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godot-third-person-basic-scene/addons/AMSG/Components/CharacterMovementComponent.gd

688 lines
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GDScript

extends Node
class_name CharacterMovementComponent
#####################################
@export_category("Refrences")
#Refrences
@onready @export var mesh_ref : Node
@onready @export var anim_ref : AnimBlend
@onready @export var skeleton_ref : Skeleton3D
@onready @export var collision_shape_ref : CollisionShape3D
#@onready var bonker = $CollisionShape3D/HeadBonker
@onready @export var camera_root : CameraComponent
@onready @export var character_node : CharacterBody3D
#####################################
#####################################
#Movement Settings
@export_category("Movement Data")
@export var AI := false
@export var is_flying := false
@export var gravity := 9.8
@export var tilt := false
@export var tilt_power := 1.0
@export var follow_camera := true
@export var ragdoll := false :
get: return ragdoll
set(Newragdoll):
ragdoll = Newragdoll
if ragdoll == true:
if skeleton_ref:
skeleton_ref.physical_bones_start_simulation()
else:
if skeleton_ref:
skeleton_ref.physical_bones_stop_simulation()
@export var jump_magnitude := 5.0
@export var max_stair_climb_height : float = 0.5
@export var max_close_stair_distance : float = 0.75
@export var roll_magnitude := 17.0
var default_height := 2.0
var crouch_height := 1.0
@export var crouch_switch_speed := 5.0
#@export var rotation_in_place_min_angle := 90.0
@export var rotation_in_place_min_angle := 180.0
@export var rotation_in_place_back_min_angle := 5.0
@export var rotation_back_speed := 5.0
#Movement Values Settings
#you could play with the values to achieve different movement settings
var deacceleration := 8.0
var acceleration_reducer := 4.0
var movement_data = {
normal = {
looking_direction = {
standing = {
walk_speed = 1.75,
run_speed = 3.75,
sprint_speed = 6.5,
walk_acceleration = 20.0/acceleration_reducer,
run_acceleration = 20.0/acceleration_reducer,
sprint_acceleration = 7.5/acceleration_reducer,
idle_rotation_rate = 0.5,
walk_rotation_rate = 4.0,
run_rotation_rate = 5.0,
sprint_rotation_rate = 20.0,
},
crouching = {
walk_speed = 1.5,
run_speed = 2,
sprint_speed = 3,
walk_acceleration = 25.0/acceleration_reducer,
run_acceleration = 25.0/acceleration_reducer,
sprint_acceleration = 5.0/acceleration_reducer,
idle_rotation_rate = 0.5,
walk_rotation_rate = 4.0,
run_rotation_rate = 5.0,
sprint_rotation_rate = 20.0,
}
},
velocity_direction = {
standing = {
walk_speed = 1.75,
run_speed = 3.75,
sprint_speed = 6.5,
#Nomral Acceleration
walk_acceleration = 20.0/acceleration_reducer,
run_acceleration = 20.0/acceleration_reducer,
sprint_acceleration = 7.5/acceleration_reducer,
#Responsive Rotation
idle_rotation_rate = 5.0,
walk_rotation_rate = 8.0,
run_rotation_rate = 12.0,
sprint_rotation_rate = 20.0,
},
crouching = {
walk_speed = 1.5,
run_speed = 2,
sprint_speed = 3,
#Responsive Acceleration
walk_acceleration = 25.0/acceleration_reducer,
run_acceleration = 25.0/acceleration_reducer,
sprint_acceleration = 5.0/acceleration_reducer,
#Nomral Rotation
idle_rotation_rate = 0.5,
walk_rotation_rate = 4.0,
run_rotation_rate = 5.0,
sprint_rotation_rate = 20.0,
}
},
aiming = {
standing = {
walk_speed = 1.65,
run_speed = 3.75,
sprint_speed = 6.5,
walk_acceleration = 20.0/acceleration_reducer,
run_acceleration = 20.0/acceleration_reducer,
sprint_acceleration = 7.5/acceleration_reducer,
idle_rotation_rate = 0.5,
walk_rotation_rate = 4.0,
run_rotation_rate = 5.0,
sprint_rotation_rate = 20.0,
},
crouching = {
walk_speed = 1.5,
run_speed = 2,
sprint_speed = 3,
walk_acceleration = 25.0/acceleration_reducer,
run_acceleration = 25.0/acceleration_reducer,
sprint_acceleration = 5.0/acceleration_reducer,
idle_rotation_rate = 0.5,
walk_rotation_rate = 4.0,
run_rotation_rate = 5.0,
sprint_rotation_rate = 20.0,
}
}
}
}
#####################################
#####################################
#for logic #it is better not to change it if you don't want to break the system / only change it if you want to redesign the system
var actual_acceleration :Vector3
var input_acceleration :Vector3
var vertical_velocity :Vector3
var actual_velocity :Vector3
var input_velocity :Vector3
var movement_direction
var tiltVector : Vector3
var is_moving := false
var input_is_moving := false
var head_bonked := false
var is_rotating_in_place := false
var rotation_difference_camera_mesh : float
var aim_rate_h :float
var is_moving_on_stair :bool
var current_movement_data = {
walk_speed = 1.75,
run_speed = 3.75,
sprint_speed = 6.5,
walk_acceleration = 20.0,
run_acceleration = 20.0,
sprint_acceleration = 7.5,
idle_rotation_rate = 0.5,
walk_rotation_rate = 4.0,
run_rotation_rate = 5.0,
sprint_rotation_rate = 20.0,
}
#####################################
#animation
var animation_is_moving_backward_relative_to_camera : bool
var animation_velocity : Vector3
#status
var movement_state = Global.movement_state.grounded
var movement_action = Global.movement_action.none
@export_category("States")
@export var rotation_mode : Global.rotation_mode = Global.rotation_mode.velocity_direction :
get: return rotation_mode
set(Newrotation_mode):
rotation_mode = Newrotation_mode
update_character_movement()
@export var gait : Global.gait = Global.gait.walking :
get: return gait
set(Newgait):
gait = Newgait
update_character_movement()
@export var stance : Global.stance = Global.stance.standing :
set(Newstance):
stance = Newstance
update_character_movement()
@export var overlay_state = Global.overlay_state
@export_category("Animations")
@export var TurnLeftAnim : String = "TurnLeft":
set(value):
TurnLeftAnim = value
update_animations()
@export var TurnRightAnim : String = "TurnRight":
set(value):
TurnRightAnim = value
update_animations()
@export var FallingAnim : String = "Falling":
set(value):
FallingAnim = value
update_animations()
@export var IdleAnim : String = "Idle":
set(value):
IdleAnim = value
update_animations()
@export var WalkForwardAnim : String = "Walk":
set(value):
WalkForwardAnim = value
update_animations()
@export var WalkBackwardAnim : String = "WalkingBackward":
set(value):
WalkBackwardAnim = value
update_animations()
@export var JogForwardAnim : String = "JogForward":
set(value):
JogForwardAnim = value
update_animations()
@export var JogBackwardAnim : String = "Jogbackward":
set(value):
JogBackwardAnim = value
update_animations()
@export var RunAnim : String = "Run":
set(value):
RunAnim = value
update_animations()
@export var StopAnim : String = "RunToStop":
set(value):
StopAnim = value
update_animations()
@export var CrouchIdleAnim : String = "CrouchIdle":
set(value):
CrouchIdleAnim = value
update_animations()
@export var CrouchWalkAnim : String = "CrouchWalkingForward":
set(value):
CrouchWalkAnim = value
update_animations()
#####################################
func update_animations():
if !anim_ref:
return
anim_ref.tree_root.get_node("AnimTurnLeft").animation = TurnLeftAnim
anim_ref.tree_root.get_node("AnimTurnRight").animation = TurnRightAnim
anim_ref.tree_root.get_node("FallAnimation").animation = FallingAnim
var velocity_direction : AnimationNodeBlendTree = anim_ref.tree_root.get_node("VelocityDirection")
var standing_states = velocity_direction.get_node("standing")
standing_states.get_node("Idle").animation = IdleAnim
standing_states.get_node("Walk").get_node("Forward").animation = WalkForwardAnim
standing_states.get_node("Walk").get_node("Backward").animation = WalkBackwardAnim
standing_states.get_node("Jog").get_node("Forward").animation = JogForwardAnim
standing_states.get_node("Jog").get_node("Backward").animation = JogBackwardAnim
standing_states.get_node("Run").animation = RunAnim
standing_states.get_node("Stopping").get_node("StopAnim").animation = StopAnim
velocity_direction.get_node("crouching").get_node("CrouchIdle").animation = CrouchIdleAnim
velocity_direction.get_node("crouching").get_node("CrouchWalkingForward").animation = CrouchWalkAnim
func update_character_movement():
match rotation_mode:
Global.rotation_mode.velocity_direction:
# if skeleton_ref:
# skeleton_ref.modification_stack.enabled = false
tilt = false
match stance:
Global.stance.standing:
current_movement_data = movement_data.normal.velocity_direction.standing
Global.stance.crouching:
current_movement_data = movement_data.normal.velocity_direction.crouching
Global.rotation_mode.looking_direction:
# if skeleton_ref:
# skeleton_ref.modification_stack.enabled = false #Change to true when Godot fixes the bug.
tilt = true
match stance:
Global.stance.standing:
current_movement_data = movement_data.normal.looking_direction.standing
Global.stance.crouching:
current_movement_data = movement_data.normal.looking_direction.crouching
Global.rotation_mode.aiming:
match stance:
Global.stance.standing:
current_movement_data = movement_data.normal.aiming.standing
Global.stance.crouching:
current_movement_data = movement_data.normal.aiming.crouching
#####################################
var previous_aim_rate_h :float
var test_sphere : MeshInstance3D = MeshInstance3D.new()
var test_sphere1 : MeshInstance3D = MeshInstance3D.new()
func _ready():
#--------- These tests are for stride warping ---------#
# test_sphere.mesh = SphereMesh.new()
# test_sphere1.mesh = SphereMesh.new()
# test_sphere.mesh.height = 0.2
# test_sphere.mesh.radius = 0.1
# test_sphere1.mesh.height = 0.2
# test_sphere1.mesh.radius = 0.1
# test_sphere.mesh.material = StandardMaterial3D.new()
# test_sphere1.mesh.material = StandardMaterial3D.new()
# test_sphere.mesh.material.albedo_color = Color.GREEN
# test_sphere1.mesh.material.albedo_color = Color.RED
update_animations()
update_character_movement()
var pose_warping_instance = pose_warping.new()
func print_rotation_mode(value):
pass
func _process(delta):
calc_animation_data()
if follow_camera == true:
var orientation_warping_condition = rotation_mode != Global.rotation_mode.velocity_direction and movement_state == Global.movement_state.grounded and movement_action == Global.movement_action.none and gait != Global.gait.sprinting and input_is_moving
pose_warping_instance.orientation_warping( orientation_warping_condition,camera_root.HObject,animation_velocity,skeleton_ref,"Hips",["Spine","Spine1","Spine2"],0.0,delta)
func _physics_process(delta):
#Debug()
#
aim_rate_h = abs((camera_root.HObject.rotation.y - previous_aim_rate_h) / delta)
previous_aim_rate_h = camera_root.HObject.rotation.y
#
# animation_stride_warping()
match movement_state:
Global.movement_state.none:
pass
Global.movement_state.grounded:
#------------------ Rotate Character Mesh ------------------#
match movement_action:
Global.movement_action.none:
match rotation_mode:
Global.rotation_mode.velocity_direction:
if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5:
smooth_character_rotation(actual_velocity,calc_grounded_rotation_rate(),delta)
Global.rotation_mode.looking_direction:
if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5:
smooth_character_rotation(-camera_root.HObject.transform.basis.z if gait != Global.gait.sprinting else actual_velocity,calc_grounded_rotation_rate(),delta)
rotate_in_place_check()
Global.rotation_mode.aiming:
if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5:
smooth_character_rotation(-camera_root.HObject.transform.basis.z,calc_grounded_rotation_rate(),delta)
rotate_in_place_check()
Global.movement_action.rolling:
if input_is_moving == true:
smooth_character_rotation(input_acceleration ,2.0,delta)
Global.movement_state.in_air:
#------------------ Rotate Character Mesh In Air ------------------#
match rotation_mode:
Global.rotation_mode.velocity_direction:
smooth_character_rotation(actual_velocity if (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 1.0 else -camera_root.HObject.transform.basis.z,5.0,delta)
Global.rotation_mode.looking_direction:
smooth_character_rotation(actual_velocity if (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 1.0 else -camera_root.HObject.transform.basis.z,5.0,delta)
Global.rotation_mode.aiming:
smooth_character_rotation(-camera_root.HObject.transform.basis.z ,15.0,delta)
#------------------ Mantle Check ------------------#
if input_is_moving == true:
mantle_check()
Global.movement_state.mantling:
pass
Global.movement_state.ragdoll:
pass
#------------------ Crouch ------------------#
crouch_update(delta)
#------------------ Gravity ------------------#
if is_flying == false:
character_node.velocity.y = lerp(character_node.velocity.y,vertical_velocity.y - character_node.get_floor_normal().y,delta * gravity)
character_node.move_and_slide()
if character_node.is_on_floor() and is_flying == false:
movement_state = Global.movement_state.grounded
vertical_velocity = -character_node.get_floor_normal() * 10
else:
await get_tree().create_timer(0.1).timeout #wait a moment to see if the character lands fast (this means that the character didn't fall, but stepped down a bit.)
movement_state = Global.movement_state.in_air
vertical_velocity += Vector3.DOWN * gravity * delta
if character_node.is_on_ceiling():
vertical_velocity.y = 0
#------------------ Stair climb ------------------#
#stair movement must happen after gravity so it can override in air status
stair_move()
func crouch_update(delta):
var direct_state = character_node.get_world_3d().direct_space_state
var ray_info : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.new()
ray_info.exclude = [RID(collision_shape_ref)]
ray_info.from = collision_shape_ref.global_transform.origin + Vector3(0,collision_shape_ref.shape.height/2,0)
ray_info.to = ray_info.from + Vector3(0, 0.2, 0)
var collision = direct_state.intersect_ray(ray_info)
if collision:
head_bonked = true
else:
head_bonked = false
if stance == Global.stance.crouching:
collision_shape_ref.shape.height -= crouch_switch_speed * delta /2
mesh_ref.transform.origin.y += crouch_switch_speed * delta /1.5
elif stance == Global.stance.standing and not head_bonked:
collision_shape_ref.shape.height += crouch_switch_speed * delta /2
mesh_ref.transform.origin.y -= crouch_switch_speed * delta /1.5
elif head_bonked:
pass
mesh_ref.transform.origin.y = clamp(mesh_ref.transform.origin.y,0.0,0.5)
collision_shape_ref.shape.height = clamp(collision_shape_ref.shape.height,crouch_height,default_height)
func stair_move():
var direct_state = character_node.get_world_3d().direct_space_state
var obs_ray_info : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.new()
obs_ray_info.exclude = [RID(character_node)]
obs_ray_info.from = mesh_ref.global_transform.origin
if movement_direction:
obs_ray_info.to = obs_ray_info.from + Vector3(0, 0, max_close_stair_distance).rotated(Vector3.UP,movement_direction)
#this is used to know if there is obstacle
var first_collision = direct_state.intersect_ray(obs_ray_info)
if first_collision and input_is_moving:
var climb_ray_info : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.new()
climb_ray_info.exclude = [RID(character_node)]
climb_ray_info.from = first_collision.collider.global_position + Vector3(0, max_stair_climb_height, 0)
climb_ray_info.to = first_collision.collider.global_position
var stair_top_collision = direct_state.intersect_ray(climb_ray_info)
if stair_top_collision:
if stair_top_collision.position.y - character_node.global_position.y > 0 and stair_top_collision.position.y - character_node.global_position.y < 0.15:
movement_state = Global.movement_state.grounded
is_moving_on_stair = true
character_node.position.y += stair_top_collision.position.y - character_node.global_position.y
character_node.global_position += Vector3(0, 0, 0.01).rotated(Vector3.UP,movement_direction)
else:
await get_tree().create_timer(0.4).timeout
is_moving_on_stair = false
else:
await get_tree().create_timer(0.4).timeout
is_moving_on_stair = false
else:
await get_tree().create_timer(0.4).timeout
is_moving_on_stair = false
func smooth_character_rotation(Target:Vector3,nodelerpspeed,delta):
mesh_ref.rotation.y = lerp_angle(mesh_ref.rotation.y, atan2(Target.x,Target.z) , delta * nodelerpspeed)
func set_bone_x_rotation(skeleton,bone_name, x_rot,CharacterRootNode):
var bone = skeleton.find_bone(bone_name)
var bone_transform : Transform3D = skeleton.global_pose_to_local_pose(bone,skeleton.get_bone_global_pose_no_override(bone))
var rotate_amount = x_rot
bone_transform = bone_transform.rotated(Vector3(1,0,0), rotate_amount)
skeleton.set_bone_local_pose_override(bone, bone_transform,1.0,true)
var prev :Transform3D
var current :Transform3D
var anim_speed
func animation_stride_warping(): #this is currently being worked on and tested, so I don't reccomend using it.
add_sibling(test_sphere)
add_sibling(test_sphere1)
skeleton_ref.clear_bones_local_pose_override()
var distance_in_each_frame = (actual_velocity*Vector3(1,0,1)).rotated(Vector3.UP,mesh_ref.transform.basis.get_euler().y).length()
var hips = skeleton_ref.find_bone("Hips")
var hips_transform = skeleton_ref.get_bone_pose(hips)
var Feet : Array = ["RightFoot","LeftFoot"]
var Thighs : Array = ["RightUpLeg","LeftUpLeg"]
var hips_distance_to_ground
var stride_scale : float = 1.0
for Foot in Feet:
#Get Bones
var bone = skeleton_ref.find_bone(Foot)
var bone_transform = skeleton_ref.get_bone_global_pose_no_override(bone)
var thigh_bone = skeleton_ref.find_bone(Thighs[Feet.find(Foot)])
var thigh_transform = skeleton_ref.get_bone_global_pose_no_override(thigh_bone)
var thigh_angle = thigh_transform.basis.get_euler().x
#Calculate
var stride_direction : Vector3 = Vector3.FORWARD # important to use in orientation warping
var stride_warping_plane_origin = Plane(character_node.get_floor_normal(),bone_transform.origin).intersects_ray(thigh_transform.origin,Vector3.DOWN)
# print(stride_warping_plane_origin)
if stride_warping_plane_origin == null:
return #Failed to get a plane origin/ we are probably in air
var scale_origin = Plane(stride_direction,stride_warping_plane_origin).project(bone_transform.origin)
var anim_speed = pow(hips_transform.origin.distance_to(bone_transform.origin),2) - pow(hips_transform.origin.y,2)
anim_speed = sqrt(abs(anim_speed))
stride_scale = clampf(distance_in_each_frame/anim_speed,0.0,2.0)
# print(test_sphere.global_position)
var foot_warped_location : Vector3 = scale_origin + (bone_transform.origin - scale_origin) * stride_scale
# Apply
#test
test_sphere.position = foot_warped_location.rotated(Vector3.UP,movement_direction)
test_sphere1.position = bone_transform.origin.rotated(Vector3.UP,movement_direction)
#I should replace this with leg IK system, and its target position is the foot_warped_location
func calc_grounded_rotation_rate():
if input_is_moving == true:
match gait:
Global.gait.walking:
return lerp(current_movement_data.idle_rotation_rate,current_movement_data.walk_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),0.0,current_movement_data.walk_speed,0.0,1.0)) * clamp(aim_rate_h,1.0,3.0)
Global.gait.running:
return lerp(current_movement_data.walk_rotation_rate,current_movement_data.run_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),current_movement_data.walk_speed,current_movement_data.run_speed,1.0,2.0)) * clamp(aim_rate_h,1.0,3.0)
Global.gait.sprinting:
return lerp(current_movement_data.run_rotation_rate,current_movement_data.sprint_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),current_movement_data.run_speed,current_movement_data.sprint_speed,2.0,3.0)) * clamp(aim_rate_h,1.0,2.5)
else:
return current_movement_data.idle_rotation_rate * clamp(aim_rate_h,1.0,3.0)
func rotate_in_place_check():
is_rotating_in_place = false
if !input_is_moving:
var CameraAngle = Quaternion(Vector3(0,1,0),camera_root.HObject.rotation.y)
var MeshAngle = Quaternion(Vector3(0,1,0),mesh_ref.rotation.y)
rotation_difference_camera_mesh = rad_to_deg(MeshAngle.angle_to(CameraAngle) - PI)
if (CameraAngle.dot(MeshAngle)) > 0:
rotation_difference_camera_mesh *= -1
if floor(abs(rotation_difference_camera_mesh)) > rotation_in_place_min_angle:
is_rotating_in_place = true
smooth_character_rotation(-camera_root.HObject.transform.basis.z,calc_grounded_rotation_rate(),get_physics_process_delta_time())
func rotate_in_place() -> bool:
# Function used to automatically turn perso (when we ask to reconcilaite camera)
var CameraAngle = Quaternion(Vector3(0,1,0),camera_root.HObject.rotation.y)
var MeshAngle = Quaternion(Vector3(0,1,0),mesh_ref.rotation.y)
rotation_difference_camera_mesh = rad_to_deg(MeshAngle.angle_to(CameraAngle) - PI)
if (CameraAngle.dot(MeshAngle)) > 0:
rotation_difference_camera_mesh *= -1
if floor(abs(rotation_difference_camera_mesh)) > rotation_in_place_back_min_angle:
is_rotating_in_place = true
smooth_character_rotation(-camera_root.HObject.transform.basis.z,rotation_back_speed,get_physics_process_delta_time())
return true
else:
is_rotating_in_place = false
return false
func rotate_in_place_X(angleX:float):
var Angle:Vector3 = Vector3(angleX, 0.0, 0.0)
is_rotating_in_place = true
mesh_ref.rotation.y += angleX
while mesh_ref.rotation.y > PI:
mesh_ref.rotation.y -= 2.0*PI
while mesh_ref.rotation.y < -PI:
mesh_ref.rotation.y += 2.0*PI
func ik_look_at(position: Vector3):
var lookatobject = character_node.get_node("LookAtObject")
if lookatobject:
lookatobject.position = position
var PrevVelocity :Vector3
func add_movement_input(direction: Vector3, Speed: float , Acceleration: float) -> void:
if is_flying == false:
character_node.velocity.x = lerp(character_node.velocity.x, direction.x * Speed, Acceleration * get_physics_process_delta_time())
character_node.velocity.z = lerp(character_node.velocity.z, direction.z * Speed, Acceleration * get_physics_process_delta_time())
else:
character_node.set_velocity(character_node.get_velocity().lerp(direction * Speed, Acceleration * get_physics_process_delta_time()))
character_node.move_and_slide()
input_velocity = Speed * direction
movement_direction = atan2(input_velocity.x,input_velocity.z)
input_is_moving = Speed > 0.0
input_acceleration = Acceleration * direction
#
actual_acceleration = (character_node.velocity - PrevVelocity) / (Acceleration * get_physics_process_delta_time())
PrevVelocity = character_node.velocity
#
actual_velocity = character_node.velocity
#tiltCharacterMesh
if tilt == true:
var MovementDirectionRelativeToCamera = input_velocity.normalized().rotated(Vector3.UP,-camera_root.HObject.transform.basis.get_euler().y)
var IsMovingBackwardRelativeToCamera = false if input_velocity.rotated(Vector3.UP,-camera_root.HObject.transform.basis.get_euler().y).z >= -0.1 else true
if IsMovingBackwardRelativeToCamera:
MovementDirectionRelativeToCamera.x = MovementDirectionRelativeToCamera.x * -1
tiltVector = (MovementDirectionRelativeToCamera).rotated(Vector3.UP,-PI/2) / (8.0/tilt_power)
mesh_ref.rotation.x = lerp(mesh_ref.rotation.x,tiltVector.x,Acceleration * get_physics_process_delta_time())
mesh_ref.rotation.z = lerp(mesh_ref.rotation.z,tiltVector.z,Acceleration * get_physics_process_delta_time())
is_rotating_in_place = false
func calc_animation_data(): # it is used to modify the animation data to get the wanted animation result
animation_is_moving_backward_relative_to_camera = false if -actual_velocity.rotated(Vector3.UP,-camera_root.HObject.transform.basis.get_euler().y).z >= -0.1 else true
animation_velocity = actual_velocity
# a method to make the character' anim walk backward when moving left
# if is_equal_approx(input_velocity.normalized().rotated(Vector3.UP,-$CameraRoot.HObject.transform.basis.get_euler().y).x,-1.0):
# animation_velocity = velocity * -1
# animation_is_moving_backward_relative_to_camera = true
func mantle_check():
pass
func jump() -> void:
if character_node.is_on_floor() and not head_bonked:
vertical_velocity = Vector3.UP * jump_magnitude
func get_current_mesh() -> Vector3:
return mesh_ref.rotation