extends Node class_name CharacterMovementComponent ##################################### @export_category("Refrences") #Refrences @onready @export var mesh_ref : Node @onready @export var anim_ref : AnimBlend @onready @export var skeleton_ref : Skeleton3D @onready @export var collision_shape_ref : CollisionShape3D #@onready var bonker = $CollisionShape3D/HeadBonker @onready @export var camera_root : CameraComponent @onready @export var character_node : CharacterBody3D ##################################### ##################################### #Movement Settings @export_category("Movement Data") @export var AI := false @export var is_flying := false @export var gravity := 9.8 @export var tilt := false @export var tilt_power := 1.0 @export var ragdoll := false : get: return ragdoll set(Newragdoll): ragdoll = Newragdoll if ragdoll == true: if skeleton_ref: skeleton_ref.physical_bones_start_simulation() else: if skeleton_ref: skeleton_ref.physical_bones_stop_simulation() @export var jump_magnitude := 5.0 @export var max_stair_climb_height : float = 0.5 @export var max_close_stair_distance : float = 0.75 @export var roll_magnitude := 17.0 var default_height := 2.0 var crouch_height := 1.0 @export var crouch_switch_speed := 5.0 @export var rotation_in_place_min_angle := 90.0 #Movement Values Settings #you could play with the values to achieve different movement settings var deacceleration := 8.0 var acceleration_reducer := 4.0 var movement_data = { normal = { looking_direction = { standing = { walk_speed = 1.75, run_speed = 3.75, sprint_speed = 6.5, walk_acceleration = 20.0/acceleration_reducer, run_acceleration = 20.0/acceleration_reducer, sprint_acceleration = 7.5/acceleration_reducer, idle_rotation_rate = 0.5, walk_rotation_rate = 4.0, run_rotation_rate = 5.0, sprint_rotation_rate = 20.0, }, crouching = { walk_speed = 1.5, run_speed = 2, sprint_speed = 3, walk_acceleration = 25.0/acceleration_reducer, run_acceleration = 25.0/acceleration_reducer, sprint_acceleration = 5.0/acceleration_reducer, idle_rotation_rate = 0.5, walk_rotation_rate = 4.0, run_rotation_rate = 5.0, sprint_rotation_rate = 20.0, } }, velocity_direction = { standing = { walk_speed = 1.75, run_speed = 3.75, sprint_speed = 6.5, #Nomral Acceleration walk_acceleration = 20.0/acceleration_reducer, run_acceleration = 20.0/acceleration_reducer, sprint_acceleration = 7.5/acceleration_reducer, #Responsive Rotation idle_rotation_rate = 5.0, walk_rotation_rate = 8.0, run_rotation_rate = 12.0, sprint_rotation_rate = 20.0, }, crouching = { walk_speed = 1.5, run_speed = 2, sprint_speed = 3, #Responsive Acceleration walk_acceleration = 25.0/acceleration_reducer, run_acceleration = 25.0/acceleration_reducer, sprint_acceleration = 5.0/acceleration_reducer, #Nomral Rotation idle_rotation_rate = 0.5, walk_rotation_rate = 4.0, run_rotation_rate = 5.0, sprint_rotation_rate = 20.0, } }, aiming = { standing = { walk_speed = 1.65, run_speed = 3.75, sprint_speed = 6.5, walk_acceleration = 20.0/acceleration_reducer, run_acceleration = 20.0/acceleration_reducer, sprint_acceleration = 7.5/acceleration_reducer, idle_rotation_rate = 0.5, walk_rotation_rate = 4.0, run_rotation_rate = 5.0, sprint_rotation_rate = 20.0, }, crouching = { walk_speed = 1.5, run_speed = 2, sprint_speed = 3, walk_acceleration = 25.0/acceleration_reducer, run_acceleration = 25.0/acceleration_reducer, sprint_acceleration = 5.0/acceleration_reducer, idle_rotation_rate = 0.5, walk_rotation_rate = 4.0, run_rotation_rate = 5.0, sprint_rotation_rate = 20.0, } } } } ##################################### ##################################### #for logic #it is better not to change it if you don't want to break the system / only change it if you want to redesign the system var actual_acceleration :Vector3 var input_acceleration :Vector3 var vertical_velocity :Vector3 var actual_velocity :Vector3 var input_velocity :Vector3 var movement_direction var tiltVector : Vector3 var is_moving := false var input_is_moving := false var head_bonked := false var is_rotating_in_place := false var rotation_difference_camera_mesh : float var aim_rate_h :float var is_moving_on_stair :bool var current_movement_data = { walk_speed = 1.75, run_speed = 3.75, sprint_speed = 6.5, walk_acceleration = 20.0, run_acceleration = 20.0, sprint_acceleration = 7.5, idle_rotation_rate = 0.5, walk_rotation_rate = 4.0, run_rotation_rate = 5.0, sprint_rotation_rate = 20.0, } ##################################### #animation var animation_is_moving_backward_relative_to_camera : bool var animation_velocity : Vector3 #status var movement_state = Global.movement_state.grounded var movement_action = Global.movement_action.none @export_category("States") @export var rotation_mode : Global.rotation_mode = Global.rotation_mode.velocity_direction : get: return rotation_mode set(Newrotation_mode): rotation_mode = Newrotation_mode update_character_movement() @export var gait : Global.gait = Global.gait.walking : get: return gait set(Newgait): gait = Newgait update_character_movement() @export var stance : Global.stance = Global.stance.standing : set(Newstance): stance = Newstance update_character_movement() @export var overlay_state = Global.overlay_state @export_category("Animations") @export var TurnLeftAnim : String = "TurnLeft": set(value): TurnLeftAnim = value update_animations() @export var TurnRightAnim : String = "TurnRight": set(value): TurnRightAnim = value update_animations() @export var FallingAnim : String = "Falling": set(value): FallingAnim = value update_animations() @export var IdleAnim : String = "Idle": set(value): IdleAnim = value update_animations() @export var WalkForwardAnim : String = "Walk": set(value): WalkForwardAnim = value update_animations() @export var WalkBackwardAnim : String = "WalkingBackward": set(value): WalkBackwardAnim = value update_animations() @export var JogForwardAnim : String = "JogForward": set(value): JogForwardAnim = value update_animations() @export var JogBackwardAnim : String = "Jogbackward": set(value): JogBackwardAnim = value update_animations() @export var RunAnim : String = "Run": set(value): RunAnim = value update_animations() @export var StopAnim : String = "RunToStop": set(value): StopAnim = value update_animations() @export var CrouchIdleAnim : String = "CrouchIdle": set(value): CrouchIdleAnim = value update_animations() @export var CrouchWalkAnim : String = "CrouchWalkingForward": set(value): CrouchWalkAnim = value update_animations() ##################################### func update_animations(): if !anim_ref: return anim_ref.tree_root.get_node("AnimTurnLeft").animation = TurnLeftAnim anim_ref.tree_root.get_node("AnimTurnRight").animation = TurnRightAnim anim_ref.tree_root.get_node("FallAnimation").animation = FallingAnim var velocity_direction : AnimationNodeBlendTree = anim_ref.tree_root.get_node("VelocityDirection") var standing_states = velocity_direction.get_node("standing") standing_states.get_node("Idle").animation = IdleAnim standing_states.get_node("Walk").get_node("Forward").animation = WalkForwardAnim standing_states.get_node("Walk").get_node("Backward").animation = WalkBackwardAnim standing_states.get_node("Jog").get_node("Forward").animation = JogForwardAnim standing_states.get_node("Jog").get_node("Backward").animation = JogBackwardAnim standing_states.get_node("Run").animation = RunAnim standing_states.get_node("Stopping").get_node("StopAnim").animation = StopAnim velocity_direction.get_node("crouching").get_node("CrouchIdle").animation = CrouchIdleAnim velocity_direction.get_node("crouching").get_node("CrouchWalkingForward").animation = CrouchWalkAnim func update_character_movement(): match rotation_mode: Global.rotation_mode.velocity_direction: # if skeleton_ref: # skeleton_ref.modification_stack.enabled = false tilt = false match stance: Global.stance.standing: current_movement_data = movement_data.normal.velocity_direction.standing Global.stance.crouching: current_movement_data = movement_data.normal.velocity_direction.crouching Global.rotation_mode.looking_direction: # if skeleton_ref: # skeleton_ref.modification_stack.enabled = false #Change to true when Godot fixes the bug. tilt = true match stance: Global.stance.standing: current_movement_data = movement_data.normal.looking_direction.standing Global.stance.crouching: current_movement_data = movement_data.normal.looking_direction.crouching Global.rotation_mode.aiming: match stance: Global.stance.standing: current_movement_data = movement_data.normal.aiming.standing Global.stance.crouching: current_movement_data = movement_data.normal.aiming.crouching ##################################### var previous_aim_rate_h :float var test_sphere : MeshInstance3D = MeshInstance3D.new() var test_sphere1 : MeshInstance3D = MeshInstance3D.new() func _ready(): #--------- These tests are for stride warping ---------# # test_sphere.mesh = SphereMesh.new() # test_sphere1.mesh = SphereMesh.new() # test_sphere.mesh.height = 0.2 # test_sphere.mesh.radius = 0.1 # test_sphere1.mesh.height = 0.2 # test_sphere1.mesh.radius = 0.1 # test_sphere.mesh.material = StandardMaterial3D.new() # test_sphere1.mesh.material = StandardMaterial3D.new() # test_sphere.mesh.material.albedo_color = Color.GREEN # test_sphere1.mesh.material.albedo_color = Color.RED update_animations() update_character_movement() var pose_warping_instance = pose_warping.new() func _process(delta): calc_animation_data() var orientation_warping_condition = rotation_mode != Global.rotation_mode.velocity_direction and movement_state == Global.movement_state.grounded and movement_action == Global.movement_action.none and gait != Global.gait.sprinting and input_is_moving pose_warping_instance.orientation_warping( orientation_warping_condition,camera_root.HObject,animation_velocity,skeleton_ref,"Hips",["Spine","Spine1","Spine2"],0.0,delta) func _physics_process(delta): #Debug() # aim_rate_h = abs((camera_root.HObject.rotation.y - previous_aim_rate_h) / delta) previous_aim_rate_h = camera_root.HObject.rotation.y # # animation_stride_warping() match movement_state: Global.movement_state.none: pass Global.movement_state.grounded: #------------------ Rotate Character Mesh ------------------# match movement_action: Global.movement_action.none: match rotation_mode: Global.rotation_mode.velocity_direction: if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5: smooth_character_rotation(actual_velocity,calc_grounded_rotation_rate(),delta) Global.rotation_mode.looking_direction: if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5: smooth_character_rotation(-camera_root.HObject.transform.basis.z if gait != Global.gait.sprinting else actual_velocity,calc_grounded_rotation_rate(),delta) rotate_in_place_check() Global.rotation_mode.aiming: if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5: smooth_character_rotation(-camera_root.HObject.transform.basis.z,calc_grounded_rotation_rate(),delta) rotate_in_place_check() Global.movement_action.rolling: if input_is_moving == true: smooth_character_rotation(input_acceleration ,2.0,delta) Global.movement_state.in_air: #------------------ Rotate Character Mesh In Air ------------------# match rotation_mode: Global.rotation_mode.velocity_direction: smooth_character_rotation(actual_velocity if (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 1.0 else -camera_root.HObject.transform.basis.z,5.0,delta) Global.rotation_mode.looking_direction: smooth_character_rotation(actual_velocity if (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 1.0 else -camera_root.HObject.transform.basis.z,5.0,delta) Global.rotation_mode.aiming: smooth_character_rotation(-camera_root.HObject.transform.basis.z ,15.0,delta) #------------------ Mantle Check ------------------# if input_is_moving == true: mantle_check() Global.movement_state.mantling: pass Global.movement_state.ragdoll: pass #------------------ Crouch ------------------# crouch_update(delta) #------------------ Gravity ------------------# if is_flying == false: character_node.velocity.y = lerp(character_node.velocity.y,vertical_velocity.y - character_node.get_floor_normal().y,delta * gravity) character_node.move_and_slide() if character_node.is_on_floor() and is_flying == false: movement_state = Global.movement_state.grounded vertical_velocity = -character_node.get_floor_normal() * 10 else: await get_tree().create_timer(0.1).timeout #wait a moment to see if the character lands fast (this means that the character didn't fall, but stepped down a bit.) movement_state = Global.movement_state.in_air vertical_velocity += Vector3.DOWN * gravity * delta if character_node.is_on_ceiling(): vertical_velocity.y = 0 #------------------ Stair climb ------------------# #stair movement must happen after gravity so it can override in air status stair_move() func crouch_update(delta): var direct_state = character_node.get_world_3d().direct_space_state var ray_info : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.new() ray_info.exclude = [RID(collision_shape_ref)] ray_info.from = collision_shape_ref.global_transform.origin + Vector3(0,collision_shape_ref.shape.height/2,0) ray_info.to = ray_info.from + Vector3(0, 0.2, 0) var collision = direct_state.intersect_ray(ray_info) if collision: head_bonked = true else: head_bonked = false if stance == Global.stance.crouching: collision_shape_ref.shape.height -= crouch_switch_speed * delta /2 mesh_ref.transform.origin.y += crouch_switch_speed * delta /1.5 elif stance == Global.stance.standing and not head_bonked: collision_shape_ref.shape.height += crouch_switch_speed * delta /2 mesh_ref.transform.origin.y -= crouch_switch_speed * delta /1.5 elif head_bonked: pass mesh_ref.transform.origin.y = clamp(mesh_ref.transform.origin.y,0.0,0.5) collision_shape_ref.shape.height = clamp(collision_shape_ref.shape.height,crouch_height,default_height) func stair_move(): var direct_state = character_node.get_world_3d().direct_space_state var obs_ray_info : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.new() obs_ray_info.exclude = [RID(character_node)] obs_ray_info.from = mesh_ref.global_transform.origin if movement_direction: obs_ray_info.to = obs_ray_info.from + Vector3(0, 0, max_close_stair_distance).rotated(Vector3.UP,movement_direction) #this is used to know if there is obstacle var first_collision = direct_state.intersect_ray(obs_ray_info) if first_collision and input_is_moving: var climb_ray_info : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.new() climb_ray_info.exclude = [RID(character_node)] climb_ray_info.from = first_collision.collider.global_position + Vector3(0, max_stair_climb_height, 0) climb_ray_info.to = first_collision.collider.global_position var stair_top_collision = direct_state.intersect_ray(climb_ray_info) if stair_top_collision: if stair_top_collision.position.y - character_node.global_position.y > 0 and stair_top_collision.position.y - character_node.global_position.y < 0.15: movement_state = Global.movement_state.grounded is_moving_on_stair = true character_node.position.y += stair_top_collision.position.y - character_node.global_position.y character_node.global_position += Vector3(0, 0, 0.01).rotated(Vector3.UP,movement_direction) else: await get_tree().create_timer(0.4).timeout is_moving_on_stair = false else: await get_tree().create_timer(0.4).timeout is_moving_on_stair = false else: await get_tree().create_timer(0.4).timeout is_moving_on_stair = false func smooth_character_rotation(Target:Vector3,nodelerpspeed,delta): mesh_ref.rotation.y = lerp_angle(mesh_ref.rotation.y, atan2(Target.x,Target.z) , delta * nodelerpspeed) func set_bone_x_rotation(skeleton,bone_name, x_rot,CharacterRootNode): var bone = skeleton.find_bone(bone_name) var bone_transform : Transform3D = skeleton.global_pose_to_local_pose(bone,skeleton.get_bone_global_pose_no_override(bone)) var rotate_amount = x_rot bone_transform = bone_transform.rotated(Vector3(1,0,0), rotate_amount) skeleton.set_bone_local_pose_override(bone, bone_transform,1.0,true) var prev :Transform3D var current :Transform3D var anim_speed func animation_stride_warping(): #this is currently being worked on and tested, so I don't reccomend using it. add_sibling(test_sphere) add_sibling(test_sphere1) skeleton_ref.clear_bones_local_pose_override() var distance_in_each_frame = (actual_velocity*Vector3(1,0,1)).rotated(Vector3.UP,mesh_ref.transform.basis.get_euler().y).length() var hips = skeleton_ref.find_bone("Hips") var hips_transform = skeleton_ref.get_bone_pose(hips) var Feet : Array = ["RightFoot","LeftFoot"] var Thighs : Array = ["RightUpLeg","LeftUpLeg"] var hips_distance_to_ground var stride_scale : float = 1.0 for Foot in Feet: #Get Bones var bone = skeleton_ref.find_bone(Foot) var bone_transform = skeleton_ref.get_bone_global_pose_no_override(bone) var thigh_bone = skeleton_ref.find_bone(Thighs[Feet.find(Foot)]) var thigh_transform = skeleton_ref.get_bone_global_pose_no_override(thigh_bone) var thigh_angle = thigh_transform.basis.get_euler().x #Calculate var stride_direction : Vector3 = Vector3.FORWARD # important to use in orientation warping var stride_warping_plane_origin = Plane(character_node.get_floor_normal(),bone_transform.origin).intersects_ray(thigh_transform.origin,Vector3.DOWN) # print(stride_warping_plane_origin) if stride_warping_plane_origin == null: return #Failed to get a plane origin/ we are probably in air var scale_origin = Plane(stride_direction,stride_warping_plane_origin).project(bone_transform.origin) var anim_speed = pow(hips_transform.origin.distance_to(bone_transform.origin),2) - pow(hips_transform.origin.y,2) anim_speed = sqrt(abs(anim_speed)) stride_scale = clampf(distance_in_each_frame/anim_speed,0.0,2.0) # print(test_sphere.global_position) var foot_warped_location : Vector3 = scale_origin + (bone_transform.origin - scale_origin) * stride_scale # Apply #test test_sphere.position = foot_warped_location.rotated(Vector3.UP,movement_direction) test_sphere1.position = bone_transform.origin.rotated(Vector3.UP,movement_direction) #I should replace this with leg IK system, and its target position is the foot_warped_location func calc_grounded_rotation_rate(): if input_is_moving == true: match gait: Global.gait.walking: return lerp(current_movement_data.idle_rotation_rate,current_movement_data.walk_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),0.0,current_movement_data.walk_speed,0.0,1.0)) * clamp(aim_rate_h,1.0,3.0) Global.gait.running: return lerp(current_movement_data.walk_rotation_rate,current_movement_data.run_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),current_movement_data.walk_speed,current_movement_data.run_speed,1.0,2.0)) * clamp(aim_rate_h,1.0,3.0) Global.gait.sprinting: return lerp(current_movement_data.run_rotation_rate,current_movement_data.sprint_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),current_movement_data.run_speed,current_movement_data.sprint_speed,2.0,3.0)) * clamp(aim_rate_h,1.0,2.5) else: return current_movement_data.idle_rotation_rate * clamp(aim_rate_h,1.0,3.0) func rotate_in_place_check(): is_rotating_in_place = false if !input_is_moving: var CameraAngle = Quaternion(Vector3(0,1,0),camera_root.HObject.rotation.y) var MeshAngle = Quaternion(Vector3(0,1,0),mesh_ref.rotation.y) rotation_difference_camera_mesh = rad_to_deg(MeshAngle.angle_to(CameraAngle) - PI) if (CameraAngle.dot(MeshAngle)) > 0: rotation_difference_camera_mesh *= -1 if floor(abs(rotation_difference_camera_mesh)) > rotation_in_place_min_angle: is_rotating_in_place = true smooth_character_rotation(-camera_root.HObject.transform.basis.z,calc_grounded_rotation_rate(),get_physics_process_delta_time()) func ik_look_at(position: Vector3): var lookatobject = character_node.get_node("LookAtObject") if lookatobject: lookatobject.position = position var PrevVelocity :Vector3 func add_movement_input(direction: Vector3, Speed: float , Acceleration: float) -> void: if is_flying == false: character_node.velocity.x = lerp(character_node.velocity.x, direction.x * Speed, Acceleration * get_physics_process_delta_time()) character_node.velocity.z = lerp(character_node.velocity.z, direction.z * Speed, Acceleration * get_physics_process_delta_time()) else: character_node.set_velocity(character_node.get_velocity().lerp(direction * Speed, Acceleration * get_physics_process_delta_time())) character_node.move_and_slide() input_velocity = Speed * direction movement_direction = atan2(input_velocity.x,input_velocity.z) input_is_moving = Speed > 0.0 input_acceleration = Acceleration * direction # actual_acceleration = (character_node.velocity - PrevVelocity) / (Acceleration * get_physics_process_delta_time()) PrevVelocity = character_node.velocity # actual_velocity = character_node.velocity #tiltCharacterMesh if tilt == true: var MovementDirectionRelativeToCamera = input_velocity.normalized().rotated(Vector3.UP,-camera_root.HObject.transform.basis.get_euler().y) var IsMovingBackwardRelativeToCamera = false if input_velocity.rotated(Vector3.UP,-camera_root.HObject.transform.basis.get_euler().y).z >= -0.1 else true if IsMovingBackwardRelativeToCamera: MovementDirectionRelativeToCamera.x = MovementDirectionRelativeToCamera.x * -1 tiltVector = (MovementDirectionRelativeToCamera).rotated(Vector3.UP,-PI/2) / (8.0/tilt_power) mesh_ref.rotation.x = lerp(mesh_ref.rotation.x,tiltVector.x,Acceleration * get_physics_process_delta_time()) mesh_ref.rotation.z = lerp(mesh_ref.rotation.z,tiltVector.z,Acceleration * get_physics_process_delta_time()) # func calc_animation_data(): # it is used to modify the animation data to get the wanted animation result animation_is_moving_backward_relative_to_camera = false if -actual_velocity.rotated(Vector3.UP,-camera_root.HObject.transform.basis.get_euler().y).z >= -0.1 else true animation_velocity = actual_velocity # a method to make the character' anim walk backward when moving left # if is_equal_approx(input_velocity.normalized().rotated(Vector3.UP,-$CameraRoot.HObject.transform.basis.get_euler().y).x,-1.0): # animation_velocity = velocity * -1 # animation_is_moving_backward_relative_to_camera = true func mantle_check(): pass func jump() -> void: if character_node.is_on_floor() and not head_bonked: vertical_velocity = Vector3.UP * jump_magnitude