diff options
Diffstat (limited to 'scene/3d/physics/character_body_3d.h')
-rw-r--r-- | scene/3d/physics/character_body_3d.h | 190 |
1 files changed, 190 insertions, 0 deletions
diff --git a/scene/3d/physics/character_body_3d.h b/scene/3d/physics/character_body_3d.h new file mode 100644 index 0000000000..cffc0f8e63 --- /dev/null +++ b/scene/3d/physics/character_body_3d.h @@ -0,0 +1,190 @@ +/**************************************************************************/ +/* character_body_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef CHARACTER_BODY_3D_H +#define CHARACTER_BODY_3D_H + +#include "scene/3d/physics/kinematic_collision_3d.h" +#include "scene/3d/physics/physics_body_3d.h" + +class CharacterBody3D : public PhysicsBody3D { + GDCLASS(CharacterBody3D, PhysicsBody3D); + +public: + enum MotionMode { + MOTION_MODE_GROUNDED, + MOTION_MODE_FLOATING, + }; + enum PlatformOnLeave { + PLATFORM_ON_LEAVE_ADD_VELOCITY, + PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY, + PLATFORM_ON_LEAVE_DO_NOTHING, + }; + bool move_and_slide(); + void apply_floor_snap(); + + const Vector3 &get_velocity() const; + void set_velocity(const Vector3 &p_velocity); + + bool is_on_floor() const; + bool is_on_floor_only() const; + bool is_on_wall() const; + bool is_on_wall_only() const; + bool is_on_ceiling() const; + bool is_on_ceiling_only() const; + const Vector3 &get_last_motion() const; + Vector3 get_position_delta() const; + const Vector3 &get_floor_normal() const; + const Vector3 &get_wall_normal() const; + const Vector3 &get_real_velocity() const; + real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; + const Vector3 &get_platform_velocity() const; + const Vector3 &get_platform_angular_velocity() const; + + virtual Vector3 get_linear_velocity() const override; + + int get_slide_collision_count() const; + PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const; + + void set_safe_margin(real_t p_margin); + real_t get_safe_margin() const; + + bool is_floor_stop_on_slope_enabled() const; + void set_floor_stop_on_slope_enabled(bool p_enabled); + + bool is_floor_constant_speed_enabled() const; + void set_floor_constant_speed_enabled(bool p_enabled); + + bool is_floor_block_on_wall_enabled() const; + void set_floor_block_on_wall_enabled(bool p_enabled); + + bool is_slide_on_ceiling_enabled() const; + void set_slide_on_ceiling_enabled(bool p_enabled); + + int get_max_slides() const; + void set_max_slides(int p_max_slides); + + real_t get_floor_max_angle() const; + void set_floor_max_angle(real_t p_radians); + + real_t get_floor_snap_length(); + void set_floor_snap_length(real_t p_floor_snap_length); + + real_t get_wall_min_slide_angle() const; + void set_wall_min_slide_angle(real_t p_radians); + + uint32_t get_platform_floor_layers() const; + void set_platform_floor_layers(const uint32_t p_exclude_layer); + + uint32_t get_platform_wall_layers() const; + void set_platform_wall_layers(const uint32_t p_exclude_layer); + + void set_motion_mode(MotionMode p_mode); + MotionMode get_motion_mode() const; + + void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity); + PlatformOnLeave get_platform_on_leave() const; + + CharacterBody3D(); + ~CharacterBody3D(); + +private: + real_t margin = 0.001; + MotionMode motion_mode = MOTION_MODE_GROUNDED; + PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY; + union CollisionState { + uint32_t state = 0; + struct { + bool floor; + bool wall; + bool ceiling; + }; + + CollisionState() { + } + + CollisionState(bool p_floor, bool p_wall, bool p_ceiling) { + floor = p_floor; + wall = p_wall; + ceiling = p_ceiling; + } + }; + + CollisionState collision_state; + bool floor_constant_speed = false; + bool floor_stop_on_slope = true; + bool floor_block_on_wall = true; + bool slide_on_ceiling = true; + int max_slides = 6; + int platform_layer = 0; + RID platform_rid; + ObjectID platform_object_id; + uint32_t platform_floor_layers = UINT32_MAX; + uint32_t platform_wall_layers = 0; + real_t floor_snap_length = 0.1; + real_t floor_max_angle = Math::deg_to_rad((real_t)45.0); + real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0); + Vector3 up_direction = Vector3(0.0, 1.0, 0.0); + Vector3 velocity; + Vector3 floor_normal; + Vector3 wall_normal; + Vector3 ceiling_normal; + Vector3 last_motion; + Vector3 platform_velocity; + Vector3 platform_angular_velocity; + Vector3 platform_ceiling_velocity; + Vector3 previous_position; + Vector3 real_velocity; + + Vector<PhysicsServer3D::MotionResult> motion_results; + Vector<Ref<KinematicCollision3D>> slide_colliders; + + void _move_and_slide_floating(double p_delta); + void _move_and_slide_grounded(double p_delta, bool p_was_on_floor); + + Ref<KinematicCollision3D> _get_slide_collision(int p_bounce); + Ref<KinematicCollision3D> _get_last_slide_collision(); + const Vector3 &get_up_direction() const; + bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up); + void set_up_direction(const Vector3 &p_up_direction); + void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true)); + void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision); + void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up); + +protected: + void _notification(int p_what); + static void _bind_methods(); + void _validate_property(PropertyInfo &p_property) const; +}; + +VARIANT_ENUM_CAST(CharacterBody3D::MotionMode); +VARIANT_ENUM_CAST(CharacterBody3D::PlatformOnLeave); + +#endif // CHARACTER_BODY_3D_H |