Fix tickrate-dependent physics in Voxel demo (#1224)

Fix mouse sensitivity being dependent on window size by using `InputEventMouseMotion.screen_relative`.
This commit is contained in:
Hugo Locurcio
2025-10-02 04:44:48 +02:00
committed by GitHub
parent 5f4a9e409f
commit a5f9289d13

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@@ -3,11 +3,12 @@ extends CharacterBody3D
const EYE_HEIGHT_STAND = 1.6 const EYE_HEIGHT_STAND = 1.6
const EYE_HEIGHT_CROUCH = 1.4 const EYE_HEIGHT_CROUCH = 1.4
const MOVEMENT_SPEED_GROUND = 0.6 const MOVEMENT_SPEED_GROUND = 70.0
const MOVEMENT_SPEED_AIR = 0.11 const MOVEMENT_SPEED_AIR = 13.0
const MOVEMENT_SPEED_CROUCH_MODIFIER = 0.5 const MOVEMENT_SPEED_CROUCH_MODIFIER = 0.5
const MOVEMENT_FRICTION_GROUND = 0.9 const MOVEMENT_FRICTION_GROUND = 12.5
const MOVEMENT_FRICTION_AIR = 0.98 const MOVEMENT_FRICTION_AIR = 2.25
const MOVEMENT_JUMP_VELOCITY = 7.25
var _mouse_motion := Vector2() var _mouse_motion := Vector2()
var _selected_block := 6 var _selected_block := 6
@@ -81,7 +82,7 @@ func _physics_process(delta: float) -> void:
camera_attributes.dof_blur_far_transition = Settings.fog_distance * 0.125 camera_attributes.dof_blur_far_transition = Settings.fog_distance * 0.125
# Crouching. # Crouching.
var crouching := Input.is_action_pressed(&"crouch") var crouching := Input.is_action_pressed(&"crouch")
head.transform.origin.y = lerpf(head.transform.origin.y, EYE_HEIGHT_CROUCH if crouching else EYE_HEIGHT_STAND, 16 * delta) head.transform.origin.y = lerpf(head.transform.origin.y, EYE_HEIGHT_CROUCH if crouching else EYE_HEIGHT_STAND, 1.0 - exp(-delta * 16.0))
# Keyboard movement. # Keyboard movement.
var movement_vec2 := Input.get_vector("move_left", "move_right", "move_forward", "move_back") var movement_vec2 := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
@@ -96,17 +97,18 @@ func _physics_process(delta: float) -> void:
movement *= MOVEMENT_SPEED_CROUCH_MODIFIER movement *= MOVEMENT_SPEED_CROUCH_MODIFIER
# Gravity. # Gravity.
velocity.y -= gravity * delta if not is_on_floor():
velocity.y -= gravity * delta
velocity += Vector3(movement.x, 0, movement.z) velocity += Vector3(movement.x, 0, movement.z) * delta
# Apply horizontal friction. # Apply horizontal friction.
velocity.x *= MOVEMENT_FRICTION_GROUND if is_on_floor() else MOVEMENT_FRICTION_AIR var friction_delta := exp(-(MOVEMENT_FRICTION_GROUND if is_on_floor() else MOVEMENT_FRICTION_AIR) * delta)
velocity.z *= MOVEMENT_FRICTION_GROUND if is_on_floor() else MOVEMENT_FRICTION_AIR velocity = Vector3(velocity.x * friction_delta, velocity.y, velocity.z * friction_delta)
move_and_slide() move_and_slide()
# Jumping, applied next frame. # Jumping, applied next frame.
if is_on_floor() and Input.is_action_pressed(&"jump"): if is_on_floor() and Input.is_action_pressed(&"jump"):
velocity.y = 7.5 velocity.y = MOVEMENT_JUMP_VELOCITY
func _input(event: InputEvent) -> void: func _input(event: InputEvent) -> void: