player.gd 5.7 KB

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  1. extends CharacterBody3D
  2. # Settings to control the character
  3. @export var rotation_speed : float = 1.0
  4. @export var movement_speed : float = 5.0
  5. @export var movement_acceleration : float = 5.0
  6. # Get the gravity from the project settings to be synced with RigidBody nodes.
  7. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
  8. # Helper variables to keep our code readable
  9. @onready var origin_node : XROrigin3D = $XROrigin3D
  10. @onready var camera_node : XRCamera3D = $XROrigin3D/XRCamera3D
  11. @onready var neck_position_node : Node3D = $XROrigin3D/XRCamera3D/Neck
  12. @onready var black_out : Node3D = $XROrigin3D/XRCamera3D/BlackOut
  13. # `recenter` is called when the user has requested their view to be recentered.
  14. # The code here assumes the player has walked into an area they shouldn't be
  15. # and we return the player back to the character body.
  16. # But other strategies can be applied here as well such as returning the player
  17. # to a starting position or a checkpoint.
  18. func recenter():
  19. # Calculate where our camera should be, we start with our global transform
  20. var new_camera_transform : Transform3D = global_transform
  21. # Set to the height of our neck joint
  22. new_camera_transform.origin.y = neck_position_node.global_position.y
  23. # Apply transform our our next position to get our desired camera transform
  24. new_camera_transform = new_camera_transform * neck_position_node.transform.inverse()
  25. # Remove tilt from camera transform
  26. var camera_transform : Transform3D = camera_node.transform
  27. var forward_dir : Vector3 = camera_transform.basis.z
  28. forward_dir.y = 0.0
  29. camera_transform = camera_transform.looking_at(camera_transform.origin + forward_dir.normalized(), Vector3.UP, true)
  30. # Update our XR location
  31. origin_node.global_transform = new_camera_transform * camera_transform.inverse()
  32. # `_get_movement_input` returns our move input by querying the move action on each controller
  33. func _get_movement_input() -> Vector2:
  34. var movement : Vector2 = Vector2()
  35. # If move is not bound to one of our controllers,
  36. # that controller will return a Vector2(0.0, 0.0)
  37. movement += $XROrigin3D/LeftHand.get_vector2("move")
  38. movement += $XROrigin3D/RightHand.get_vector2("move")
  39. return movement
  40. # `_process_on_physical_movement` handles the physical movement of the player
  41. # adjusting our character body position to "catch up to" the player.
  42. # If the character body encounters an obstruction our view will black out
  43. # and we will stop further character movement until the player physically
  44. # moves back.
  45. func _process_on_physical_movement(delta) -> bool:
  46. # Remember our current velocity, we'll apply that later
  47. var current_velocity = velocity
  48. # Start by rotating the player to face the same way our real player is
  49. var camera_basis: Basis = origin_node.transform.basis * camera_node.transform.basis
  50. var forward: Vector2 = Vector2(camera_basis.z.x, camera_basis.z.z)
  51. var angle: float = forward.angle_to(Vector2(0.0, 1.0))
  52. # Rotate our character body
  53. transform.basis = transform.basis.rotated(Vector3.UP, angle)
  54. # Reverse this rotation our origin node
  55. origin_node.transform = Transform3D().rotated(Vector3.UP, -angle) * origin_node.transform
  56. # Now apply movement, first move our player body to the right location
  57. var org_player_body: Vector3 = global_transform.origin
  58. var player_body_location: Vector3 = origin_node.transform * camera_node.transform * neck_position_node.transform.origin
  59. player_body_location.y = 0.0
  60. player_body_location = global_transform * player_body_location
  61. velocity = (player_body_location - org_player_body) / delta
  62. move_and_slide()
  63. # Now move our XROrigin back
  64. var delta_movement = global_transform.origin - org_player_body
  65. origin_node.global_transform.origin -= delta_movement
  66. # Negate any height change in local space due to player hitting ramps etc.
  67. origin_node.transform.origin.y = 0.0
  68. # Return our value
  69. velocity = current_velocity
  70. # Check if we managed to move where we wanted to
  71. var location_offset = (player_body_location - global_transform.origin).length()
  72. if location_offset > 0.1:
  73. # We couldn't go where we wanted to, black out our screen
  74. black_out.fade = clamp((location_offset - 0.1) / 0.1, 0.0, 1.0)
  75. return true
  76. else:
  77. black_out.fade = 0.0
  78. return false
  79. # `_process_movement_on_input` handles movement through controller input.
  80. # We first handle rotating the player and then apply movement.
  81. # We also apply the effects of gravity at this point.
  82. func _process_movement_on_input(is_colliding, delta):
  83. if !is_colliding:
  84. # Only handle input if we've not physically moved somewhere we shouldn't.
  85. var movement_input = _get_movement_input()
  86. # First handle rotation, to keep this example simple we are implementing
  87. # "smooth" rotation here. This can lead to motion sickness.
  88. # Adding a comfort option with "stepped" rotation is good practice but
  89. # falls outside of the scope of this demonstration.
  90. rotation.y += -movement_input.x * delta * rotation_speed
  91. # Now handle forward/backwards movement.
  92. # Straffing can be added by using the movement_input.x input
  93. # and using a different input for rotational control.
  94. # Straffing is more prone to motion sickness.
  95. var direction = global_transform.basis * Vector3(0.0, 0.0, -movement_input.y) * movement_speed
  96. if direction:
  97. velocity.x = move_toward(velocity.x, direction.x, delta * movement_acceleration)
  98. velocity.z = move_toward(velocity.z, direction.z, delta * movement_acceleration)
  99. else:
  100. velocity.x = move_toward(velocity.x, 0, delta * movement_acceleration)
  101. velocity.z = move_toward(velocity.z, 0, delta * movement_acceleration)
  102. # Always handle gravity
  103. velocity.y -= gravity * delta
  104. move_and_slide()
  105. # _physics_process handles our player movement.
  106. func _physics_process(delta):
  107. var is_colliding = _process_on_physical_movement(delta)
  108. _process_movement_on_input(is_colliding, delta)