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extends Node3D

const SPEED: float = 2.0
const RADIUS: float = 5.0
var seed_pos: Vector3 = Vector3(RADIUS, 0, 0)

# Called when the node enters the scene tree for the first time.
func _ready():
	pass # Replace with function body.

# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
	if get_node_or_null("Seed") == null:
		get_parent().remove_child(self)
		queue_free()
		return
	
	seed_pos = seed_pos.rotated(Vector3(0, 1, 0), SPEED*delta)
	var real_pos = global_position + seed_pos
	var space = get_world_3d().direct_space_state
	var cast_pos = Vector3(real_pos.x, 100, real_pos.z)
	var cast_dest = Vector3(cast_pos.x, 0, cast_pos.z)
	var query = PhysicsRayQueryParameters3D.create(cast_pos, cast_dest)
	query.collision_mask = 0b1
	var result = space.intersect_ray(query)
	
	if result:
		$Seed.position = result.position - global_position