688 lines
24 KiB
GDScript
688 lines
24 KiB
GDScript
extends Node
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class_name CharacterMovementComponent
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#####################################
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@export_category("Refrences")
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#Refrences
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@onready @export var mesh_ref : Node
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@onready @export var anim_ref : AnimBlend
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@onready @export var skeleton_ref : Skeleton3D
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@onready @export var collision_shape_ref : CollisionShape3D
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#@onready var bonker = $CollisionShape3D/HeadBonker
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@onready @export var camera_root : CameraComponent
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@onready @export var character_node : CharacterBody3D
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#####################################
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#####################################
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#Movement Settings
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@export_category("Movement Data")
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@export var AI := false
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@export var is_flying := false
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@export var gravity := 9.8
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@export var tilt := false
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@export var tilt_power := 1.0
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@export var follow_camera := true
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@export var ragdoll := false :
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get: return ragdoll
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set(Newragdoll):
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ragdoll = Newragdoll
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if ragdoll == true:
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if skeleton_ref:
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skeleton_ref.physical_bones_start_simulation()
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else:
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if skeleton_ref:
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skeleton_ref.physical_bones_stop_simulation()
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@export var jump_magnitude := 5.0
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@export var max_stair_climb_height : float = 0.5
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@export var max_close_stair_distance : float = 0.75
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@export var roll_magnitude := 17.0
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var default_height := 2.0
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var crouch_height := 1.0
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@export var crouch_switch_speed := 5.0
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#@export var rotation_in_place_min_angle := 90.0
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@export var rotation_in_place_min_angle := 180.0
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@export var rotation_in_place_back_min_angle := 5.0
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@export var rotation_back_speed := 5.0
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#Movement Values Settings
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#you could play with the values to achieve different movement settings
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var deacceleration := 8.0
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var acceleration_reducer := 4.0
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var movement_data = {
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normal = {
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looking_direction = {
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standing = {
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walk_speed = 1.75,
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run_speed = 3.75,
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sprint_speed = 6.5,
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walk_acceleration = 20.0/acceleration_reducer,
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run_acceleration = 20.0/acceleration_reducer,
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sprint_acceleration = 7.5/acceleration_reducer,
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idle_rotation_rate = 0.5,
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walk_rotation_rate = 4.0,
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run_rotation_rate = 5.0,
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sprint_rotation_rate = 20.0,
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},
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crouching = {
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walk_speed = 1.5,
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run_speed = 2,
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sprint_speed = 3,
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walk_acceleration = 25.0/acceleration_reducer,
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run_acceleration = 25.0/acceleration_reducer,
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sprint_acceleration = 5.0/acceleration_reducer,
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idle_rotation_rate = 0.5,
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walk_rotation_rate = 4.0,
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run_rotation_rate = 5.0,
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sprint_rotation_rate = 20.0,
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}
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},
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velocity_direction = {
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standing = {
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walk_speed = 1.75,
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run_speed = 3.75,
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sprint_speed = 6.5,
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#Nomral Acceleration
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walk_acceleration = 20.0/acceleration_reducer,
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run_acceleration = 20.0/acceleration_reducer,
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sprint_acceleration = 7.5/acceleration_reducer,
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#Responsive Rotation
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idle_rotation_rate = 5.0,
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walk_rotation_rate = 8.0,
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run_rotation_rate = 12.0,
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sprint_rotation_rate = 20.0,
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},
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crouching = {
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walk_speed = 1.5,
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run_speed = 2,
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sprint_speed = 3,
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#Responsive Acceleration
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walk_acceleration = 25.0/acceleration_reducer,
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run_acceleration = 25.0/acceleration_reducer,
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sprint_acceleration = 5.0/acceleration_reducer,
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#Nomral Rotation
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idle_rotation_rate = 0.5,
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walk_rotation_rate = 4.0,
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run_rotation_rate = 5.0,
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sprint_rotation_rate = 20.0,
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}
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},
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aiming = {
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standing = {
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walk_speed = 1.65,
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run_speed = 3.75,
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sprint_speed = 6.5,
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walk_acceleration = 20.0/acceleration_reducer,
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run_acceleration = 20.0/acceleration_reducer,
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sprint_acceleration = 7.5/acceleration_reducer,
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idle_rotation_rate = 0.5,
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walk_rotation_rate = 4.0,
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run_rotation_rate = 5.0,
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sprint_rotation_rate = 20.0,
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},
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crouching = {
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walk_speed = 1.5,
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run_speed = 2,
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sprint_speed = 3,
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walk_acceleration = 25.0/acceleration_reducer,
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run_acceleration = 25.0/acceleration_reducer,
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sprint_acceleration = 5.0/acceleration_reducer,
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idle_rotation_rate = 0.5,
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walk_rotation_rate = 4.0,
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run_rotation_rate = 5.0,
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sprint_rotation_rate = 20.0,
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}
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}
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}
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}
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#####################################
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#####################################
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#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
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var actual_acceleration :Vector3
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var input_acceleration :Vector3
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var vertical_velocity :Vector3
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var actual_velocity :Vector3
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var input_velocity :Vector3
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var movement_direction
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var tiltVector : Vector3
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var is_moving := false
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var input_is_moving := false
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var head_bonked := false
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var is_rotating_in_place := false
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var rotation_difference_camera_mesh : float
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var aim_rate_h :float
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var is_moving_on_stair :bool
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var current_movement_data = {
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walk_speed = 1.75,
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run_speed = 3.75,
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sprint_speed = 6.5,
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walk_acceleration = 20.0,
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run_acceleration = 20.0,
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sprint_acceleration = 7.5,
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idle_rotation_rate = 0.5,
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walk_rotation_rate = 4.0,
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run_rotation_rate = 5.0,
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sprint_rotation_rate = 20.0,
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}
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#####################################
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#animation
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var animation_is_moving_backward_relative_to_camera : bool
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var animation_velocity : Vector3
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#status
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var movement_state = Global.movement_state.grounded
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var movement_action = Global.movement_action.none
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@export_category("States")
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@export var rotation_mode : Global.rotation_mode = Global.rotation_mode.velocity_direction :
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get: return rotation_mode
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set(Newrotation_mode):
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rotation_mode = Newrotation_mode
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update_character_movement()
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@export var gait : Global.gait = Global.gait.walking :
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get: return gait
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set(Newgait):
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gait = Newgait
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update_character_movement()
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@export var stance : Global.stance = Global.stance.standing :
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set(Newstance):
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stance = Newstance
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update_character_movement()
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@export var overlay_state = Global.overlay_state
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@export_category("Animations")
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@export var TurnLeftAnim : String = "TurnLeft":
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set(value):
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TurnLeftAnim = value
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update_animations()
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@export var TurnRightAnim : String = "TurnRight":
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set(value):
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TurnRightAnim = value
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update_animations()
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@export var FallingAnim : String = "Falling":
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set(value):
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FallingAnim = value
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update_animations()
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@export var IdleAnim : String = "Idle":
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set(value):
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IdleAnim = value
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update_animations()
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@export var WalkForwardAnim : String = "Walk":
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set(value):
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WalkForwardAnim = value
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update_animations()
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@export var WalkBackwardAnim : String = "WalkingBackward":
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set(value):
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WalkBackwardAnim = value
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update_animations()
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@export var JogForwardAnim : String = "JogForward":
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set(value):
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JogForwardAnim = value
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update_animations()
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@export var JogBackwardAnim : String = "Jogbackward":
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set(value):
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JogBackwardAnim = value
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update_animations()
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@export var RunAnim : String = "Run":
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set(value):
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RunAnim = value
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update_animations()
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@export var StopAnim : String = "RunToStop":
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set(value):
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StopAnim = value
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update_animations()
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@export var CrouchIdleAnim : String = "CrouchIdle":
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set(value):
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CrouchIdleAnim = value
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update_animations()
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@export var CrouchWalkAnim : String = "CrouchWalkingForward":
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set(value):
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CrouchWalkAnim = value
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update_animations()
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#####################################
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func update_animations():
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if !anim_ref:
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return
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anim_ref.tree_root.get_node("AnimTurnLeft").animation = TurnLeftAnim
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anim_ref.tree_root.get_node("AnimTurnRight").animation = TurnRightAnim
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anim_ref.tree_root.get_node("FallAnimation").animation = FallingAnim
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var velocity_direction : AnimationNodeBlendTree = anim_ref.tree_root.get_node("VelocityDirection")
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var standing_states = velocity_direction.get_node("standing")
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standing_states.get_node("Idle").animation = IdleAnim
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standing_states.get_node("Walk").get_node("Forward").animation = WalkForwardAnim
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standing_states.get_node("Walk").get_node("Backward").animation = WalkBackwardAnim
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standing_states.get_node("Jog").get_node("Forward").animation = JogForwardAnim
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standing_states.get_node("Jog").get_node("Backward").animation = JogBackwardAnim
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standing_states.get_node("Run").animation = RunAnim
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standing_states.get_node("Stopping").get_node("StopAnim").animation = StopAnim
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velocity_direction.get_node("crouching").get_node("CrouchIdle").animation = CrouchIdleAnim
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velocity_direction.get_node("crouching").get_node("CrouchWalkingForward").animation = CrouchWalkAnim
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func update_character_movement():
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match rotation_mode:
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Global.rotation_mode.velocity_direction:
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# if skeleton_ref:
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# skeleton_ref.modification_stack.enabled = false
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tilt = false
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match stance:
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Global.stance.standing:
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current_movement_data = movement_data.normal.velocity_direction.standing
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Global.stance.crouching:
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current_movement_data = movement_data.normal.velocity_direction.crouching
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Global.rotation_mode.looking_direction:
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# if skeleton_ref:
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# skeleton_ref.modification_stack.enabled = false #Change to true when Godot fixes the bug.
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tilt = true
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match stance:
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Global.stance.standing:
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current_movement_data = movement_data.normal.looking_direction.standing
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Global.stance.crouching:
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current_movement_data = movement_data.normal.looking_direction.crouching
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Global.rotation_mode.aiming:
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match stance:
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Global.stance.standing:
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current_movement_data = movement_data.normal.aiming.standing
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Global.stance.crouching:
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current_movement_data = movement_data.normal.aiming.crouching
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#####################################
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var previous_aim_rate_h :float
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var test_sphere : MeshInstance3D = MeshInstance3D.new()
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var test_sphere1 : MeshInstance3D = MeshInstance3D.new()
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func _ready():
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#--------- These tests are for stride warping ---------#
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# test_sphere.mesh = SphereMesh.new()
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# test_sphere1.mesh = SphereMesh.new()
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# test_sphere.mesh.height = 0.2
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# test_sphere.mesh.radius = 0.1
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# test_sphere1.mesh.height = 0.2
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# test_sphere1.mesh.radius = 0.1
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# test_sphere.mesh.material = StandardMaterial3D.new()
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# test_sphere1.mesh.material = StandardMaterial3D.new()
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# test_sphere.mesh.material.albedo_color = Color.GREEN
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# test_sphere1.mesh.material.albedo_color = Color.RED
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update_animations()
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update_character_movement()
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var pose_warping_instance = pose_warping.new()
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func print_rotation_mode(value):
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pass
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func _process(delta):
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calc_animation_data()
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if follow_camera == true:
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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
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pose_warping_instance.orientation_warping( orientation_warping_condition,camera_root.HObject,animation_velocity,skeleton_ref,"Hips",["Spine","Spine1","Spine2"],0.0,delta)
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func _physics_process(delta):
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#Debug()
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#
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aim_rate_h = abs((camera_root.HObject.rotation.y - previous_aim_rate_h) / delta)
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previous_aim_rate_h = camera_root.HObject.rotation.y
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#
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# animation_stride_warping()
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match movement_state:
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Global.movement_state.none:
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pass
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Global.movement_state.grounded:
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#------------------ Rotate Character Mesh ------------------#
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match movement_action:
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Global.movement_action.none:
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match rotation_mode:
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Global.rotation_mode.velocity_direction:
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if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5:
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smooth_character_rotation(actual_velocity,calc_grounded_rotation_rate(),delta)
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Global.rotation_mode.looking_direction:
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if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5:
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smooth_character_rotation(-camera_root.HObject.transform.basis.z if gait != Global.gait.sprinting else actual_velocity,calc_grounded_rotation_rate(),delta)
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rotate_in_place_check()
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Global.rotation_mode.aiming:
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if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5:
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smooth_character_rotation(-camera_root.HObject.transform.basis.z,calc_grounded_rotation_rate(),delta)
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rotate_in_place_check()
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Global.movement_action.rolling:
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if input_is_moving == true:
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smooth_character_rotation(input_acceleration ,2.0,delta)
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Global.movement_state.in_air:
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#------------------ Rotate Character Mesh In Air ------------------#
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match rotation_mode:
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Global.rotation_mode.velocity_direction:
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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)
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Global.rotation_mode.looking_direction:
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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)
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Global.rotation_mode.aiming:
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smooth_character_rotation(-camera_root.HObject.transform.basis.z ,15.0,delta)
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#------------------ Mantle Check ------------------#
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if input_is_moving == true:
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mantle_check()
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Global.movement_state.mantling:
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pass
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Global.movement_state.ragdoll:
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pass
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#------------------ Crouch ------------------#
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crouch_update(delta)
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#------------------ Gravity ------------------#
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if is_flying == false:
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character_node.velocity.y = lerp(character_node.velocity.y,vertical_velocity.y - character_node.get_floor_normal().y,delta * gravity)
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character_node.move_and_slide()
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if character_node.is_on_floor() and is_flying == false:
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movement_state = Global.movement_state.grounded
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vertical_velocity = -character_node.get_floor_normal() * 10
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else:
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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.)
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movement_state = Global.movement_state.in_air
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vertical_velocity += Vector3.DOWN * gravity * delta
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if character_node.is_on_ceiling():
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vertical_velocity.y = 0
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#------------------ Stair climb ------------------#
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#stair movement must happen after gravity so it can override in air status
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stair_move()
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func crouch_update(delta):
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var direct_state = character_node.get_world_3d().direct_space_state
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var ray_info : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.new()
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ray_info.exclude = [RID(collision_shape_ref)]
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ray_info.from = collision_shape_ref.global_transform.origin + Vector3(0,collision_shape_ref.shape.height/2,0)
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ray_info.to = ray_info.from + Vector3(0, 0.2, 0)
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var collision = direct_state.intersect_ray(ray_info)
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if collision:
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head_bonked = true
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else:
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head_bonked = false
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if stance == Global.stance.crouching:
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collision_shape_ref.shape.height -= crouch_switch_speed * delta /2
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mesh_ref.transform.origin.y += crouch_switch_speed * delta /1.5
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elif stance == Global.stance.standing and not head_bonked:
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collision_shape_ref.shape.height += crouch_switch_speed * delta /2
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mesh_ref.transform.origin.y -= crouch_switch_speed * delta /1.5
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elif head_bonked:
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pass
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mesh_ref.transform.origin.y = clamp(mesh_ref.transform.origin.y,0.0,0.5)
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collision_shape_ref.shape.height = clamp(collision_shape_ref.shape.height,crouch_height,default_height)
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func stair_move():
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var direct_state = character_node.get_world_3d().direct_space_state
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var obs_ray_info : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.new()
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obs_ray_info.exclude = [RID(character_node)]
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obs_ray_info.from = mesh_ref.global_transform.origin
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if movement_direction:
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obs_ray_info.to = obs_ray_info.from + Vector3(0, 0, max_close_stair_distance).rotated(Vector3.UP,movement_direction)
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#this is used to know if there is obstacle
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var first_collision = direct_state.intersect_ray(obs_ray_info)
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if first_collision and input_is_moving:
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var climb_ray_info : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.new()
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climb_ray_info.exclude = [RID(character_node)]
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climb_ray_info.from = first_collision.collider.global_position + Vector3(0, max_stair_climb_height, 0)
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climb_ray_info.to = first_collision.collider.global_position
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var stair_top_collision = direct_state.intersect_ray(climb_ray_info)
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if stair_top_collision:
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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:
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movement_state = Global.movement_state.grounded
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is_moving_on_stair = true
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character_node.position.y += stair_top_collision.position.y - character_node.global_position.y
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character_node.global_position += Vector3(0, 0, 0.01).rotated(Vector3.UP,movement_direction)
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else:
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await get_tree().create_timer(0.4).timeout
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is_moving_on_stair = false
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else:
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await get_tree().create_timer(0.4).timeout
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is_moving_on_stair = false
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else:
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await get_tree().create_timer(0.4).timeout
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is_moving_on_stair = false
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func smooth_character_rotation(Target:Vector3,nodelerpspeed,delta):
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mesh_ref.rotation.y = lerp_angle(mesh_ref.rotation.y, atan2(Target.x,Target.z) , delta * nodelerpspeed)
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|
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func set_bone_x_rotation(skeleton,bone_name, x_rot,CharacterRootNode):
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var bone = skeleton.find_bone(bone_name)
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var bone_transform : Transform3D = skeleton.global_pose_to_local_pose(bone,skeleton.get_bone_global_pose_no_override(bone))
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var rotate_amount = x_rot
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bone_transform = bone_transform.rotated(Vector3(1,0,0), rotate_amount)
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skeleton.set_bone_local_pose_override(bone, bone_transform,1.0,true)
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|
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var prev :Transform3D
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var current :Transform3D
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var anim_speed
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func animation_stride_warping(): #this is currently being worked on and tested, so I don't reccomend using it.
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add_sibling(test_sphere)
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add_sibling(test_sphere1)
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|
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skeleton_ref.clear_bones_local_pose_override()
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var distance_in_each_frame = (actual_velocity*Vector3(1,0,1)).rotated(Vector3.UP,mesh_ref.transform.basis.get_euler().y).length()
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var hips = skeleton_ref.find_bone("Hips")
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var hips_transform = skeleton_ref.get_bone_pose(hips)
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var Feet : Array = ["RightFoot","LeftFoot"]
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|
var Thighs : Array = ["RightUpLeg","LeftUpLeg"]
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|
|
|
var hips_distance_to_ground
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|
var stride_scale : float = 1.0
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|
for Foot in Feet:
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|
#Get Bones
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|
var bone = skeleton_ref.find_bone(Foot)
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|
var bone_transform = skeleton_ref.get_bone_global_pose_no_override(bone)
|
|
|
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var thigh_bone = skeleton_ref.find_bone(Thighs[Feet.find(Foot)])
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|
var thigh_transform = skeleton_ref.get_bone_global_pose_no_override(thigh_bone)
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|
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
|