third persson prototype

This commit is contained in:
2024-08-12 11:45:42 +02:00
parent ba66b7b3b4
commit d9aba1924f
25 changed files with 24091 additions and 39 deletions

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sky_material = SubResource("PanoramaSkyMaterial_6c4vd")
[sub_resource type="Environment" id="Environment_ctwiv"]
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sky = SubResource("Sky_5ngqa")
tonemap_mode = 2
glow_enabled = true
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[node name="Prototype" type="Node3D"]
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_ctwiv")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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shadow_enabled = true
[node name="Floor" type="MeshInstance3D" parent="."]
mesh = SubResource("PlaneMesh_mmup0")
[node name="StaticBody3D" type="StaticBody3D" parent="Floor"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Floor/StaticBody3D"]
shape = SubResource("ConcavePolygonShape3D_26ptr")
[node name="Wall" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, -3)
mesh = SubResource("BoxMesh_plpqy")
[node name="StaticBody3D" type="StaticBody3D" parent="Wall"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Wall/StaticBody3D"]
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[node name="Slope" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 1, 4)
mesh = SubResource("PrismMesh_0l7qq")
surface_material_override/0 = SubResource("StandardMaterial3D_pfpgv")
[node name="StaticBody3D" type="StaticBody3D" parent="Slope"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Slope/StaticBody3D"]
shape = SubResource("ConcavePolygonShape3D_rit6o")
[node name="Player" parent="." instance=ExtResource("5_2382e")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0130468, 0)
velocity = Vector3(0, 0, 0)

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extends CharacterBody3D
const LERP_VALUE : float = 0.15
var snap_vector : Vector3 = Vector3.DOWN
var speed : float
@export_group("Movement variables")
@export var walk_speed : float = 2.0
@export var run_speed : float = 5.0
@export var jump_strength : float = 15.0
@export var gravity : float = 50.0
const ANIMATION_BLEND : float = 7.0
@onready var player_mesh : Node3D = $Mesh
@onready var spring_arm_pivot : Node3D = $SpringArmPivot
@onready var animator : AnimationTree = $AnimationTree
func _physics_process(delta):
var move_direction : Vector3 = Vector3.ZERO
move_direction.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
move_direction.z = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forwards")
move_direction = move_direction.rotated(Vector3.UP, spring_arm_pivot.rotation.y)
velocity.y -= gravity * delta
if Input.is_action_pressed("run"):
speed = run_speed
else:
speed = walk_speed
velocity.x = move_direction.x * speed
velocity.z = move_direction.z * speed
if move_direction:
player_mesh.rotation.y = lerp_angle(player_mesh.rotation.y, atan2(velocity.x, velocity.z), LERP_VALUE)
var just_landed := is_on_floor() and snap_vector == Vector3.ZERO
var is_jumping := is_on_floor() and Input.is_action_just_pressed("jump")
if is_jumping:
velocity.y = jump_strength
snap_vector = Vector3.ZERO
elif just_landed:
snap_vector = Vector3.DOWN
apply_floor_snap()
move_and_slide()
animate(delta)
func animate(delta):
if is_on_floor():
animator.set("parameters/ground_air_transition/transition_request", "grounded")
if velocity.length() > 0:
if speed == run_speed:
animator.set("parameters/iwr_blend/blend_amount", lerp(animator.get("parameters/iwr_blend/blend_amount"), 1.0, delta * ANIMATION_BLEND))
else:
animator.set("parameters/iwr_blend/blend_amount", lerp(animator.get("parameters/iwr_blend/blend_amount"), 0.0, delta * ANIMATION_BLEND))
else:
animator.set("parameters/iwr_blend/blend_amount", lerp(animator.get("parameters/iwr_blend/blend_amount"), -1.0, delta * ANIMATION_BLEND))
else:
animator.set("parameters/ground_air_transition/transition_request", "air")

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extends Node3D
@export_group("FOV")
@export var change_fov_on_run : bool
@export var normal_fov : float = 75.0
@export var run_fov : float = 90.0
const CAMERA_BLEND : float = 0.05
@onready var spring_arm : SpringArm3D = $SpringArm3D
@onready var camera : Camera3D = $SpringArm3D/Camera3D
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _unhandled_input(event):
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * 0.005)
spring_arm.rotate_x(-event.relative.y * 0.005)
spring_arm.rotation.x = clamp(spring_arm.rotation.x, -PI/4, PI/4)
func _physics_process(_delta):
if change_fov_on_run:
if owner.is_on_floor():
if Input.is_action_pressed("run"):
camera.fov = lerp(camera.fov, run_fov, CAMERA_BLEND)
else:
camera.fov = lerp(camera.fov, normal_fov, CAMERA_BLEND)
else:
camera.fov = lerp(camera.fov, normal_fov, CAMERA_BLEND)

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@@ -1 +1 @@
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[gd_scene load_steps=2 format=3 uid="uid://uiwigxsdnci1"]
[ext_resource type="Texture2D" uid="uid://cuend5rtkhbnp" path="res://icon.svg" id="1_q81dj"]
[node name="Node2D" type="Node2D"]
[node name="GDExample" type="GDExample" parent="."]
position = Vector2(5.20978, 6.34048)
texture = ExtResource("1_q81dj")
centered = false

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@@ -11,6 +11,40 @@ config_version=5
[application]
config/name="Blitz3"
run/main_scene="res://main.tscn"
config/tags=PackedStringArray("templates")
run/main_scene="res://Scenes/Levels/prototype.tscn"
config/features=PackedStringArray("4.2", "Forward Plus")
config/icon="res://icon.svg"
[input]
move_left={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"echo":false,"script":null)
]
}
move_forwards={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"echo":false,"script":null)
]
}
move_backwards={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"echo":false,"script":null)
]
}
run={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
jump={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"echo":false,"script":null)
]
}

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src/Player.cpp Normal file
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#include "Player.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/input.hpp>
#include <godot_cpp/classes/input_map.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
static const float WalkSpeed = 2.0;
static const float RunSpeed = 5.0;
static const float JumpStrength = 15.0;
static const float Gravity = 50.0;
static const float LerpValue = 0.15;
static const float AnimationBlend = 7.0;
namespace blitz {
void Player::_bind_methods() {}
Player::Player() {}
Player::~Player() {}
void Player::_ready() {
godot::InputMap::get_singleton()->load_from_project_settings();
m_PlayerMesh = Object::cast_to<godot::Node3D>(get_child(0));
m_SpringArmPivot = Object::cast_to<godot::Node3D>(get_child(2));
m_AnimationTree = Object::cast_to<godot::AnimationTree>(get_child(4));
DEV_ASSERT(m_PlayerMesh);
DEV_ASSERT(m_SpringArmPivot);
DEV_ASSERT(m_AnimationTree);
apply_floor_snap();
animate(0);
}
void Player::_physics_process(float delta) {
if (godot::Engine::get_singleton()->is_editor_hint())
return;
auto* Input = godot::Input::get_singleton();
godot::Vector3 move_direction{0, 0, 0};
move_direction.x = Input->get_action_strength("move_right") - Input->get_action_strength("move_left");
move_direction.z = Input->get_action_strength("move_backwards") - Input->get_action_strength("move_forwards");
move_direction = move_direction.rotated({0, 1, 0}, m_SpringArmPivot->get_rotation().y);
godot::Vector3 newVelocity = get_velocity();
newVelocity.y -= Gravity * delta;
set_velocity(newVelocity);
if (Input->is_action_pressed("run"))
m_Speed = RunSpeed;
else
m_Speed = WalkSpeed;
newVelocity = get_velocity();
newVelocity.x = move_direction.x * m_Speed;
newVelocity.z = move_direction.z * m_Speed;
set_velocity(newVelocity);
if (move_direction != godot::Vector3{0, 0, 0}) {
godot::Vector3 newRotation = m_PlayerMesh->get_rotation();
newRotation.y = godot::UtilityFunctions::lerp_angle(
newRotation.y, godot::UtilityFunctions::atan2(get_velocity().x, get_velocity().z), LerpValue);
m_PlayerMesh->set_rotation(newRotation);
}
bool justLanded = is_on_floor() && m_SnapVector == godot::Vector3{0, 0, 0};
bool isJumping = is_on_floor() && Input->is_action_just_pressed("jump");
if (isJumping) {
newVelocity = get_velocity();
newVelocity.y = JumpStrength;
set_velocity(newVelocity);
m_SnapVector.zero();
} else if (justLanded) {
m_SnapVector = {0, -1, 0};
}
apply_floor_snap();
move_and_slide();
animate(delta);
}
void Player::animate(float delta) {
if (is_on_floor()) {
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "grounded");
if (get_velocity().length() > 0) {
if (m_Speed == RunSpeed) {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
godot::UtilityFunctions::lerp(
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 1.0, delta * AnimationBlend));
} else {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
godot::UtilityFunctions::lerp(
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 0.0, delta * AnimationBlend));
}
} else {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
godot::UtilityFunctions::lerp(
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), -1.0, delta * AnimationBlend));
}
} else {
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "air");
}
}
} // namespace blitz

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src/Player.h Normal file
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#pragma once
#include <godot_cpp/classes/animation_tree.hpp>
#include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/node3d.hpp>
namespace blitz {
class Player : public godot::CharacterBody3D {
GDCLASS(Player, godot::CharacterBody3D);
protected:
static void _bind_methods();
public:
Player();
~Player();
void _ready();
void _physics_process(float delta);
void animate(float delta);
private:
godot::Node3D* m_PlayerMesh;
godot::Node3D* m_SpringArmPivot;
godot::AnimationTree* m_AnimationTree;
godot::Vector3 m_SnapVector;
float m_Speed;
/*
@onready var player_mesh : Node3D = $Mesh
@onready var spring_arm_pivot : Node3D = $SpringArmPivot
@onready var animator : AnimationTree = $AnimationTree
*/
};
} // namespace blitz

65
src/SpringArmPivot.cpp Normal file
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#include "SpringArmPivot.h"
#include "Player.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/input.hpp>
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
#include <godot_cpp/classes/spring_arm3d.hpp>
#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
static const float NormalFov = 75.0;
static const float RunFov = 90.0;
static const float CameraBlend = 0.05;
namespace blitz {
void SpringArmPivot::_bind_methods() {
godot::ClassDB::bind_method(godot::D_METHOD("get_dynfov"), &SpringArmPivot::IsFovDynamic);
godot::ClassDB::bind_method(godot::D_METHOD("set_dynfov", "dynamic_fov"), &SpringArmPivot::SetDynamicFov);
ADD_PROPERTY(godot::PropertyInfo(godot::Variant::BOOL, "dynamic_fov"), "set_dynfov", "get_dynfov");
}
SpringArmPivot::SpringArmPivot() {}
SpringArmPivot::~SpringArmPivot() {}
void SpringArmPivot::_ready() {
m_SpringArm = Object::cast_to<godot::SpringArm3D>(get_child(0));
m_Camera = Object::cast_to<godot::Camera3D>(m_SpringArm->get_child(0));
DEV_ASSERT(m_SpringArm);
DEV_ASSERT(m_Camera);
if (!godot::Engine::get_singleton()->is_editor_hint()) {
godot::Input::get_singleton()->set_mouse_mode(godot::Input::MOUSE_MODE_CAPTURED);
}
}
void SpringArmPivot::_unhandled_input(const godot::Ref<godot::InputEvent>& p_event) {
auto* event = Object::cast_to<godot::InputEventMouseMotion>(p_event.ptr());
if (event) {
rotate_y(-event->get_relative().x * 0.005);
m_SpringArm->rotate_x(-event->get_relative().y * 0.005);
godot::Vector3 rotationClamped = m_SpringArm->get_rotation();
rotationClamped.x = godot::UtilityFunctions::clamp(rotationClamped.x, -Math_PI / 4, Math_PI / 4);
m_SpringArm->set_rotation(rotationClamped);
}
}
void SpringArmPivot::_physics_process(float delta) {
if (m_DynamicFOV) {
auto* parent = Object::cast_to<Player>(get_owner());
if (parent->is_on_floor()) {
if (godot::Input::get_singleton()->is_action_pressed("run")) {
m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), RunFov, CameraBlend));
} else {
m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), NormalFov, CameraBlend));
}
} else {
m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), NormalFov, CameraBlend));
}
}
}
} // namespace blitz

38
src/SpringArmPivot.h Normal file
View File

@@ -0,0 +1,38 @@
#pragma once
#include <godot_cpp/classes/input_event.hpp>
#include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/classes/spring_arm3d.hpp>
#include <godot_cpp/classes/camera3d.hpp>
namespace blitz {
class SpringArmPivot : public godot::Node3D {
GDCLASS(SpringArmPivot, godot::Node3D);
protected:
static void _bind_methods();
public:
SpringArmPivot();
~SpringArmPivot();
void _ready();
void _unhandled_input(const godot::Ref<godot::InputEvent>& p_event);
void _physics_process(float delta);
void SetDynamicFov(bool fov) {
m_DynamicFOV = fov;
}
bool IsFovDynamic() const {
return m_DynamicFOV;
}
private:
godot::SpringArm3D* m_SpringArm;
godot::Camera3D* m_Camera;
bool m_DynamicFOV = false;
};
} // namespace blitz

View File

@@ -1,6 +1,7 @@
#include "register_types.h"
#include "gdexample.h"
#include "Player.h"
#include "SpringArmPivot.h"
#include <gdextension_interface.h>
#include <godot_cpp/core/defs.hpp>
@@ -8,37 +9,29 @@
using namespace godot;
void initialize_example_module(ModuleInitializationLevel p_level)
{
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE)
{
return;
}
void initialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
ClassDB::register_class<GDExample>();
ClassDB::register_class<blitz::Player>();
ClassDB::register_class<blitz::SpringArmPivot>();
}
void uninitialize_example_module(ModuleInitializationLevel p_level)
{
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE)
{
return;
}
void uninitialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
}
extern "C"
{
GDExtensionBool GDE_EXPORT library_init(
GDExtensionInterfaceGetProcAddress p_get_proc,
const GDExtensionClassLibraryPtr p_library,
GDExtensionInitialization *r_initialization)
{
godot::GDExtensionBinding::InitObject init_obj(p_get_proc, p_library, r_initialization);
GDExtensionBool GDE_EXPORT library_init(GDExtensionInterfaceGetProcAddress p_get_proc, const GDExtensionClassLibraryPtr p_library,
GDExtensionInitialization* r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}
return init_obj.init();
}