gimm350-VRClassProject-Godot/addons/godot-xr-tools/functions/movement_climb.gd

270 lines
7.8 KiB
GDScript

@tool
class_name XRToolsMovementClimb
extends XRToolsMovementProvider
## XR Tools Movement Provider for Climbing
##
## This script provides climbing movement for the player. To add climbing
## support, the player must also have [XRToolsFunctionPickup] nodes attached
## to the left and right controllers, and an [XRToolsPlayerBody] under the
## [XROrigin3D].
##
## Climbable objects can inherit from the climbable scene, or be [StaticBody]
## objects with the [XRToolsClimbable] script attached to them.
##
## When climbing, the global velocity of the [XRToolsPlayerBody] is averaged,
## and upon release the velocity is applied to the [XRToolsPlayerBody] with an
## optional fling multiplier, so the player can fling themselves up walls if
## desired.
## Signal invoked when the player starts climing
signal player_climb_start
## Signal invoked when the player ends climbing
signal player_climb_end
## Distance at which grabs snap
const SNAP_DISTANCE : float = 1.0
## Movement provider order
@export var order : int = 15
## Push forward when flinging
@export var forward_push : float = 1.0
## Velocity multiplier when flinging up walls
@export var fling_multiplier : float = 1.0
## Averages for velocity measurement
@export var velocity_averages : int = 5
# Left climbing handle
var _left_handle : Node3D
# Right climbing handle
var _right_handle : Node3D
# Dominant handle (moving the player)
var _dominant : Node3D
# Velocity averager
@onready var _averager := XRToolsVelocityAveragerLinear.new(velocity_averages)
# Left pickup node
@onready var _left_pickup_node := XRToolsFunctionPickup.find_left(self)
# Right pickup node
@onready var _right_pickup_node := XRToolsFunctionPickup.find_right(self)
# Left controller
@onready var _left_controller := XRHelpers.get_left_controller(self)
# Right controller
@onready var _right_controller := XRHelpers.get_right_controller(self)
# Left collision hand
@onready var _left_collision_hand := XRToolsCollisionHand.find_left(self)
# Right collision hand
@onready var _right_collision_hand := XRToolsCollisionHand.find_right(self)
# Add support for is_xr_class on XRTools classes
func is_xr_class(name : String) -> bool:
return name == "XRToolsMovementClimb" or super(name)
## Called when the node enters the scene tree for the first time.
func _ready():
# In Godot 4 we must now manually call our super class ready function
super()
# Do not initialise if in the editor
if Engine.is_editor_hint():
return
# Connect pickup funcitons
if _left_pickup_node.connect("has_picked_up", _on_left_picked_up):
push_error("Unable to connect left picked up signal")
if _right_pickup_node.connect("has_picked_up", _on_right_picked_up):
push_error("Unable to connect right picked up signal")
if _left_pickup_node.connect("has_dropped", _on_left_dropped):
push_error("Unable to connect left dropped signal")
if _right_pickup_node.connect("has_dropped", _on_right_dropped):
push_error("Unable to connect right dropped signal")
## Perform player physics movement
func physics_movement(delta: float, player_body: XRToolsPlayerBody, disabled: bool):
# Disable climbing if requested
if disabled or !enabled:
_set_climbing(false, player_body)
return
# Check for climbing handles being deleted while held
if not is_instance_valid(_left_handle):
_left_handle = null
if not is_instance_valid(_right_handle):
_right_handle = null
if not is_instance_valid(_dominant):
_dominant = null
# Snap grabs if too far
if _left_handle:
var left_pickup_pos := _left_controller.global_position
var left_grab_pos = _left_handle.global_position
if left_pickup_pos.distance_to(left_grab_pos) > SNAP_DISTANCE:
_left_pickup_node.drop_object()
if _right_handle:
var right_pickup_pos := _right_controller.global_position
var right_grab_pos := _right_handle.global_position
if right_pickup_pos.distance_to(right_grab_pos) > SNAP_DISTANCE:
_right_pickup_node.drop_object()
# Update climbing
_set_climbing(_dominant != null, player_body)
# Skip if not actively climbing
if !is_active:
return
# Calculate how much the player has moved
var offset := Vector3.ZERO
if _dominant == _left_handle:
var left_pickup_pos := _left_controller.global_position
var left_grab_pos := _left_handle.global_position
offset = left_pickup_pos - left_grab_pos
elif _dominant == _right_handle:
var right_pickup_pos := _right_controller.global_position
var right_grab_pos := _right_handle.global_position
offset = right_pickup_pos - right_grab_pos
# Move the player by the offset
var old_position := player_body.global_position
player_body.move_and_collide(-offset)
player_body.velocity = Vector3.ZERO
# Update the players average-velocity data
var distance := player_body.global_position - old_position
_averager.add_distance(delta, distance)
# Report exclusive motion performed (to bypass gravity)
return true
## Start or stop climbing
func _set_climbing(active: bool, player_body: XRToolsPlayerBody) -> void:
# Skip if no change
if active == is_active:
return
# Update state
is_active = active
# Handle state change
if is_active:
_averager.clear()
player_body.override_player_height(self, 0.0)
emit_signal("player_climb_start")
else:
# Calculate the forward direction (based on camera-forward)
var dir_forward = -player_body.camera_node.global_transform.basis.z \
.slide(player_body.up_player) \
.normalized()
# Set player velocity based on averaged velocity, fling multiplier,
# and a forward push
var velocity := _averager.velocity()
player_body.velocity = (velocity * fling_multiplier) + (dir_forward * forward_push)
player_body.override_player_height(self)
emit_signal("player_climb_end")
## Handler for left controller picked up
func _on_left_picked_up(what : Node3D) -> void:
# Get the climbable
var climbable = what as XRToolsClimbable
if not climbable:
return
# Get the handle
_left_handle = climbable.get_grab_handle(_left_pickup_node)
if not _left_handle:
return
# Switch dominance to the left handle
_dominant = _left_handle
# If collision hands present then target the handle
if _left_collision_hand:
_left_collision_hand.add_target_override(_left_handle, 0)
## Handler for right controller picked up
func _on_right_picked_up(what : Node3D) -> void:
# Get the climbable
var climbable = what as XRToolsClimbable
if not climbable:
return
# Get the handle
_right_handle = climbable.get_grab_handle(_right_pickup_node)
if not _right_handle:
return
# Switch dominance to the right handle
_dominant = _right_handle
# If collision hands present then target the handle
if _right_collision_hand:
_right_collision_hand.add_target_override(_right_handle, 0)
## Handler for left controller dropped
func _on_left_dropped() -> void:
# If collision hands present then clear handle target
if _left_collision_hand:
_left_collision_hand.remove_target_override(_left_handle)
# Release handle and transfer dominance
_left_handle = null
_dominant = _right_handle
## Handler for righ controller dropped
func _on_right_dropped() -> void:
# If collision hands present then clear handle target
if _right_collision_hand:
_right_collision_hand.remove_target_override(_right_handle)
# Release handle and transfer dominance
_right_handle = null
_dominant = _left_handle
# This method verifies the movement provider has a valid configuration.
func _get_configuration_warnings() -> PackedStringArray:
var warnings := super()
# Verify the left controller pickup
if !XRToolsFunctionPickup.find_left(self):
warnings.append("Unable to find left XRToolsFunctionPickup node")
# Verify the right controller pickup
if !XRToolsFunctionPickup.find_right(self):
warnings.append("Unable to find right XRToolsFunctionPickup node")
# Verify velocity averages
if velocity_averages < 2:
warnings.append("Minimum of 2 velocity averages needed")
# Return warnings
return warnings