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A Thousand Ships 0343cedd48 General proofreading (#1262)
* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
2025-10-11 01:39:59 -07:00

155 lines
6.1 KiB
GDScript

extends CharacterBody3D
# Settings to control the character.
@export var rotation_speed := 1.0
@export var movement_speed := 5.0
@export var movement_acceleration := 5.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity := float(ProjectSettings.get_setting("physics/3d/default_gravity"))
# Helper variables to keep our code readable.
@onready var origin_node: XROrigin3D = $XROrigin3D
@onready var camera_node: XRCamera3D = $XROrigin3D/XRCamera3D
@onready var neck_position_node: Node3D = $XROrigin3D/XRCamera3D/Neck
@onready var black_out: Node3D = $XROrigin3D/XRCamera3D/BlackOut
## Called when the user has requested their view to be recentered.
func recenter() -> void:
var xr_interface: OpenXRInterface = XRServer.find_interface("OpenXR")
if not xr_interface:
push_error("Couldn't access OpenXR interface!")
return
var play_area_mode: XRInterface.PlayAreaMode = xr_interface.get_play_area_mode()
if play_area_mode == XRInterface.XR_PLAY_AREA_SITTING:
push_warning("Sitting play space is not suitable for this setup.")
elif play_area_mode == XRInterface.XR_PLAY_AREA_ROOMSCALE:
# This is already handled by the headset.
pass
else:
# Use Godot's own logic.
XRServer.center_on_hmd(XRServer.RESET_BUT_KEEP_TILT, true)
# XRCamera3D node won't be updated yet, so go straight to the source!
var head_tracker: XRPositionalTracker = XRServer.get_tracker(&"head")
if not head_tracker:
push_error("Couldn't locate head tracker!")
return
var pose: XRPose = head_tracker.get_pose(&"default")
var head_transform: Transform3D = pose.get_adjusted_transform()
# Get neck transform in XROrigin3D space
var neck_transform: Transform3D = neck_position_node.transform * head_transform
# Reset our XROrigin transform and apply the inverse of the neck position.
var new_origin_transform: Transform3D = Transform3D()
new_origin_transform.origin.x = -neck_transform.origin.x
new_origin_transform.origin.y = 0.0
new_origin_transform.origin.z = -neck_transform.origin.z
origin_node.transform = new_origin_transform
# Finally reset character orientation
transform.basis = Basis()
# Returns our move input by querying the move action on each controller.
func _get_movement_input() -> Vector2:
var movement := Vector2()
# If move is not bound to one of our controllers,
# that controller will return `Vector2.ZERO`.
movement += $XROrigin3D/LeftHand.get_vector2(&"move")
movement += $XROrigin3D/RightHand.get_vector2(&"move")
return movement
# `_process_on_physical_movement()` handles the physical movement of the player
# adjusting our character body position to "catch up to" the player.
# If the character body encounters an obstruction our view will black out
# and we will stop further character movement until the player physically
# moves back.
func _process_on_physical_movement(delta: float) -> bool:
# Remember our current velocity, as we'll apply that later.
var current_velocity := velocity
# Start by rotating the player to face the same way our real player is.
var camera_basis: Basis = origin_node.transform.basis * camera_node.transform.basis
var forward: Vector2 = Vector2(camera_basis.z.x, camera_basis.z.z)
var angle: float = forward.angle_to(Vector2(0.0, 1.0))
# Rotate our character body.
transform.basis = transform.basis.rotated(Vector3.UP, angle)
# Reverse this rotation our origin node.
origin_node.transform = Transform3D().rotated(Vector3.UP, -angle) * origin_node.transform
# Now apply movement, first move our player body to the right location.
var org_player_body: Vector3 = global_transform.origin
var player_body_location: Vector3 = origin_node.transform * camera_node.transform * neck_position_node.transform.origin
player_body_location.y = 0.0
player_body_location = global_transform * player_body_location
velocity = (player_body_location - org_player_body) / delta
move_and_slide()
# Now move our XROrigin back.
var delta_movement := global_transform.origin - org_player_body
origin_node.global_transform.origin -= delta_movement
# Negate any height change in local space due to player hitting ramps, etc.
origin_node.transform.origin.y = 0.0
# Return our value.
velocity = current_velocity
# Check if we managed to move where we wanted to.
var location_offset := (player_body_location - global_transform.origin).length()
if location_offset > 0.1:
# We couldn't go where we wanted to, black out our screen.
black_out.fade = clampf((location_offset - 0.1) / 0.1, 0.0, 1.0)
return true
else:
black_out.fade = 0.0
return false
# `_process_movement_on_input()` handles movement through controller input.
# We first handle rotating the player and then apply movement.
# We also apply the effects of gravity at this point.
func _process_movement_on_input(is_colliding: bool, delta: float) -> void:
if not is_colliding:
# Only handle input if we've not physically moved somewhere we shouldn't.
var movement_input := _get_movement_input()
# First handle rotation, to keep this example simple we are implementing
# "smooth" rotation here. This can lead to motion sickness.
# Adding a comfort option with "stepped" rotation is good practice but
# falls outside of the scope of this demonstration.
rotation.y += -movement_input.x * delta * rotation_speed
# Now handle forward/backwards movement.
# Straffing can be added by using the movement_input.x input
# and using a different input for rotational control.
# Straffing is more prone to motion sickness.
var direction := global_transform.basis * Vector3(0.0, 0.0, -movement_input.y) * movement_speed
if direction:
velocity.x = move_toward(velocity.x, direction.x, delta * movement_acceleration)
velocity.z = move_toward(velocity.z, direction.z, delta * movement_acceleration)
else:
velocity.x = move_toward(velocity.x, 0, delta * movement_acceleration)
velocity.z = move_toward(velocity.z, 0, delta * movement_acceleration)
# Always handle gravity
velocity.y -= gravity * delta
move_and_slide()
# `_physics_process()` handles our player movement.
func _physics_process(delta: float) -> void:
var is_colliding := _process_on_physical_movement(delta)
_process_movement_on_input(is_colliding, delta)