diff options
| author | Anson Bridges <bridges.anson@gmail.com> | 2022-09-19 17:44:22 -0400 |
|---|---|---|
| committer | Anson Bridges <bridges.anson@gmail.com> | 2022-09-19 17:44:22 -0400 |
| commit | 1d347e770fddcdd051890cdf070fd2779ab113bf (patch) | |
| tree | 6501fb000509819b7ba58df15c9a831c8bdc44fb /src | |
| parent | 2fd755132f526c48fed2c1867530526971e1cf19 (diff) | |
problems: player controller perf, boat perf, NAVSERVER PERF
Diffstat (limited to 'src')
| -rw-r--r-- | src/PlayerController.gd | 297 | ||||
| -rw-r--r-- | src/camera_controller/.sconsign.dblite | bin | 0 -> 25088 bytes | |||
| -rw-r--r-- | src/camera_controller/PlayerCam.gd | 79 | ||||
| -rw-r--r-- | src/camera_controller/SConstruct | 109 | ||||
| -rw-r--r-- | src/camera_controller/gdlibrary.cpp | 15 | ||||
| -rw-r--r-- | src/camera_controller/gdlibrary.os | bin | 0 -> 185848 bytes | |||
| -rw-r--r-- | src/camera_controller/playercam.cpp | 107 | ||||
| -rw-r--r-- | src/camera_controller/playercam.h | 43 | ||||
| -rw-r--r-- | src/camera_controller/playercam.os | bin | 0 -> 248864 bytes | |||
| -rw-r--r-- | src/playercontroller.cpp | 313 | ||||
| -rw-r--r-- | src/playercontroller.h | 83 | ||||
| -rw-r--r-- | src/script_to_header.py | 2 |
12 files changed, 1047 insertions, 1 deletions
diff --git a/src/PlayerController.gd b/src/PlayerController.gd new file mode 100644 index 0000000..241cbe0 --- /dev/null +++ b/src/PlayerController.gd @@ -0,0 +1,297 @@ +extends RigidBody + +# Game +export var team: String = "RED" +export var health: int = 100 +var weapon: Node = null +var world: Spatial = null + +# Camera +export var mouse_sensitivity:float = 12.0 +export var FOV:float = 90.0 +var mouse_axis: Vector2 = Vector2.ZERO +onready var head: Spatial = $Neck/Head +onready var neck: Spatial = $Neck + +# Move +var velocity := Vector3() +var direction := Vector3() +var move_axis := Vector2() +var floorspeed := Vector3() +var jumping:bool = false +var can_jump:bool = true +onready var nav: NavigationAgent = $NavigationAgent + +# Walk +const FLOOR_MAX_ANGLE: float = deg2rad(46.0) +export var jump_height: float = 300.0 +var in_water : bool = false +var swim_speed : float = 450.0 +var climb_speed : float = 5.0 + +# Control +var controlling_machine: bool = false #whether character is riding/controlling something +var machine : RigidBody = null +export var is_player: bool = false #whether character is currently controlled by a player +var ladder_m: Spatial = null + +#physics +var player_state: PhysicsDirectBodyState = null +var is_on_floor:bool +var floor_normal : Vector3 = Vector3.UP +var acceleration:float = 80.0 +export var walk_speed:float = 5.0 +var c_friction:float = 4.0 +var air_control:float = 0.3 + +# Called when the node enters the scene tree +func _ready() -> void: + weapon = preload("res://scenes/weapons/w_Rockets.tscn").instance() + add_child(weapon) + world = get_tree().get_root().get_node("GAMEWORLD") + + $"%UseRay".add_exception(self) + $"%MeleeRay".add_exception(self) + $"%UseRay".add_exception($AreaDetect) + $"%MeleeRay".add_exception($AreaDetect) + +func get_init_info() -> Dictionary: + return {"linear_velocity" : linear_velocity, "angular_velocity" : angular_velocity, "controlling_machine" : controlling_machine, "team" : team, "health" : health, "nametag" : $Nametag.text} + +func mp_init(init_info: Dictionary): + for variable in init_info.keys(): + set(variable, init_info[variable]) + $Nametag.text = init_info["nametag"] + +remote func set_phys_transform(trfrm: Transform, lvel: Vector3): + transform = trfrm + linear_velocity = lvel + +# Called every frame. 'delta' is the elapsed time since the previous frame +func _process(_delta: float) -> void: + if is_player and !world.is_chatting: + if Input.is_action_just_pressed("use"): + initiate_use() + + if controlling_machine: + if Input.is_action_just_pressed("fire"): + machine.attack1() + if Input.is_action_just_pressed("fire2"): + machine.attack2() + machine.direction_input(Input.get_action_strength("move_forward"),Input.get_action_strength("move_backward"), Input.get_action_strength("move_right"),Input.get_action_strength("move_left"), Input.get_action_strength("alt_right"),Input.get_action_strength("alt_left")) + machine.misc_input(Input.get_action_strength("move_duck"),Input.get_action_strength("move_jump"),Input.get_action_strength("move_walk")) + machine.mouse_input(Input.get_action_strength("fire"), Input.get_action_strength("fire3"),Input.get_action_strength("fire2")) + else: + jumping = Input.get_action_strength("move_jump") + if Input.is_action_just_pressed("fire"): + weapon.attack1() + move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward") + move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left") + + +func initiate_use(): + if controlling_machine: + machine.relinquish_control() + return + if ladder_m != null: + leave_ladder() + return + if $"%UseRay".is_colliding(): + var area_c = $"%UseRay".get_collider() + match area_c.name: + "SteerArea": + world.rpc_id(1, "_call_on_server", "_client_request_control_vehicle", {"id" : world.client_id, "machine_path" : area_c.get_parent().get_path(), "char_name" : name}) + "LadderArea": + mount_ladder(area_c.get_parent()) + "TugArea": + pass + "PickupArea": + pass + _: + pass + +remotesync func set_net_owner(owner_id: int): + $Nametag.text = "" + set_network_master(owner_id) + if owner_id != 1: + $Nametag.text = world.players_info[owner_id][0] + if get_tree().get_network_unique_id() != 1: + if owner_id == world.client_id: + $Nametag.visible = false + world.player_char = self + is_player = true + world.cam.attach(self, "FIRSTPERSON", "./Neck/Head") + else: + $Nametag.visible = true + is_player = false + world.get_node("HUD").update_characters() + +func deselect_character(): + if is_network_master(): + world.player_char = null + if world.client_id != 1: world.cam.attach(world, "STATIC", "./DEFAULTCAM") + rpc("set_net_owner", 1) + +func take_control_of_machine(slave_machine: RigidBody): + machine = slave_machine + controlling_machine = true + +func lose_machine(): + if is_network_master(): world.cam.attach(self, "FIRSTPERSON", "./Neck/Head") + controlling_machine = false + machine = null + +# Called every physics tick. 'delta' is constant +func _physics_process(delta: float) -> void: + if is_network_master(): + if ladder_m != null: + climb_ladder(delta) + elif !on_floor_test() and in_water: + swim(delta) + else: + walk(delta) + is_on_floor = false #reset whether is on floor in between frames + +# called each physics frame +func on_floor_test() -> bool: + if $Feet.is_colliding(): + is_on_floor = true + floor_normal = Vector3.UP + floorspeed = $Feet.get_collider().get_linear_velocity() if $Feet.get_collider().has_method("get_linear_velocity") else Vector3.ZERO + return true + if player_state: + for i in range(player_state.get_contact_count()): + var contact_angle_from_up : float = Vector3.UP.angle_to(player_state.get_contact_local_normal(i)) + if contact_angle_from_up < FLOOR_MAX_ANGLE: + floor_normal = player_state.get_contact_local_normal(i) + is_on_floor = true + return true + return false + +#modify simulated physics results +func _integrate_forces(state: PhysicsDirectBodyState) -> void: + if !is_network_master(): + return + player_state = state + velocity = state.get_linear_velocity() + $normal_vis.look_at($normal_vis.global_transform.origin + global_transform.basis.z, floor_normal) + for i in range(player_state.get_contact_count()): + var contact_angle_from_up : float = Vector3.UP.angle_to(player_state.get_contact_local_normal(i)) + if contact_angle_from_up > FLOOR_MAX_ANGLE and !is_on_floor: + friction = 0 + break + if i == player_state.get_contact_count() - 1: + friction = 1 + + rpc("set_phys_transform", transform, linear_velocity) + if global_transform.origin.y < -30: + rpc("damage", 500000, "drown", [1, "Davy Jones"]) + +func walk(_delta: float) -> void: + # Input + direction = Vector3() + var aim: Basis = head.get_global_transform().basis + direction += -move_axis.x * aim.z + move_axis.y * aim.x + direction.y = 0 + direction = direction.normalized() + + if floor_normal != Vector3.UP: direction = direction.rotated(floor_normal.cross(Vector3.UP).normalized(), Vector3.UP.angle_to(floor_normal)) + + # Jump + if is_player and jumping and is_on_floor and can_jump: + jump() + + #max walk speed + var _speed = walk_speed + var _temp_accel: float = acceleration + var _cspeed = sqrt(pow(velocity.x-floorspeed.x,2)+pow(velocity.z-floorspeed.z,2)) + + if not is_on_floor: + _temp_accel *= air_control + + var projVel = Vector2(velocity.x-floorspeed.x,velocity.z-floorspeed.z).dot(Vector2(direction.x,direction.z)) + + if is_on_floor: + add_central_force(-mass*_cspeed*linear_velocity.normalized()*c_friction)#friction + if _speed - _cspeed > 0: + add_central_force (mass*Vector3(direction.x*_temp_accel, 0, direction.z*_temp_accel))#velocity.x += direction.x*_temp_accel + else: + add_central_force(mass*Vector3(direction.x*(_speed-projVel), 0, direction.z*(_speed-projVel))) + elif 1.0 - projVel > 0: + add_central_force (mass*Vector3(direction.x*_temp_accel, 0, direction.z*_temp_accel)) + +func jump(): + can_jump = false + apply_central_impulse(Vector3.UP*jump_height) + yield(get_tree().create_timer(0.05),"timeout") + can_jump = true + +func swim(_delta: float): + #drag and buoyancy + add_central_force(Vector3.UP*weight*1.0) + add_central_force(-1*linear_velocity*100) + #controls + var dir: Basis = head.get_global_transform().basis + var m_dir: Vector3 = -move_axis.x * dir.z + move_axis.y * dir.x + m_dir = m_dir.normalized() + add_central_force(swim_speed*m_dir) + if jumping: + add_central_force(Vector3.UP*weight*0.5) + +func enter_water(): + in_water = true + +func exit_water(): + in_water = false + +func mount_ladder(target_ladder: Spatial): + var ladder_tracker = Spatial.new() + ladder_tracker.name = name + target_ladder.add_child(ladder_tracker) + ladder_tracker.transform = target_ladder.bottom.transform + + ladder_tracker.global_transform.origin = target_ladder.get_nearest_point_to_route(global_transform.origin) + look_at(global_transform.origin + target_ladder.global_transform.basis.x, target_ladder.global_transform.basis.y) + + ladder_m = ladder_tracker + global_transform.origin = ladder_m.global_transform.origin + global_transform.basis = ladder_m.global_transform.basis.orthonormalized() + linear_velocity = Vector3.ZERO + set_gravity_scale(0.0) + +#called each frame while climbing ladder +func climb_ladder(delta: float): + var new_ladder_pos = ladder_m.global_transform.origin + ladder_m.global_transform.basis.y.normalized() * move_axis.x * delta * climb_speed + var prog = ladder_m.get_parent().get_climb_scalar(new_ladder_pos) + if prog >= 0.0 and prog <= 1.0: + ladder_m.global_transform.origin = new_ladder_pos + global_transform.origin = ladder_m.global_transform.origin + global_transform.basis = ladder_m.global_transform.basis.orthonormalized() + +func leave_ladder(): + if (ladder_m.get_parent().top.global_transform.origin - global_transform.origin).length_squared() < 0.01: + apply_central_impulse(-400*ladder_m.global_transform.basis.z) + global_transform.basis = world.global_transform.basis + set_gravity_scale(1.0) + ladder_m.queue_free() + ladder_m = null + +remotesync func damage(dmg_amt: int, _type: String, shooter: Array, extra: String): + health -= dmg_amt + if health <= 0 and is_network_master(): + if shooter[0] != get_network_master() and shooter[0] != 1: world.rpc_id(shooter[0], "game_killsound") + if get_network_master() == 1: + world._call_on_server("_character_death", {"killer_id" : shooter[0], "killer" : shooter[1], "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra}) + else: + world.rpc_id(1, "_call_on_server", "_character_death", {"killer_id" : shooter[0], "killer" : shooter[1], "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra}) + elif is_network_master(): + if shooter[0] != get_network_master() and shooter[0] != 1: world.rpc_id(shooter[0], "game_hitsound") + +remotesync func remove_dead_character(): + if is_network_master() and machine != null: + machine.relinquish_control() + deselect_character() + queue_free() + +remotesync func net_apply_impulse(impulse_v: Vector3): + apply_central_impulse(impulse_v) diff --git a/src/camera_controller/.sconsign.dblite b/src/camera_controller/.sconsign.dblite Binary files differnew file mode 100644 index 0000000..f7491e9 --- /dev/null +++ b/src/camera_controller/.sconsign.dblite diff --git a/src/camera_controller/PlayerCam.gd b/src/camera_controller/PlayerCam.gd new file mode 100644 index 0000000..382ec06 --- /dev/null +++ b/src/camera_controller/PlayerCam.gd @@ -0,0 +1,79 @@ +extends ClippedCamera + +var _modes: PoolStringArray = ["STATIC", "FIRSTPERSON", "THIRDPERSON", "ARM", "FREECAM"] +var mode: String = "STATIC" #STATIC, FIRSTPERSON, THIRDPERSON, ARM, FREECAM + +#first/third person variables +var head: Spatial = null +var neck: Spatial = null +var player: RigidBody = null + +#third person/arm variables +var arm: SpringArm = null + +var mouse_axis: Vector2 +var mouse_sensitivity: float = 12.0 + +func _ready(): + Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) + current = true + +func _input(event: InputEvent): + if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: + mouse_axis = event.relative + match mode: + "FIRSTPERSON": + mouse_firstperson() + "THIRDPERSON": + mouse_thirdperson() + "STATIC": + pass + "ARM": + mouse_arm() + "FREECAM": + mouse_freecam() + _: + pass + +func attach(new_parent: Node, c_mode: String, extra_path: String = "."): + if get_parent(): + get_parent().remove_child(self) + if c_mode in _modes: + mode = c_mode + if mode == "FIRSTPERSON": + head = new_parent.head; neck = new_parent.neck; + arm = null; + elif mode == "THIRDPERSON": + head = new_parent.head; neck = new_parent.neck; + arm = new_parent.arm + elif mode == "ARM": + head = null; neck = null; + arm = new_parent.arm + else: + head = null; neck = null; arm = null; + new_parent.get_node(extra_path).add_child(self) + transform = Transform.IDENTITY + +func mouse_firstperson() -> void: + if mouse_axis.length_squared() > 0: + var horizontal: float = -mouse_axis.x * (mouse_sensitivity / 100) + var vertical: float = -mouse_axis.y * (mouse_sensitivity / 100) + + neck.rotate_y(deg2rad(horizontal)) + head.rotate_x(deg2rad(vertical)) + + #vertical clamp + head.rotation_degrees.x = clamp(head.rotation_degrees.x, -90, 90) + +func mouse_thirdperson() -> void: + arm.rotation_degrees.x = clamp(rotation_degrees.x-mouse_axis.y*(mouse_sensitivity / 100),-90,90) + arm.rotation_degrees.y -= mouse_axis.x*(mouse_sensitivity / 100) + head.rotation_degrees.x = arm.rotation_degrees.x + neck.rotation_degrees.y = arm.rotation_degrees.y + +func mouse_arm() -> void: + arm.rotation_degrees.x = clamp(rotation_degrees.x-mouse_axis.y*(mouse_sensitivity / 100),-70,70) + arm.rotation_degrees.y -= mouse_axis.x*(mouse_sensitivity / 100) + +func mouse_freecam() -> void: + pass diff --git a/src/camera_controller/SConstruct b/src/camera_controller/SConstruct new file mode 100644 index 0000000..d68c103 --- /dev/null +++ b/src/camera_controller/SConstruct @@ -0,0 +1,109 @@ +#!python +import os + +opts = Variables([], ARGUMENTS) + +# Gets the standard flags CC, CCX, etc. +env = DefaultEnvironment() + +# Define our options +opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release'])) +opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx'])) +opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx'])) +opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no')) +opts.Add(PathVariable('target_path', 'The path where the lib is installed.', '../../godot/bin/')) +opts.Add(PathVariable('target_name', 'The library name.', 'libplayercam', PathVariable.PathAccept)) + +# Local dependency paths, adapt them to your setup +godot_headers_path = "../../godot-cpp/godot-headers/" +cpp_bindings_path = "../../godot-cpp/" +cpp_library = "libgodot-cpp" + +# only support 64 at this time.. +bits = 64 + +# Updates the environment with the option variables. +opts.Update(env) + +# Process some arguments +if env['use_llvm']: + env['CC'] = 'clang' + env['CXX'] = 'clang++' + +if env['p'] != '': + env['platform'] = env['p'] + +if env['platform'] == '': + print("No valid target platform selected.") + quit(); + +# For the reference: +# - CCFLAGS are compilation flags shared between C and C++ +# - CFLAGS are for C-specific compilation flags +# - CXXFLAGS are for C++-specific compilation flags +# - CPPFLAGS are for pre-processor flags +# - CPPDEFINES are for pre-processor defines +# - LINKFLAGS are for linking flags + +# Check our platform specifics +if env['platform'] == "osx": + env['target_path'] += 'osx/' + cpp_library += '.osx' + env.Append(CCFLAGS=['-arch', 'x86_64']) + env.Append(CXXFLAGS=['-std=c++17']) + env.Append(LINKFLAGS=['-arch', 'x86_64']) + if env['target'] in ('debug', 'd'): + env.Append(CCFLAGS=['-g', '-O2']) + else: + env.Append(CCFLAGS=['-g', '-O3']) + +elif env['platform'] in ('x11', 'linux'): + env['target_path'] += 'x11/' + cpp_library += '.linux' + env.Append(CCFLAGS=['-fPIC']) + env.Append(CXXFLAGS=['-std=c++17']) + if env['target'] in ('debug', 'd'): + env.Append(CCFLAGS=['-g3', '-Og']) + else: + env.Append(CCFLAGS=['-g', '-O3']) + +elif env['platform'] == "windows": + env['target_path'] += 'win64/' + cpp_library += '.windows' + # This makes sure to keep the session environment variables on windows, + # that way you can run scons in a vs 2017 prompt and it will find all the required tools + env.Append(ENV=os.environ) + + env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS']) + env.Append(CCFLAGS=['-W3', '-GR']) + env.Append(CXXFLAGS='/std:c++17') + if env['target'] in ('debug', 'd'): + env.Append(CPPDEFINES=['_DEBUG']) + env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI']) + env.Append(LINKFLAGS=['-DEBUG']) + else: + env.Append(CPPDEFINES=['NDEBUG']) + env.Append(CCFLAGS=['-O2', '-EHsc', '-MD']) + +if env['target'] in ('debug', 'd'): + cpp_library += '.debug' +else: + cpp_library += '.release' + +cpp_library += '.' + str(bits) + +# make sure our binding library is properly includes +env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/']) +env.Append(LIBPATH=[cpp_bindings_path + 'bin/']) +env.Append(LIBS=[cpp_library]) + +# tweak this if you want to use different folders, or more folders, to store your source code in. +env.Append(CPPPATH=['./']) +sources = Glob('*.cpp') + +library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources) + +Default(library) + +# Generates help for the -h scons option. +Help(opts.GenerateHelpText(env)) diff --git a/src/camera_controller/gdlibrary.cpp b/src/camera_controller/gdlibrary.cpp new file mode 100644 index 0000000..3311441 --- /dev/null +++ b/src/camera_controller/gdlibrary.cpp @@ -0,0 +1,15 @@ +#include "playercam.h" + +extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) { + godot::Godot::gdnative_init(o); +} + +extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) { + godot::Godot::gdnative_terminate(o); +} + +extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) { + godot::Godot::nativescript_init(handle); + + godot::register_class<godot::PlayerCam>(); +} diff --git a/src/camera_controller/gdlibrary.os b/src/camera_controller/gdlibrary.os Binary files differnew file mode 100644 index 0000000..ade72b5 --- /dev/null +++ b/src/camera_controller/gdlibrary.os diff --git a/src/camera_controller/playercam.cpp b/src/camera_controller/playercam.cpp new file mode 100644 index 0000000..f321c09 --- /dev/null +++ b/src/camera_controller/playercam.cpp @@ -0,0 +1,107 @@ +#include "playercam.h" +#include "InputEventMouseMotion.hpp" + + +using namespace godot; + +PlayerCam::PlayerCam () { } +PlayerCam::~PlayerCam () { } + +void PlayerCam::_register_methods() { + register_method("_ready", &PlayerCam::_ready); + register_method("_input", &PlayerCam::_input); + register_method("attach", &PlayerCam::attach); + register_method("mouse_firstperson", &PlayerCam::mouse_firstperson); + register_method("mouse_thirdperson", &PlayerCam::mouse_thirdperson); + register_method("mouse_arm", &PlayerCam::mouse_arm); + register_method("mouse_freecam", &PlayerCam::mouse_freecam); +} + +void PlayerCam::_init() { + mode = String("STATIC"); + head = nullptr; + neck = nullptr; + player = nullptr; + arm = nullptr; + mouse_axis = Vector2::ZERO; + mouse_sensitivity = 12.0; +} + +void PlayerCam::_ready() { + Input *input_singleton = Input::get_singleton(); + input_singleton->set_mouse_mode(Input::MOUSE_MODE_CAPTURED); + set_current(true); +} + +void PlayerCam::_input(const Ref<InputEvent> event) { + Input const *input_singleton = Input::get_singleton(); + Ref<InputEventMouseMotion> event_m(event); + if(event_m.is_valid() && input_singleton->get_mouse_mode() == Input::MOUSE_MODE_CAPTURED){ + mouse_axis = event_m->get_relative(); + if(mode == "FIRSTPERSON")mouse_firstperson(); + else if(mode == "THIRDPERSON")mouse_thirdperson(); + else if(mode == "STATIC"); + else if(mode == "ARM")mouse_arm(); + else if(mode == "FREECAM")mouse_freecam(); + } +} + +void PlayerCam::attach(Node* new_parent, String c_mode, String extra_path) { + if(get_parent() != nullptr) + get_parent()->remove_child(this); + if(c_mode == "FIRSTPERSON") { + head = (Spatial*)new_parent->find_node("Head", true, false); neck = (Spatial*)new_parent->find_node("Neck", true, false); + arm = nullptr; mode = c_mode; + } + else if (c_mode == "THIRDPERSON") { + head = (Spatial*)new_parent->find_node("Head", true, false); neck = (Spatial*)new_parent->find_node("Neck", true, false); + arm = (SpringArm*)new_parent->find_node("SpringArm", true, false); mode = c_mode; + } + else if(c_mode == "ARM") { + head = nullptr; neck = nullptr; + arm = (SpringArm*)new_parent->find_node("SpringArm", true, false); mode = c_mode; + } + else { + head = nullptr; neck = nullptr; arm = nullptr; + } + new_parent->get_node(NodePath(extra_path))->add_child(this); + set_transform(Transform::IDENTITY); +} + +void PlayerCam::mouse_firstperson() { + if(mouse_axis.length_squared() > 0.0){ + float horizontal = -mouse_axis.x * (mouse_sensitivity / 100.0); + float vertical = -mouse_axis.y * (mouse_sensitivity / 100.0); + + neck->rotate_y(Math::deg2rad(horizontal)); + head->rotate_x(Math::deg2rad(vertical)); + + //vertical clamp + Vector3 new_rot = head->get_rotation_degrees(); + new_rot.x = Math::clamp((double)new_rot.x, -90.0, 90.0); + head->set_rotation_degrees(new_rot); + } +} + +void PlayerCam::mouse_thirdperson() { + Vector3 new_arm_rot = arm->get_rotation_degrees(); + new_arm_rot.x = Math::clamp((double)(get_rotation_degrees().x-mouse_axis.y*(mouse_sensitivity / 100)),-90.0,90.0); + new_arm_rot.y -= mouse_axis.x*(mouse_sensitivity / 100.0); + arm->set_rotation_degrees(new_arm_rot); + Vector3 new_head_rot = Vector3(arm->get_rotation_degrees().x, 0, 0); + Vector3 new_neck_rot = Vector3(0, arm->get_rotation_degrees().y, 0); + + head->set_rotation_degrees(new_head_rot); + neck->set_rotation_degrees(new_neck_rot); +} + +void PlayerCam::mouse_arm() { + //arm->rotation_degrees.x = Math::clamp(rotation_degrees.x-mouse_axis.y*(mouse_sensitivity / 100),-70,70); + //arm->rotation_degrees.y -= mouse_axis.x*(mouse_sensitivity / 100); +} + +void PlayerCam::mouse_freecam() { +// pass +} + + diff --git a/src/camera_controller/playercam.h b/src/camera_controller/playercam.h new file mode 100644 index 0000000..dd089de --- /dev/null +++ b/src/camera_controller/playercam.h @@ -0,0 +1,43 @@ +#ifndef PLAYERCAMGDS_H +#define PLAYERCAMGDS_H + +#include <Godot.hpp> +#include <ClippedCamera.hpp> +#include <RigidBody.hpp> +#include <SpringArm.hpp> +#include <Input.hpp> + +namespace godot { + +class PlayerCam : public ClippedCamera { + GODOT_CLASS(PlayerCam, ClippedCamera) + +private: + String mode; + Spatial* head; + Spatial* neck; + RigidBody* player; + SpringArm* arm; + Vector2 mouse_axis; + float mouse_sensitivity; + +public: + static void _register_methods(); + + PlayerCam(); + ~PlayerCam(); + + void _init(); + + void _ready(); + void _input(const Ref<InputEvent> event); + void attach(Node* new_parent, String c_mode, String extra_path = "."); + void mouse_firstperson(); + void mouse_thirdperson(); + void mouse_arm(); + void mouse_freecam(); + +}; + +} +#endif diff --git a/src/camera_controller/playercam.os b/src/camera_controller/playercam.os Binary files differnew file mode 100644 index 0000000..29ea3c4 --- /dev/null +++ b/src/camera_controller/playercam.os diff --git a/src/playercontroller.cpp b/src/playercontroller.cpp new file mode 100644 index 0000000..edf85be --- /dev/null +++ b/src/playercontroller.cpp @@ -0,0 +1,313 @@ +#include "playercontroller.h" + +using namespace godot; + +PlayerController::PlayerController () { } +PlayerController::~PlayerController () { } + +void PlayerController::_register_methods() { + register_method("_ready", &PlayerController::_ready); + register_method("get_init_info", &PlayerController::get_init_info); + register_method("mp_init", &PlayerController::mp_init); + register_method("set_phys_transform", &PlayerController::set_phys_transform, GODOT_METHOD_RPC_MODE_REMOTE); + register_method("_process", &PlayerController::_process); + register_method("initiate_use", &PlayerController::initiate_use); + register_method("set_net_owner", &PlayerController::set_net_owner, GODOT_METHOD_RPC_MODE_REMOTESYNC); + register_method("deselect_character", &PlayerController::deselect_character); + register_method("take_control_of_machine", &PlayerController::take_control_of_machine); + register_method("lose_machine", &PlayerController::lose_machine); + register_method("_physics_process", &PlayerController::_physics_process); + register_method("on_floor_test", &PlayerController::on_floor_test); + register_method("_integrate_forces", &PlayerController::_integrate_forces); + register_method("walk", &PlayerController::walk); + register_method("jump", &PlayerController::jump); + register_method("swim", &PlayerController::swim); + register_method("enter_water", &PlayerController::enter_water); + register_method("exit_water", &PlayerController::exit_water); + register_method("mount_ladder", &PlayerController::mount_ladder); + register_method("climb_ladder", &PlayerController::climb_ladder); + register_method("leave_ladder", &PlayerController::leave_ladder); + register_method("damage", &PlayerController::damage, GODOT_METHOD_RPC_MODE_REMOTESYNC); + register_method("remove_dead_character", &PlayerController::remove_dead_character, GODOT_METHOD_RPC_MODE_REMOTESYNC); + register_method("net_apply_impulse", &PlayerController::net_apply_impulse, GODOT_METHOD_RPC_MODE_REMOTESYNC); + + register_property<PlayerController, String>("team", &PlayerController::team, String("RED")); + register_property<PlayerController, int>("health", &PlayerController::health, int(100)); + register_property<PlayerController, float>("mouse_sensitivity", &PlayerController::mouse_sensitivity, float(12.0)); + register_property<PlayerController, float>("FOV", &PlayerController::FOV, float(90.0)); + register_property<PlayerController, float>("jump_height", &PlayerController::jump_height, float(300.0)); + register_property<PlayerController, bool>("is_player", &PlayerController::is_player, bool(false)); + register_property<PlayerController, float>("walk_speed", &PlayerController::walk_speed, float(5.0)); +} + +void PlayerController::_init() { + weapon = nullptr; + world = nullptr; + mouse_axis = Vector2::ZERO; + velocity = Vector3::ZERO; + direction = Vector3::ZERO; + move_axis = Vector2::ZERO; + floorspeed = Vector3::ZERO; + jumping = false; + can_jump = true; + FLOOR_MAX_ANGLE = deg2rad(46.0); + in_water = false; + swim_speed = 450.0; + climb_speed = 5.0; + controlling_machine = false; + machine = nullptr; + ladder_m = nullptr; + player_state = nullptr; + is_on_floor = false; + floor_normal = Vector3::UP; + acceleration = 80.0; + c_friction = 4.0; + air_control = 0.3; +} + +void PlayerController::_ready() { + head = get_node<Spatial>(NodePath("Neck/Head")); + neck = get_node<Spatial>(NodePath("Neck")); + nav = get_node<NavigationAgent>(NodePath("NavigationAgent")); + weapon = (Node *)ResourceLoader::get_singleton()->load("res://scenes/weapons/w_Rockets.tscn")->instance() + add_child(weapon) + world = get_tree()->get_root()->get_node("GAMEWORLD") +} + +Dictionary PlayerController::get_init_info() { + return Dictionary::make("linear_velocity", get_linear_velocity(), "angular_velocity", get_angular_velocity(), "controlling_machine", controlling_machine, "team", team, "health", health, "nametag", get_node<Label3D>("Nametag")->get_text()); +} + +void PlayerController::mp_init(Dictionary init_info) { + for(int i = 0; i < init_info.keys().size(); i++) + set(init_info.keys()[i], init_info[init_info.keys()[i]]); + get_node<Label3D>("Nametag")->set_text(init_info["nametag"]); +} + +void PlayerController::set_phys_transform(Transform trfrm, Vector3 lvel) { + set_transform(trfrm); + set_linear_velocity(lvel); +} + +PlayerController::_process(float _delta) { +// if is_player and !world.is_chatting: +// if Input.is_action_just_pressed("use"): +// initiate_use() +} + +void PlayerController::initiate_use() { +// if controlling_machine: +// machine.relinquish_control() +// return +// if ladder_m != null: +// leave_ladder() +// return +// if $"%UseRay".is_colliding(): +// var area_c = $"%UseRay".get_collider() +// match area_c.name: +// "SteerArea": +// world.rpc_id(1, "_call_on_server", "_client_request_control_vehicle", {"id" : world.client_id, "machine_path" : area_c.get_parent().get_path(), "char_name" : name}) +// "LadderArea": +// mount_ladder(area_c.get_parent()) +// "TugArea": +// pass +// "PickupArea": +// pass +// _: +// pass +} + +void PlayerController::set_net_owner(int owner_id) { +// $Nametag.text = "" +// set_network_master(owner_id) +// if owner_id != 1: +// $Nametag.text = world.players_info[owner_id][0] +// if get_tree().get_network_unique_id() != 1: +// if owner_id == world.client_id: +// $Nametag.visible = false +// world.player_char = self +// is_player = true +// world.cam.attach(self, "FIRSTPERSON", "./Neck/Head") +// else: +// $Nametag.visible = true +// is_player = false +// world.get_node("HUD").update_characters() +} + +void PlayerController::deselect_character() { +// if is_network_master(): +// world.player_char = null +// if world.client_id != 1: world.cam.attach(world, "STATIC", "./DEFAULTCAM") +// rpc("set_net_owner", 1) +} + +void PlayerController::take_control_of_machine(RigidBody *slave_machine) { + machine = slave_machine; + controlling_machine = true; +} + +void PlayerController::lose_machine() { + if is_network_master()world.cam.attach(self, "FIRSTPERSON", "./Neck/Head"); + controlling_machine = false; + machine = nullptr; +} + +PlayerController::_physics_process(float delta) { + if(is_network_master()) { + if (ladder_m != nullptr) + climb_ladder(delta); + else if( !on_floor_test() && in_water) + swim(delta); + else + walk(delta); + is_on_floor = false;// #reset whether is on floor in between frames + } +} + +bool PlayerController::on_floor_test() { + const RayCast *feet = get_node<RayCast>("Feet"); + if(feet->is_colliding()){ + is_on_floor = true; + floor_normal = Vector3::UP; + floorspeed = feet->get_collider()->has_method("get_linear_velocity") ? feet->get_collider()->get_linear_velocity() : Vector3::ZERO; + return true; + } + if(player_state){ + for(int i = 0;i< player_state->get_contact_count()) { + float contact_angle_from_up = Vector3::UP.angle_to(player_state->get_contact_local_normal(i)) + if(contact_angle_from_up < FLOOR_MAX_ANGLE) { + floor_normal = player_state->get_contact_local_normal(i); + is_on_floor = true; + return true; + } + } + } + return false; +} + +void PlayerController::_integrate_forces(PhysicsDirectBodyState *state) { + if(!is_network_master()) return; + player_state = state; + velocity = state->get_linear_velocity(); + for(int i=0; i < player_state->get_contact_count(); i++) { + float contact_angle_from_up = Vector3::UP.angle_to(player_state->get_contact_local_normal(i)); + if(contact_angle_from_up > FLOOR_MAX_ANGLE && !is_on_floor){ + set_friction(0); + break; + } + if(i == player_state.get_contact_count() - 1) + set_friction(1); + } + rpc("set_phys_transform", get_transform(), get_linear_velocity()); + if(get_global_transform().origin.y < -30) + rpc("damage", 500000, "drown", Array::make(1, "Davy Jones"]); +} + +void PlayerController::walk(float _delta) { +// # Input +// direction = Vector3() +// var aim: Basis = head.get_global_transform().basis +// direction += -move_axis.x * aim.z + move_axis.y * aim.x +// direction.y = 0 +// direction = direction.normalized() +// +// if floor_normal != Vector3.UP: direction = direction.rotated(floor_normal.cross(Vector3.UP).normalized(), Vector3.UP.angle_to(floor_normal)) +// +// # Jump +// if is_player and jumping and is_on_floor and can_jump: +// jump() +// +// #max walk speed +// var _speed = walk_speed +// var _temp_accel: float = acceleration +// var _cspeed = sqrt(pow(velocity.x-floorspeed.x,2)+pow(velocity.z-floorspeed.z,2)) +// +// if not is_on_floor: +// _temp_accel *= air_control +} + +void PlayerController::jump() { + can_jump = false; + apply_central_impulse(Vector3.UP*jump_height); + yield(get_tree().create_timer(0.05),"timeout"); + can_jump = true; +} + +void PlayerController::swim(float _delta) { +// #drag and buoyancy + add_central_force(Vector3.UP*weight*1.0); + add_central_force(-1*linear_velocity*100); +// #controls + Basis dir = head->get_global_transform().basis; + Vector3 m_dir = -move_axis.x * dir.z + move_axis.y * dir.x; + m_dir = m_dir.normalized(); + add_central_force(swim_speed*m_dir); + if(jumping) add_central_force(Vector3.UP*get_weight()*0.5); +} + +void PlayerController::enter_water() { + in_water = true; +} + +void PlayerController::exit_water() { + in_water = false; +} + +void PlayerController::mount_ladder(Spatial target_ladder) { +// var ladder_tracker = Spatial.new() +// ladder_tracker.name = name +// target_ladder.add_child(ladder_tracker) +// ladder_tracker.transform = target_ladder.bottom.transform +// +// ladder_tracker.global_transform.origin = target_ladder.get_nearest_point_to_route(global_transform.origin) +// look_at(global_transform.origin + target_ladder.global_transform.basis.x, target_ladder.global_transform.basis.y) +// +// ladder_m = ladder_tracker +// global_transform.origin = ladder_m.global_transform.origin +// global_transform.basis = ladder_m.global_transform.basis.orthonormalized() +// linear_velocity = Vector3.ZERO +// set_gravity_scale(0.0) +} + +void PlayerController::climb_ladder(float delta) { +// var new_ladder_pos = ladder_m.global_transform.origin + ladder_m.global_transform.basis.y.normalized() * move_axis.x * delta * climb_speed +// var prog = ladder_m.get_parent().get_climb_scalar(new_ladder_pos) +// if prog >= 0.0 and prog <= 1.0: +// ladder_m.global_transform.origin = new_ladder_pos +// global_transform.origin = ladder_m.global_transform.origin +// global_transform.basis = ladder_m.global_transform.basis.orthonormalized() +} + +void PlayerController::leave_ladder() { +// if (ladder_m.get_parent().top.global_transform.origin - global_transform.origin).length_squared() < 0.01: +// apply_central_impulse(-400*ladder_m.global_transform.basis.z) +// global_transform.basis = world.global_transform.basis +// set_gravity_scale(1.0) +// ladder_m.queue_free() +// ladder_m = null +} + +void PlayerController::damage(int dmg_amt, String _type, Array shooter, String extra = ".") { + health -= dmg_amt; +// if health <= 0 and is_network_master(): +// if shooter[0] != get_network_master() and shooter[0] != 1: world.rpc_id(shooter[0], "game_killsound") +// if get_network_master() == 1: +// world._call_on_server("_character_death", {"killer_id" : shooter[0], "killer" : shooter[1], "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra}) +// else: +// world.rpc_id(1, "_call_on_server", "_character_death", {"killer_id" : shooter[0], "killer" : shooter[1], "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra}) +// elif is_network_master(): +// if shooter[0] != get_network_master() and shooter[0] != 1: world.rpc_id(shooter[0], "game_hitsound") +} + +void PlayerController::remove_dead_character() { + if(is_network_master() && machine != nullptr) + machine->call("relinquish_control"); + deselect_character(); + queue_free(); +} + +void PlayerController::net_apply_impulse(Vector3 impulse_v) { + apply_central_impulse(impulse_v); +} + + diff --git a/src/playercontroller.h b/src/playercontroller.h new file mode 100644 index 0000000..388de3f --- /dev/null +++ b/src/playercontroller.h @@ -0,0 +1,83 @@ +#ifndef PLAYERCONTROLLER_H +#define PLAYERCONTROLLER_H + +#include <Godot.hpp> +#include <RigidBody.hpp> + +namespace godot { + +class PlayerController : public RigidBody { + GODOT_CLASS(PlayerController, RigidBody) + +private: + String team; + int health; + Node *weapon; + Spatial *world; + float mouse_sensitivity; + float FOV; + Vector2 mouse_axis; + Spatial *head; + Spatial *neck; + Vector3 velocity; + Vector3 direction; + Vector3 move_axis; + Vector3 floorspeed; + bool jumping; + bool can_jump; + NavigationAgent nav; + float FLOOR_MAX_ANGLE; + float jump_height; + bool in_water; + float swim_speed; + float climb_speed; + bool controlling_machine; + RigidBody *machine; + bool is_player; + Spatial *ladder_m; + PhysicsDirectBodyState *player_state; + bool is_on_floor; + Vector3 floor_normal; + float acceleration; + float walk_speed; + float c_friction; + float air_control; + + +public: + static void _register_methods(); + + PlayerController(); + ~PlayerController(); + + void _init(); + + void _ready(); + Dictionary get_init_info(); + void mp_init(Dictionary init_info); + void set_phys_transform(Transform trfrm, Vector3 lvel); + void _process(float _delta); + void initiate_use(); + void set_net_owner(int owner_id); + void deselect_character(); + void take_control_of_machine(RigidBody slave_machine); + void lose_machine(); + void _physics_process(float delta); + bool on_floor_test(); + void _integrate_forces(PhysicsDirectBodyState *state); + void walk(float _delta); + void jump(); + void swim(float _delta); + void enter_water(); + void exit_water(); + void mount_ladder(Spatial target_ladder); + void climb_ladder(float delta); + void leave_ladder(); + void damage(int dmg_amt, String _type, Array shooter, String extra); + void remove_dead_character(); + void net_apply_impulse(Vector3 impulse_v); + +}; + +} +#endif diff --git a/src/script_to_header.py b/src/script_to_header.py index 452a09d..e62984e 100644 --- a/src/script_to_header.py +++ b/src/script_to_header.py @@ -43,7 +43,7 @@ def script_to_gdn(filename): returntype = "void" if "->" in line: - returntype = line[line.index("->"+1),line.index(":").strip()] + returntype = line[line.index("->")+1:line.index(":")].strip() funcname = line[ line[0:line.index("(")].rindex(" ") : int(line.index("(")) ].strip() |
