, 0)
light.light_energy = 1.2
light.shadow_enabled = true
add_child(light)