FPS Controller

This commit is contained in:
2025-11-13 08:05:46 -05:00
parent c6e4d4f725
commit 14000f0096
177 changed files with 6311 additions and 7 deletions

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