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A Basic Controller for a 3D Rigidbody in Godot 3.0
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# --- | |
# Note: I honestly can't remember where this gist came from. | |
# This sounds like something I would've uploaded from sample code people shared on Reddit while asking questions. | |
# So, as far as my part in sharing this code, I would consider it to be MIT licensed. | |
# If someone on Reddit suddenly pops up saying I'm not crediting them, then I'll gladly add the credit. | |
# --- | |
# A Rigidbody Controller for basic 3D movement | |
extends RigidBody | |
# not sure what to put here to get proper turning | |
var turn_speed = Vector3(1,0,0) | |
# not sure what to put here to get proper movement | |
var movement_speed = Vector3(1,0,0) | |
# The direction in which to conduct a raycast to check for jumping | |
var floor_jump_dir = Vector3(0,1,0) | |
# jump_flag | |
var jump_enabled = true | |
const JUMP_RAYCAST_CHECK_RANGE = 10.0 | |
# Add input action dependencies if not present | |
func _ready(): | |
if not InputMap.has_action("turn_left"): | |
# add associated turn_left event | |
InputMap.add_action("turn_left") | |
var left_key = InputEventKey.new() | |
left_key.set_scancode(KEY_LEFT) | |
InputMap.action_add_event("turn_left",left_key) | |
# do the same for all of the other actions mentioned in the | |
# _integrate_forces method | |
# this will ensure that all necessary actions and associated events EXIST | |
# so long as at least one of these RigidbodyController3D scripts is used | |
# The documentation of Rigidbody advises against adding | |
# physics forces during _input, suggesting to use | |
# _integrate_forces instead. | |
# http://docs.godotengine.org/en/latest/classes/class_rigidbody.html#class-rigidbody-set-angular-velocity | |
func _integrate_forces(state): | |
# Detect input and alter the state accordingly | |
if Input.is_action_pressed("turn_left"): | |
state.set_angular_velocity(-turn_speed) | |
if Input.is_action_pressed("turn_right"): | |
state.set_angular_velocity(turn_speed) | |
if Input.is_action_pressed("move_forward"): | |
state.set_linear_velocity(movement_speed) | |
if Input.is_action_pressed("move_backward"): | |
state.set_linear_velocity(-movement_speed) | |
if Input.is_action_pressed("jump") and can_jump(state): | |
state.set_linear_velocity(jump_speed) | |
func can_jump(state): | |
# Use raycasting start at points surrounding the model, | |
# pointed downwards to determine if ground is below. | |
# Measure how far the rays go before they collide with anything. | |
# Should be pretty short. | |
# Can use enable_jump as a toggle | |
# [self] is to preclude the raycast from hitting yourself | |
var hit = state.get_space_state().intersect_ray(Vector3(),JUMP_RAYCAST_CHECK_RANGE * -floor_jump_dir, [self]) | |
if hit.size() == 0: | |
return false | |
if hit.collider.is_in_group("floor"): | |
return true | |
# if one wanted to do wall jumping, then they would need to raycast | |
# in a different direction and check for a wall tag probably | |
# Might even be more efficient to have a member variable on the collider | |
# itself to check against. Especially if you have a lot of floors/walls | |
# in a single level. Something like... | |
# if hit.collider.can_jump_off_from(): | |
# return true | |
return false |
@Wapit1 Ah, yes. It is MIT licensed. I should probably put that in the text somewhere. XD
my i please use parts of this code for my open source godot 4 project
thanks
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Is it MIT licensed ?
I would like to use it for my open source project and I just want to make sure,
thanks