244 lines
7.0 KiB
GDScript
244 lines
7.0 KiB
GDScript
@tool
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class_name XRToolsMovementGrapple
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extends XRToolsMovementProvider
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## XR Tools Movement Provider for Grapple Movement
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##
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## This script provide simple grapple based movement - "bat hook" style
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## where the player flings a rope to the target and swings on it.
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## This script works with the [XRToolsPlayerBody] attached to the players
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## [XROrigin3D].
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## Signal emitted when grapple starts
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signal grapple_started()
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## Signal emitted when grapple finishes
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signal grapple_finished()
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## Grapple state
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enum GrappleState {
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IDLE, ## Grapple is idle
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FIRED, ## Grapple is fired
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WINCHING, ## Grapple is winching
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}
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# Default grapple collision mask of 1-5 (world)
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const DEFAULT_COLLISION_MASK := 0b0000_0000_0000_0000_0000_0000_0001_1111
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# Default grapple enable mask of 5:grapple-target
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const DEFAULT_ENABLE_MASK := 0b0000_0000_0000_0000_0000_0000_0001_0000
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## Movement provider order
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@export var order : int = 20
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## Grapple length - use to adjust maximum distance for possible grapple hooking.
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@export var grapple_length : float = 15.0
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## Grapple collision mask
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@export_flags_3d_physics var grapple_collision_mask : int = DEFAULT_COLLISION_MASK:
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set = _set_grapple_collision_mask
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## Grapple enable mask
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@export_flags_3d_physics var grapple_enable_mask : int = DEFAULT_ENABLE_MASK
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## Impulse speed applied to the player on first grapple
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@export var impulse_speed : float = 10.0
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## Winch speed applied to the player while the grapple is held
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@export var winch_speed : float = 2.0
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## Probably need to add export variables for line size, maybe line material at
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## some point so dev does not need to make children editable to do this.
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## For now, right click on grapple node and make children editable to edit these
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## facets.
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@export var rope_width : float = 0.02
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## Air friction while grappling
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@export var friction : float = 0.1
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## Grapple button (triggers grappling movement). Be sure this button does not
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## conflict with other functions.
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@export var grapple_button_action : String = "trigger_click"
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# Hook related variables
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var hook_object : Node3D = null
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var hook_local := Vector3(0,0,0)
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var hook_point := Vector3(0,0,0)
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# Grapple button state
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var _grapple_button := false
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# Get line creation nodes
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@onready var _line_helper : Node3D = $LineHelper
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@onready var _line : CSGCylinder3D = $LineHelper/Line
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# Get Controller node - consider way to universalize this if user wanted to
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# attach this to a gun instead of player's hand. Could consider variable to
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# select controller instead.
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@onready var _controller := XRHelpers.get_xr_controller(self)
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# Get Raycast node
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@onready var _grapple_raycast : RayCast3D = $Grapple_RayCast
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# Get Grapple Target Node
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@onready var _grapple_target : Node3D = $Grapple_Target
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# Add support for is_xr_class on XRTools classes
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func is_xr_class(name : String) -> bool:
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return name == "XRToolsMovementGrapple" or super(name)
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# Function run when node is added to scene
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func _ready():
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# In Godot 4 we must now manually call our super class ready function
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super()
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# Skip if running in the editor
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if Engine.is_editor_hint():
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return
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# Ensure grapple length is valid
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var min_hook_length := 1.5 * XRServer.world_scale
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if grapple_length < min_hook_length:
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grapple_length = min_hook_length
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# Set ray-cast
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_grapple_raycast.target_position = Vector3(0, 0, -grapple_length) * XRServer.world_scale
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_grapple_raycast.collision_mask = grapple_collision_mask
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# Deal with line
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_line.radius = rope_width
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_line.hide()
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# Update grapple display objects
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func _process(_delta: float):
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# Skip if running in the editor
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if Engine.is_editor_hint():
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return
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# Update grapple line
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if is_active:
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var line_length := (hook_point - _controller.global_transform.origin).length()
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_line_helper.look_at(hook_point, Vector3.UP)
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_line.height = line_length
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_line.position.z = line_length / -2
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_line.visible = true
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else:
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_line.visible = false
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# Update grapple target
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if enabled and !is_active and _is_raycast_valid():
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_grapple_target.global_transform.origin = _grapple_raycast.get_collision_point()
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_grapple_target.global_transform = _grapple_target.global_transform.orthonormalized()
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_grapple_target.visible = true
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else:
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_grapple_target.visible = false
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# Perform grapple movement
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func physics_movement(delta: float, player_body: XRToolsPlayerBody, disabled: bool):
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# Disable if requested
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if disabled or !enabled or !_controller.get_is_active():
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_set_grappling(false)
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return
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# Update grapple button
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var old_grapple_button := _grapple_button
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_grapple_button = _controller.is_button_pressed(grapple_button_action)
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# Enable/disable grappling
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var do_impulse := false
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if is_active and !_grapple_button:
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_set_grappling(false)
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elif _grapple_button and !old_grapple_button and _is_raycast_valid():
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hook_object = _grapple_raycast.get_collider()
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hook_point = _grapple_raycast.get_collision_point()
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hook_local = hook_point * hook_object.global_transform
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do_impulse = true
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_set_grappling(true)
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# Skip if not grappling
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if !is_active:
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return
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# Get hook direction
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hook_point = hook_object.global_transform * hook_local
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var hook_vector := hook_point - _controller.global_transform.origin
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var hook_length := hook_vector.length()
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var hook_direction := hook_vector / hook_length
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# Apply gravity
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player_body.velocity += player_body.gravity * delta
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# Select the grapple speed
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var speed := impulse_speed if do_impulse else winch_speed
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if hook_length < 1.0:
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speed = 0.0
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# Ensure velocity is at least winch_speed towards hook
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var vdot = player_body.velocity.dot(hook_direction)
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if vdot < speed:
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player_body.velocity += hook_direction * (speed - vdot)
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# Scale down velocity
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player_body.velocity *= 1.0 - friction * delta
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# Perform exclusive movement as we have dealt with gravity
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player_body.velocity = player_body.move_body(player_body.velocity)
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return true
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# Called when the grapple collision mask has been modified
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func _set_grapple_collision_mask(new_value: int) -> void:
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grapple_collision_mask = new_value
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if is_inside_tree() and _grapple_raycast:
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_grapple_raycast.collision_mask = new_value
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# Set the grappling state and fire any signals
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func _set_grappling(active: bool) -> void:
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# Skip if no change
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if active == is_active:
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return
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# Update the is_active flag
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is_active = active;
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# Report transition
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if is_active:
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emit_signal("grapple_started")
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else:
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emit_signal("grapple_finished")
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# Test if the raycast is striking a valid target
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func _is_raycast_valid() -> bool:
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# Fail if raycast not colliding
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if not _grapple_raycast.is_colliding():
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return false
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# Get the target of the raycast
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var target : CollisionObject3D = _grapple_raycast.get_collider()
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# Check tartget layer
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return true if target.collision_layer & grapple_enable_mask else false
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# This method verifies the movement provider has a valid configuration.
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func _get_configuration_warnings() -> PackedStringArray:
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var warnings := super()
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# Check the controller node
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if !XRHelpers.get_xr_controller(self):
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warnings.append("This node must be within a branch of an XRController3D node")
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# Return warnings
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return warnings
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