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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

163 lines
6.6 KiB
GDScript

extends XROrigin3D
# 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 character_body : CharacterBody3D = $CharacterBody3D
@onready var camera_node : XRCamera3D = $XRCamera3D
@onready var neck_position_node : Node3D = $XRCamera3D/Neck
@onready var black_out : Node3D = $XRCamera3D/BlackOut
## Called when the user has requested their view to be recentered.
func recenter() -> void:
# The code here assumes the player has walked into an area they shouldn't be
# and we return the player back to the character body.
# But other strategies can be applied here as well such as returning the player
# to a starting position or a checkpoint.
# Calculate where our camera should be, we start with our global transform.
var new_camera_transform: Transform3D = character_body.global_transform
# Set to the height of our neck joint.
new_camera_transform.origin.y = neck_position_node.global_position.y
# Apply transform our our next position to get our desired camera transform.
new_camera_transform = new_camera_transform * neck_position_node.transform.inverse()
# Remove tilt from camera transform.
var camera_transform: Transform3D = camera_node.transform
var forward_dir: Vector3 = camera_transform.basis.z
forward_dir.y = 0.0
camera_transform = camera_transform.looking_at(camera_transform.origin + forward_dir.normalized(), Vector3.UP, true)
# Update our XR location.
global_transform = new_camera_transform * camera_transform.inverse()
# Recenter character body.
character_body.transform = Transform3D()
# `_get_movement_input()` returns our move input by querying the move action on each controller.
func _get_movement_input() -> Vector2:
var movement : Vector2 = Vector2()
# If move is not bound to one of our controllers,
# that controller will return `Vector2.ZERO`.
movement += $LeftHand.get_vector2(&"move")
movement += $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 := character_body.velocity
# Remember where our player body currently is.
var org_player_body: Vector3 = character_body.global_transform.origin
# Determine where our player body should be.
var player_body_location: Vector3 = camera_node.transform * neck_position_node.transform.origin
player_body_location.y = 0.0
player_body_location = global_transform * player_body_location
# Attempt to move our character.
character_body.velocity = (player_body_location - org_player_body) / delta
character_body.move_and_slide()
# Set back to our current value.
character_body.velocity = current_velocity
# Check if we managed to move all the way, ignoring height change.
var movement_left := player_body_location - character_body.global_transform.origin
movement_left.y = 0.0
# Check if we managed to move where we wanted to.
var location_offset := movement_left.length()
if location_offset > 0.1:
# We couldn't go where we wanted to, black out our screen.
black_out.fade = clamp((location_offset - 0.1) / 0.1, 0.0, 1.0)
return true
else:
black_out.fade = 0.0
return false
func _copy_player_rotation_to_character_body() -> void:
# We only copy our forward direction to our character body, we ignore tilt.
var camera_forward := -camera_node.global_transform.basis.z
var body_forward := Vector3(camera_forward.x, 0.0, camera_forward.z)
character_body.global_transform.basis = Basis.looking_at(body_forward, Vector3.UP)
# `_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:
# Remember where our player body currently is.
var org_player_body: Vector3 = character_body.global_transform.origin
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.
var t1 := Transform3D()
var t2 := Transform3D()
var rot := Transform3D()
# We are going to rotate the origin around the player.
var player_position := character_body.global_transform.origin - global_transform.origin
t1.origin = -player_position
t2.origin = player_position
rot = rot.rotated(Vector3(0.0, 1.0, 0.0), -movement_input.x * delta * rotation_speed)
global_transform = (global_transform * t2 * rot * t1).orthonormalized()
# Now ensure our player body is facing the correct way as well.
_copy_player_rotation_to_character_body()
# 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: Vector3 = (character_body.global_transform.basis * Vector3(0.0, 0.0, -movement_input.y)) * movement_speed
if direction:
character_body.velocity.x = move_toward(character_body.velocity.x, direction.x, delta * movement_acceleration)
character_body.velocity.z = move_toward(character_body.velocity.z, direction.z, delta * movement_acceleration)
else:
character_body.velocity.x = move_toward(character_body.velocity.x, 0, delta * movement_acceleration)
character_body.velocity.z = move_toward(character_body.velocity.z, 0, delta * movement_acceleration)
# Always handle gravity.
character_body.velocity.y -= gravity * delta
# Attempt to move our player.
character_body.move_and_slide()
# And now apply the actual movement to our origin.
global_transform.origin += character_body.global_transform.origin - org_player_body
# _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)