/**************************************************************************/ /* 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 motion_results; Vector> slide_colliders; void _move_and_slide_floating(double p_delta); void _move_and_slide_grounded(double p_delta, bool p_was_on_floor); Ref _get_slide_collision(int p_bounce); Ref _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