191 lines
7.0 KiB
C++
191 lines
7.0 KiB
C++
/**************************************************************************/
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/* character_body_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef CHARACTER_BODY_3D_H
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#define CHARACTER_BODY_3D_H
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#include "scene/3d/physics/kinematic_collision_3d.h"
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#include "scene/3d/physics/physics_body_3d.h"
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class CharacterBody3D : public PhysicsBody3D {
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GDCLASS(CharacterBody3D, PhysicsBody3D);
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public:
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enum MotionMode {
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MOTION_MODE_GROUNDED,
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MOTION_MODE_FLOATING,
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};
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enum PlatformOnLeave {
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PLATFORM_ON_LEAVE_ADD_VELOCITY,
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PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY,
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PLATFORM_ON_LEAVE_DO_NOTHING,
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};
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bool move_and_slide();
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void apply_floor_snap();
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const Vector3 &get_velocity() const;
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void set_velocity(const Vector3 &p_velocity);
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bool is_on_floor() const;
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bool is_on_floor_only() const;
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bool is_on_wall() const;
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bool is_on_wall_only() const;
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bool is_on_ceiling() const;
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bool is_on_ceiling_only() const;
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const Vector3 &get_last_motion() const;
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Vector3 get_position_delta() const;
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const Vector3 &get_floor_normal() const;
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const Vector3 &get_wall_normal() const;
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const Vector3 &get_real_velocity() const;
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real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
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const Vector3 &get_platform_velocity() const;
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const Vector3 &get_platform_angular_velocity() const;
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virtual Vector3 get_linear_velocity() const override;
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int get_slide_collision_count() const;
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PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const;
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void set_safe_margin(real_t p_margin);
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real_t get_safe_margin() const;
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bool is_floor_stop_on_slope_enabled() const;
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void set_floor_stop_on_slope_enabled(bool p_enabled);
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bool is_floor_constant_speed_enabled() const;
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void set_floor_constant_speed_enabled(bool p_enabled);
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bool is_floor_block_on_wall_enabled() const;
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void set_floor_block_on_wall_enabled(bool p_enabled);
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bool is_slide_on_ceiling_enabled() const;
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void set_slide_on_ceiling_enabled(bool p_enabled);
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int get_max_slides() const;
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void set_max_slides(int p_max_slides);
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real_t get_floor_max_angle() const;
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void set_floor_max_angle(real_t p_radians);
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real_t get_floor_snap_length();
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void set_floor_snap_length(real_t p_floor_snap_length);
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real_t get_wall_min_slide_angle() const;
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void set_wall_min_slide_angle(real_t p_radians);
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uint32_t get_platform_floor_layers() const;
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void set_platform_floor_layers(const uint32_t p_exclude_layer);
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uint32_t get_platform_wall_layers() const;
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void set_platform_wall_layers(const uint32_t p_exclude_layer);
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void set_motion_mode(MotionMode p_mode);
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MotionMode get_motion_mode() const;
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void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity);
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PlatformOnLeave get_platform_on_leave() const;
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CharacterBody3D();
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~CharacterBody3D();
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private:
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real_t margin = 0.001;
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MotionMode motion_mode = MOTION_MODE_GROUNDED;
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PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY;
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union CollisionState {
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uint32_t state = 0;
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struct {
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bool floor;
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bool wall;
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bool ceiling;
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};
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CollisionState() {
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}
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CollisionState(bool p_floor, bool p_wall, bool p_ceiling) {
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floor = p_floor;
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wall = p_wall;
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ceiling = p_ceiling;
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}
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};
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CollisionState collision_state;
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bool floor_constant_speed = false;
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bool floor_stop_on_slope = true;
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bool floor_block_on_wall = true;
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bool slide_on_ceiling = true;
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int max_slides = 6;
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int platform_layer = 0;
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RID platform_rid;
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ObjectID platform_object_id;
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uint32_t platform_floor_layers = UINT32_MAX;
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uint32_t platform_wall_layers = 0;
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real_t floor_snap_length = 0.1;
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real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
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real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
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Vector3 up_direction = Vector3(0.0, 1.0, 0.0);
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Vector3 velocity;
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Vector3 floor_normal;
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Vector3 wall_normal;
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Vector3 ceiling_normal;
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Vector3 last_motion;
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Vector3 platform_velocity;
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Vector3 platform_angular_velocity;
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Vector3 platform_ceiling_velocity;
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Vector3 previous_position;
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Vector3 real_velocity;
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Vector<PhysicsServer3D::MotionResult> motion_results;
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Vector<Ref<KinematicCollision3D>> slide_colliders;
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void _move_and_slide_floating(double p_delta);
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void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
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Ref<KinematicCollision3D> _get_slide_collision(int p_bounce);
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Ref<KinematicCollision3D> _get_last_slide_collision();
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const Vector3 &get_up_direction() const;
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bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
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void set_up_direction(const Vector3 &p_up_direction);
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void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true));
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void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision);
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void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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};
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VARIANT_ENUM_CAST(CharacterBody3D::MotionMode);
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VARIANT_ENUM_CAST(CharacterBody3D::PlatformOnLeave);
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#endif // CHARACTER_BODY_3D_H
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