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- #Johann Massyn, 23/06/2019
- #Godot (3.1) 3D Player movement script
- #Atatch script to 3d node with following structure
- #Kinematic body: Player
- # - CollisionShape: CollisionShape
- # - Camera: Camera
- extends KinematicBody
- export (bool) var can_move = true #Alow player to input movment.
- export (bool) var can_sprint = true #Alow player to toggle sprint movment.
- export (float) var move_speed = 8 #Players movement speed
- export (float) var move_speed_sprint = 600#16 #Players sprint movement speed
- export (bool) var move_sprint = false #Player sprinting toggle
- export (float) var move_acceleration = 7 #Players acceleration to movment speed
- export (float) var move_deacceleration = 10 #Players deacceleration from movment speed
- export (bool) var mouse_captured = true #Toggles mouse captured mode
- export (float) var mouse_sensitivity_x = 0.3 #Mouse sensitivity X axis
- export (float) var mouse_sensitivity_y = 0.3 #Mouse sensitivity Y axis
- export (float) var mouse_max_up = 45 #Mouse max look angle up
- export (float) var mouse_max_down = -50 #Mouse max look angle down
- export (float) var Jump_speed = 6 #Players jumps speed
- export (bool) var allow_fall_input = true #Alow player to input movment when falling
- export (bool) var stop_on_slope = false #Toggle sliding on slopes
- export (float) var max_slides = 4 #Maximum of slides
- export (float) var floor_max_angle = 60 #Maximum slop angle player can traverse
- export (bool) var infinite_inertia = false #Toggle infinite inertia
- export (float) var gravaty = 1.625 #9.81 #Gravaty acceleration
- #export (Vector3) var gravaty_vector = Vector3(0, -1, 0) #Gravaty normal direction vector
- #export (Vector3) var floor_normal = Vector3(0, 1, 0) #Floor normal direction vector
- export (Vector3) var jump_vector = Vector3(0, 1, 0) #Jump normal direction vector
- export (Vector3) var velocity = Vector3(0, 0, 0) #Initial velocity
- onready var up = global_transform.origin.normalized()
- onready var forward = global_transform.basis.y
- onready var right = forward.cross(up).normalized()
- func _ready():
- if mouse_captured:
- Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
- pass
-
- func moveTo(pos = Vector3()):
- if pos.z == 0:
- pos.z = 1737.4
- move_and_slide(Common.latLonToGlobal(Vector3(pos.x,pos.y,pos.z)), Vector3.UP)
- func getSpos():
- var sPos = Common.globalToLatLon(self.global_transform.origin)
- sPos.y = Common.relativeToAbsolute(sPos.y)
- return sPos
- func _process(delta):
- var pos = self.global_transform.origin
- .get_parent().get_node("UI/1").text="x:%s y:%s z:%s" %[pos.x, pos.y, pos.z]
- .get_parent().get_node("UI/2").text="latlonhight: "+str(getSpos())+","+str(pos.length())
- #.get_parent().get_node("UI/4").text="chunkDist: %s" % get_node("/Tiles").get_child(0).get_global_transform().origin
- #floor_normal = pos.normalized()
- #gravaty_vector = floor_normal * -1
- #self.transform.basis.y = floor_normal
- #rotation_degrees.x = 90
-
- func _physics_process(delta):
-
- #player movement XY
- var dir = Vector3()
- up = global_transform.origin.normalized()
- right = forward.cross(up).normalized()
- forward = up.cross(right).normalized()
-
- if can_move and (is_on_floor() or allow_fall_input):
-
- #Left
- if Input.is_action_pressed("move_left"):
- dir -= right
-
- #Right
- if Input.is_action_pressed("move_right"):
- dir += right
-
- #Forward
- if Input.is_action_pressed("move_forward"):
- dir += forward
-
- #Backwards
- if Input.is_action_pressed("move_backward"):
- dir -= forward
-
- # Jump
- if not is_on_floor():
- if Input.is_action_pressed("move_up"):
- dir += up
- if Input.is_action_pressed("move_down"):
- dir -= up
-
- #Jump
- #if Input.is_action_pressed("move_jump") and is_on_floor():
- # velocity += jump_vector * Jump_speed - (jump_vector * -1).normalized() * velocity.dot(jump_vector * -1)
-
- #Sprint toggle
- if can_sprint and Input.is_action_just_pressed("move_sprint"): #and is_on_floor():
- move_sprint = true
-
- if can_sprint and not Input.is_action_pressed("move_sprint"): #and is_on_floor():
- move_sprint = false
- velocity = velocity.linear_interpolate(dir * (move_speed_sprint if move_sprint else move_speed), move_acceleration * delta)
- if !is_on_floor():
- velocity += -up * gravaty * delta
- velocity = move_and_slide(velocity, up)
-
- transform = transform.looking_at(transform.origin + forward, up)
-
-
- #Smooth movement
- #dir = transform.basis.xform(dir.normalized()) * (move_speed_sprint if move_sprint else move_speed)
- #if is_on_floor() or dir != Vector3(0, 0, 0):
- # var acceleration = move_acceleration if dir.dot(velocity) else move_deacceleration
- # var vp = gravaty_vector.normalized() * velocity.dot(gravaty_vector)
- # velocity = (velocity - vp).linear_interpolate(dir, acceleration * delta) + vp
-
- #Gravaty
- #if !is_on_floor():
- # velocity += gravaty_vector * gravaty * delta
-
- #Player move
- #move_and_slide(velocity, floor_normal, stop_on_slope, max_slides, deg2rad(floor_max_angle), infinite_inertia)
-
- #Player orientation
- #var spos = Common.globalToLatLon(self.global_transform.origin)
- #global_rotate(Vector3(1,0,0), deg2rad(spos.x))
- #global_rotate(Vector3(0,1,0), deg2rad(spos.y))
- func _input(event):
- #Mouse movement
- if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
- #rotate_y(deg2rad(-event.relative.x * mouse_sensitivity_x))
- forward = forward.rotated(up, deg2rad(-event.relative.x * mouse_sensitivity_x))
- #rotate_y(deg2rad(-event.relative.x * mouse_sensitivity_x))
- #self.rotation_degrees.y += -event.relative.x * mouse_sensitivity_x
- $Camera.rotation_degrees.x = clamp($Camera.rotation_degrees.x + -event.relative.y * mouse_sensitivity_y, mouse_max_down, mouse_max_up)
- pass
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