Files
MovementTests/scenes/player_controller/components/head/HeadSystem.cs

386 lines
15 KiB
C#

using System;
using Godot;
using RustyOptions;
namespace Movementtests.systems;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_face.png")]
public partial class HeadSystem : Node3D
{
[Signal]
public delegate void HitboxActivatedEventHandler();
[Signal]
public delegate void HitboxDeactivatedEventHandler();
[Signal]
public delegate void ParryboxActivatedEventHandler();
[Signal]
public delegate void ParryboxDeactivatedEventHandler();
[Signal]
public delegate void HitTargetEventHandler();
[Signal]
public delegate void GotHitEventHandler();
[Signal]
public delegate void DeathAnimationFinishedEventHandler();
[Signal]
public delegate void StepFootEventHandler();
public record CameraParameters(
double Delta,
Vector2 LookDir,
Vector3 PlayerInput,
Vector3 PlayerVelocity,
Vector3 WallContactPoint,
float SensitivitMultiplier,
bool WithCameraJitter,
bool WithCameraBobbing,
float BobbingMultiplier,
float FovMultiplier);
internal Camera3D Camera = null!;
internal Node3D CameraAnchor = null!;
internal AnimationPlayer AnimationPlayer = null!;
internal AnimationTree AnimationTree = null!;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float LookSensitivity { get; set; } = 1f;
[ExportGroup("Camera incline")]
[Export(PropertyHint.Range, "0.1,50,0.1,or_greater")]
public double CameraInclineAcceleration { get; set; } = 10f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WallRunCameraIncline { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float GroundedCameraIncline { get; set; } = 5f;
[ExportGroup("Sliding")]
[Export(PropertyHint.Range, "0,2,0.1,or_greater")]
public float SlidingCameraHeightOffset { get; set; } = 1.0f;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float SlidingJitterFrequency { get; set; } = 0.01f;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float SlidingJitterAmplitude { get; set; } = 0.1f;
internal FastNoiseLite _slidingNoise = new FastNoiseLite();
[ExportGroup("Bobbing")]
internal float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float BobbingFrequency { set; get; } = 2.4f;
[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")]
public float BobbingAmplitude { set; get; } = 0.08f;
[ExportGroup("FOV")]
[Export(PropertyHint.Range, "0,180,0.1,degrees")]
public float BaseFov { get; set; } = 75.0f;
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float FovChangeFactor { get; set; } = 1.2f;
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float FovChangeSpeed { get; set; } = 6.25f;
[Export(PropertyHint.Range, "0,100,1,or_greater")]
public float FovMaxedOutSpeed { get; set; } = 20f;
[ExportGroup("First Person rig")]
internal Node3D FpRig = null!;
internal Node3D RightHandedWeapon = null!;
internal Vector3 RightHandedWeaponInitialRotation = Vector3.Zero;
internal Node3D LeftHandedWeapon = null!;
internal Vector3 LeftHandedWeaponInitialRotation = Vector3.Zero;
[Export(PropertyHint.Range, "0,20,1,or_greater")]
public float WeaponSway { get; set; } = 15f;
[Export(PropertyHint.Range, "0,200,1,or_greater")]
public float WeaponMoveRotation { get; set; } = 80f;
[Export(PropertyHint.Range, "0,20,1,or_greater")]
public float WeaponAdjustmentSpeed { get; set; } = 1f;
[Export(PropertyHint.Range, "0,2,0.01,or_greater")]
public float DisplacedWeaponSway { get; set; } = 0.8f;
[Export(PropertyHint.Range, "0,0.5,0.01,or_greater")]
public float DisplacedWeaponMoveRotation { get; set; } = 0.1f;
[Export(PropertyHint.Range, "0,20,1,or_greater")]
public float DisplacedWeaponAdjustmentSpeed { get; set; } = 12f;
public void Init()
{
IsPlayingForcingAnim = false;
Input.SetMouseMode(Input.MouseModeEnum.Captured);
Camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
CameraAnchor = GetNode<Node3D>("CameraSmooth/CameraAnchor");
//_cameraAnchor = GetNode<Camera3D>("CameraSmooth/Camera3D");
AnimationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
AnimationTree = GetNode<AnimationTree>("AnimationTree");
FpRig = GetNode<Node3D>("FPRig");
RightHandedWeapon = GetNode<Node3D>("FPRig/Sword/SwordMesh");
RightHandedWeaponInitialRotation = RightHandedWeapon.Rotation;
LeftHandedWeapon = GetNode<Node3D>("FPRig/Parry/ParryMesh");
LeftHandedWeaponInitialRotation = LeftHandedWeapon.Rotation;
_slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
_slidingNoise.SetFrequency(SlidingJitterFrequency);
}
public void SetWeaponsVisible(bool swordVisible, bool parryVisible)
{
RightHandedWeapon.Visible = swordVisible;
LeftHandedWeapon.Visible = parryVisible;
}
public void OnMantle()
{
AnimationTree.Set("parameters/OnMantle/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnJumpStarted()
{
AnimationTree.Set("parameters/OnJumpStart/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnJumpEnded()
{
AnimationTree.Set("parameters/OnJumpEnd/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnHit()
{
AnimationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnParry()
{
AnimationTree.Set("parameters/OnParry/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnStartDeathAnimation()
{
IsPlayingForcingAnim = true;
AnimationTree.Set("parameters/OnDie/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnDeathAnimationFinished()
{
EmitSignalDeathAnimationFinished();
}
public void OnHitTarget()
{
EmitSignalHitTarget();
}
public void OnGetHit()
{
EmitSignalGotHit();
}
public void OnHitboxActivated()
{
EmitSignalHitboxActivated();
}
public void OnHitboxDeactivated()
{
EmitSignalHitboxDeactivated();
}
public void OnParryboxActivated()
{
EmitSignalHitboxActivated();
}
public void OnParryboxDeactivated()
{
EmitSignalHitboxDeactivated();
}
internal bool FootstepEmitted;
internal bool IsPlayingForcingAnim;
public void ResetHeadBobbing()
{
_bobbingAccumulator = 0;
}
public void LookAround(CameraParameters inputs)
{
if (IsPlayingForcingAnim)
{
Camera.Position = Vector3.Zero;
Camera.Rotation = Vector3.Zero;
return;
}
var (delta,
lookDir,
playerInput,
playerVelocity,
wallContactPoint,
sensitivitMultiplier,
withCameraJitter,
withCameraBobbing,
bobbingMultiplier,
fovMultiplier) = inputs;
// Horizontal movement of head
float angleForHorizontalRotation = lookDir.X * LookSensitivity * sensitivitMultiplier;
RotateY(angleForHorizontalRotation);
// Vertical movement of head
Vector3 currentCameraRotation = CameraAnchor.Rotation;
currentCameraRotation.X += Convert.ToSingle(lookDir.Y * LookSensitivity * sensitivitMultiplier);
currentCameraRotation.X = Mathf.Clamp(currentCameraRotation.X, Mathf.DegToRad(-90f), Mathf.DegToRad(90f));
// Camera incline on Wall and more
var isWallRunning = wallContactPoint.Length() > Mathf.Epsilon;
float cameraIncline;
if (isWallRunning)
{
var directionToWall = (wallContactPoint - GlobalPosition).Normalized();
var cameraInclineFactor = ComputeCameraInclineFactor(directionToWall);
cameraIncline = Mathf.DegToRad(WallRunCameraIncline * cameraInclineFactor);
}
else
{
var cameraInclineFactor = ComputeCameraInclineFactor(playerInput);
cameraIncline = Mathf.DegToRad(GroundedCameraIncline * cameraInclineFactor * -1.0f);
}
currentCameraRotation.Z = (float) Mathf.Lerp(currentCameraRotation.Z, cameraIncline, delta * CameraInclineAcceleration);
CameraAnchor.Rotation = currentCameraRotation;
if (withCameraJitter)
{
CameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
float noise1D = _slidingNoise.GetNoise1D(Time.GetTicksMsec());
float noiseAmplitude = SlidingJitterAmplitude*Mathf.Clamp(playerVelocity.Length(), 0f, 1f);
CameraAnchor.Position += Vector3.Up*noise1D*noiseAmplitude;
}
else
{
CameraAnchor.Position = Vector3.Zero;
}
Vector3 newPositionForCamera = Vector3.Zero;
Vector3 newPositionForRig = Vector3.Zero;
if (withCameraBobbing)
{
_bobbingAccumulator += (float) delta * playerVelocity.Length();
// As the _bobbingAccumulator increases we're changing values for sin and cos functions.
// Because both of them are just waves, we will be slide up with y and then slide down with y
// creating bobbing effect. The same works for cos. As the _bobbingAccumulator increases the cos decreases and then increases
newPositionForCamera.Y = Mathf.Sin(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier;
newPositionForCamera.X = Mathf.Cos(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier;
if (newPositionForCamera.Y < -0.07 * bobbingMultiplier && !FootstepEmitted) Footstep();
if (newPositionForCamera.Y > 0) FootstepEmitted = false;
// Offset bobbing for weapon rig
newPositionForRig.Y = Mathf.Cos(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier * 0.2f;
newPositionForRig.X = Mathf.Sin(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier * 0.2f;
}
CameraAnchor.Position += newPositionForCamera;
Camera.GlobalTransform = CameraAnchor.GetGlobalTransformInterpolated();
// First person rig adjustments
FpRig.GlobalTransform = Camera.GlobalTransform;
// Apply bobbing
FpRig.Position += newPositionForRig;
// Rotate the whole rig based on movement input
var newRigRotation = FpRig.Rotation;
var camTilt = Mathf.Lerp(FpRig.Rotation.Z, CameraAnchor.Rotation.Z*WeaponMoveRotation, delta * WeaponAdjustmentSpeed);
newRigRotation.Z = (float) camTilt;
// Rotate the whole rig based on camera rotation input
newRigRotation.X = Mathf.Lerp(newRigRotation.X, -lookDir.Y*WeaponSway, (float) delta * WeaponAdjustmentSpeed);
newRigRotation.Y = Mathf.Lerp(newRigRotation.Y, -lookDir.X*WeaponSway, (float) delta * WeaponAdjustmentSpeed);
// Apply
FpRig.Rotation = newRigRotation;
// Compute sword meshes procedural adjustments
RightHandedWeapon.Rotation = ComputeRotationForFpMesh(RightHandedWeapon, RightHandedWeaponInitialRotation, playerInput, lookDir, (float) delta);
LeftHandedWeapon.Rotation = ComputeRotationForFpMesh(LeftHandedWeapon, LeftHandedWeaponInitialRotation, playerInput, lookDir, (float) delta);
// Camera adjustments
float velocityClamped = Mathf.Clamp(playerVelocity.Length(), 0.5f, FovMaxedOutSpeed);
float targetFov = BaseFov + FovChangeFactor * velocityClamped * fovMultiplier;
Camera.Fov = Mathf.Lerp(Camera.Fov, targetFov, (float) delta * FovChangeSpeed);
}
public Vector3 ComputeRotationForFpMesh(Node3D mesh, Vector3 initialRotation, Vector3 playerInput, Vector2 lookDir, float delta)
{
var newMeshRotation = mesh.Rotation;
var howMuchForward = ComputeHowMuchInputForward(playerInput);
var howMuchSideways = ComputeHowMuchInputSideways(playerInput);
var displacedCamTiltForward = Mathf.Lerp(newMeshRotation.Z,
initialRotation.Z + howMuchForward*DisplacedWeaponMoveRotation,
delta * DisplacedWeaponAdjustmentSpeed);
var displacedCamTiltSide = Mathf.Lerp(newMeshRotation.X,
initialRotation.X - howMuchSideways*DisplacedWeaponMoveRotation,
delta * DisplacedWeaponAdjustmentSpeed);
newMeshRotation.X = displacedCamTiltSide;
newMeshRotation.Z = displacedCamTiltForward;
var displacedSwayY = Mathf.Lerp(newMeshRotation.Y,
initialRotation.Y - lookDir.X*DisplacedWeaponSway,
delta * DisplacedWeaponAdjustmentSpeed);
newMeshRotation.Y = displacedSwayY;
return newMeshRotation;
}
public void Footstep()
{
FootstepEmitted = true;
EmitSignalStepFoot();
}
public void HideWeapon()
{
RightHandedWeapon.Visible = false;
}
public void ShowWeapon()
{
RightHandedWeapon.Visible = true;
}
public float ComputeCameraInclineFactor(Vector3 direction)
{
var forward = GetForwardHorizontalVector().Normalized();
var crossProduct = forward.Cross(direction);
return crossProduct.Length()*Mathf.Sign(crossProduct.Y);
}
public float ComputeHowMuchInputForward(Vector3 playerInput)
{
var forwardAngle = GetForwardHorizontalVector().AngleTo(playerInput);
var forwardRemapped = Mathf.Remap(forwardAngle, 0, Mathf.Pi, -1, 1);
return playerInput.Length() > 0 ? forwardRemapped : 0;
}
public float ComputeHowMuchInputSideways(Vector3 playerInput)
{
var rightAngle = GetForwardHorizontalVector().Cross(Vector3.Up).Normalized().AngleTo(playerInput);
var forwardRemapped = Mathf.Remap(rightAngle, 0, Mathf.Pi, -1, 1);
return playerInput.Length() > 0 ? forwardRemapped : 0;
}
public Vector3 GetForwardHorizontalVector()
{
return GetGlobalTransform().Basis.Z;
}
public Vector3 GetGlobalForwardVector()
{
return Camera.GlobalBasis.Z;
}
public Vector3 GetGlobalLookRotation()
{
return new Vector3(
Camera.Rotation.X,
Rotation.Y,
Camera.Rotation.Z);
}
public void SetHeight(float height)
{
Position = new Vector3(Position.X, height, Position.Z);
}
}