immersive-home/addons/godot-xr-tools/objects/force_body/force_body.gd

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@tool
class_name XRToolsForceBody
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extends AnimatableBody3D
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## XRTools Force Body script
##
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## This script enhances AnimatableBody3D with move_and_slide and the ability
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## to push bodies by emparting forces on them.
## Force Body Collision
class ForceBodyCollision:
## Collider object
var collider : Node3D
## Collision point
var position : Vector3
## Collision normal
var normal : Vector3
## Enables or disables pushing bodies
@export var push_bodies : bool = true
## Control the stiffness of the body
@export var stiffness : float = 10.0
## Control the maximum push force
@export var maximum_force : float = 1.0
## Maximum slides
@export var max_slides : int = 4
## Add support for is_xr_class on XRTools classes
func is_xr_class(name : String) -> bool:
return name == "XRToolsForceBody"
## This function moves and slides along the [param move] vector. It returns
## information about the last collision, or null if no collision
func move_and_slide(move : Vector3) -> ForceBodyCollision:
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# Make sure this is off or weird shit happens...
sync_to_physics = false
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# Loop performing the movement steps
var step_move := move
var ret : ForceBodyCollision = null
for step in max_slides:
# Take the next step
var collision := move_and_collide(step_move)
# If we didn't collide with anything then we have finished the entire
# move_and_slide operation
if not collision:
break
# Save relevant collision information
var collider := collision.get_collider()
var postion := collision.get_position()
var normal := collision.get_normal()
# Save the collision information
if not ret:
ret = ForceBodyCollision.new()
ret.collider = collider
ret.position = postion
ret.normal = normal
# Calculate the next move
var next_move := collision.get_remainder().slide(normal)
# Handle pushing bodies
if push_bodies:
var body := collider as RigidBody3D
if body:
# Calculate the momentum lost by the collision
var lost_momentum := step_move - next_move
# TODO: We should consider the velocity of the body such that
# we never push it away faster than our own velocity.
# Apply the lost momentum as an impulse to the body we hit
body.apply_impulse(
(lost_momentum * stiffness).limit_length(maximum_force),
position - body.global_position)
# Update the remaining movement
step_move = next_move
# Prevent bouncing back along movement path
if next_move.dot(move) <= 0:
break
# Return the last collision data
return ret