FPS Controller
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83
demo/assets/scripts/player/components/step_climber.gd
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83
demo/assets/scripts/player/components/step_climber.gd
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class_name StepHandlerComponet extends Node
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@export_category("References")
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@export var player: PlayerController
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@export_category("Step Settings")
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@export var surface_threshold: float = 0.3
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@export var step_height: float = 0.3
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const FEET_ADJUSTED_HEIGHT = 0.05
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const MIN_MOVEMENT_LENGTH: float = 0.1
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const MIN_DOT_VALUE: float = 0.5
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const MIN_STEP_HEIGHT: float = 0.1
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func handle_step_climbing():
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for i in player.get_slide_collision_count():
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var collision = player.get_slide_collision(i)
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if _is_surface_verical(collision):
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var measured_height = _measure_step_height(collision)
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if measured_height > MIN_STEP_HEIGHT and measured_height <= step_height and _is_valid_step_direction(collision):
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player.global_position.y += measured_height
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player.velocity = player.previous_velocity
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player.camera.smooth_step(measured_height)
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func _is_valid_step_direction(collision: KinematicCollision3D):
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var collision_normal = collision.get_normal()
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var input_dir = player.get_input_direction()
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var movement_direction = player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)
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if movement_direction.length() > MIN_MOVEMENT_LENGTH:
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movement_direction = movement_direction.normalized()
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var dot_product = movement_direction.dot(-collision_normal)
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return dot_product > MIN_DOT_VALUE
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return false
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func _measure_step_height(collision: KinematicCollision3D) -> float:
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var space_state = player.get_world_3d().direct_space_state
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var collision_point = collision.get_position()
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var player_feet = _get_player_feet_position()
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var player_head_y = player.global_position.y + (player.standing_collision.shape.height / 2)
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var ray_start = Vector3(collision_point.x, player_head_y, collision_point.z)
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var ray_end = Vector3(collision_point.x, player_feet.y, collision_point.z)
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var query = PhysicsRayQueryParameters3D.create(ray_start, ray_end)
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query.collision_mask = player.collision_mask
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query.exclude = [player.get_rid()]
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var result = space_state.intersect_ray(query)
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if result:
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return result.position.y - player_feet.y
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return 0.0
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func _is_surface_verical(collision: KinematicCollision3D) -> bool:
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var normal = collision.get_normal()
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if abs(normal.y) <= surface_threshold:
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return true
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return _check_collison_surface(collision)
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# additional work to validate
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func _check_collison_surface(collision: KinematicCollision3D) -> bool:
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var space_state = player.get_world_3d().direct_space_state
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var collision_point = collision.get_position()
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var player_feet: Vector3 = _get_player_feet_position()
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collision_point.y = player_feet.y
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var query = PhysicsRayQueryParameters3D.create(player_feet, collision_point)
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query.collision_mask = player.collision_mask
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query.exclude = [player.get_rid()]
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var result = space_state.intersect_ray(query)
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if result and abs(result.normal.y) <= surface_threshold:
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return true
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return false
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func _get_player_feet_position() -> Vector3:
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var feet_pos = player.global_position
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feet_pos.y -= player.standing_collision.shape.height / 2
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feet_pos.y += FEET_ADJUSTED_HEIGHT
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return feet_pos
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