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+/**************************************************************************/
+/* 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