Files
godot-demo-projects/xr/openxr_origin_centric_movement/player.gd
Hugo Locurcio bac1e69164 Use static typing in all demos (#1063)
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.

The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.

Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
2024-06-01 12:12:18 +02:00

161 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)