Hello,
While exploring the Character Demo I’ve ended up wanting a more “kinematic” movement (specially going up/down slopes), similar to raycast movement, but without losing the benefits of the dynamic character controller, the collision detection and physics overall.
After a lot of trial and error, I’ve managed to tinker the Character Demo and got pretty interesting results. The character no longer bounces when going up/down a slope, neither slide when stopped, while still being able to jump and react to physics as usual (so it still respects angles, e.g.: will not climb steep walls).
Code that was changed from the original Character Demo (from Urho3D version 1.7):
Character.h - Line 63.
//
// Copyright (c) 2008-2017 the Urho3D project.
//
// 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.
//
#pragma once
#include <Urho3D/Input/Controls.h>
#include <Urho3D/Scene/LogicComponent.h>
using namespace Urho3D;
const int CTRL_FORWARD = 1;
const int CTRL_BACK = 2;
const int CTRL_LEFT = 4;
const int CTRL_RIGHT = 8;
const int CTRL_JUMP = 16;
const float MOVE_FORCE = 0.8f;
const float INAIR_MOVE_FORCE = 0.02f;
const float BRAKE_FORCE = 0.2f;
const float JUMP_FORCE = 7.0f;
const float YAW_SENSITIVITY = 0.1f;
const float INAIR_THRESHOLD_TIME = 0.1f;
/// Character component, responsible for physical movement according to controls, as well as animation.
class Character : public LogicComponent
{
URHO3D_OBJECT(Character, LogicComponent);
public:
/// Construct.
Character(Context* context);
/// Register object factory and attributes.
static void RegisterObject(Context* context);
/// Handle startup. Called by LogicComponent base class.
virtual void Start();
/// Handle physics world update. Called by LogicComponent base class.
virtual void FixedUpdate(float timeStep);
/// Movement controls. Assigned by the main program each frame.
Controls controls_;
/* Stores the floor normal from a raycast down on the character location. */
Vector3 floorNormal;
private:
/// Handle physics collision event.
void HandleNodeCollision(StringHash eventType, VariantMap& eventData);
/// Grounded flag for movement.
bool onGround_;
/// Jump flag.
bool okToJump_;
/// In air timer. Due to possible physics inaccuracy, character can be off ground for max. 1/10 second and still be allowed to move.
float inAirTimer_;
};
Character.cpp - Lines 78, 80, 88, 90 and 146.
//
// Copyright (c) 2008-2017 the Urho3D project.
//
// 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.
//
#include <Urho3D/Core/Context.h>
#include <Urho3D/Graphics/AnimationController.h>
#include <Urho3D/IO/MemoryBuffer.h>
#include <Urho3D/Physics/PhysicsEvents.h>
#include <Urho3D/Physics/PhysicsWorld.h>
#include <Urho3D/Physics/RigidBody.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/Scene/SceneEvents.h>
#include "Character.h"
Character::Character(Context* context) :
LogicComponent(context),
onGround_(false),
okToJump_(true),
inAirTimer_(0.0f)
{
// Only the physics update event is needed: unsubscribe from the rest for optimization
SetUpdateEventMask(USE_FIXEDUPDATE);
}
void Character::RegisterObject(Context* context)
{
context->RegisterFactory<Character>();
// These macros register the class attributes to the Context for automatic load / save handling.
// We specify the Default attribute mode which means it will be used both for saving into file, and network replication
URHO3D_ATTRIBUTE("Controls Yaw", float, controls_.yaw_, 0.0f, AM_DEFAULT);
URHO3D_ATTRIBUTE("Controls Pitch", float, controls_.pitch_, 0.0f, AM_DEFAULT);
URHO3D_ATTRIBUTE("On Ground", bool, onGround_, false, AM_DEFAULT);
URHO3D_ATTRIBUTE("OK To Jump", bool, okToJump_, true, AM_DEFAULT);
URHO3D_ATTRIBUTE("In Air Timer", float, inAirTimer_, 0.0f, AM_DEFAULT);
}
void Character::Start()
{
// Component has been inserted into its scene node. Subscribe to events now
SubscribeToEvent(GetNode(), E_NODECOLLISION, URHO3D_HANDLER(Character, HandleNodeCollision));
}
void Character::FixedUpdate(float timeStep)
{
/// \todo Could cache the components for faster access instead of finding them each frame
RigidBody* body = GetComponent<RigidBody>();
AnimationController* animCtrl = node_->GetComponent<AnimationController>(true);
// Update the in air timer. Reset if grounded
if (!onGround_)
inAirTimer_ += timeStep;
else
inAirTimer_ = 0.0f;
// When character has been in air less than 1/10 second, it's still interpreted as being on ground
bool softGrounded = inAirTimer_ < INAIR_THRESHOLD_TIME;
// Update movement & animation
//const Quaternion& rot = node_->GetRotation(); /* Removed */
/* Calculate the floor angle with the floor normal and rotate the character with that angle so it can move on any direction and have vertical velocity. */
/* Based on 1vanK's post: https://discourse.urho3d.io/t/solved-how-to-direct-a-character-parallel-to-the-ground/1285/5 */
Quaternion floorAngle = Quaternion(Vector3(0.0f, 1.0f, 0.0f), floorNormal);
Quaternion rot = floorAngle * Quaternion(node_->GetRotation());
Vector3 moveDir = Vector3::ZERO;
const Vector3& velocity = body->GetLinearVelocity();
// Velocity on the XZ plane
// Vector3 planeVelocity(velocity.x_, 0.0f, velocity.z_); /* Removed */
/* Set the velocity on all directions so it can also have vertical velocity. */
/* Special thanks for Eugene for pointing vertical velocity and for Carnalis from helping figure out this problem. */
Vector3 planeVelocity(velocity);
if (controls_.IsDown(CTRL_FORWARD))
moveDir += Vector3::FORWARD;
if (controls_.IsDown(CTRL_BACK))
moveDir += Vector3::BACK;
if (controls_.IsDown(CTRL_LEFT))
moveDir += Vector3::LEFT;
if (controls_.IsDown(CTRL_RIGHT))
moveDir += Vector3::RIGHT;
// Normalize move vector so that diagonal strafing is not faster
if (moveDir.LengthSquared() > 0.0f)
moveDir.Normalize();
// If in air, allow control, but slower than when on ground
body->ApplyImpulse(rot * moveDir * (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
if (softGrounded)
{
// When on ground, apply a braking force to limit maximum ground velocity
Vector3 brakeForce = -planeVelocity * BRAKE_FORCE;
body->ApplyImpulse(brakeForce);
// Jump. Must release jump control between jumps
if (controls_.IsDown(CTRL_JUMP))
{
if (okToJump_)
{
body->ApplyImpulse(Vector3::UP * JUMP_FORCE);
okToJump_ = false;
animCtrl->PlayExclusive("Models/Mutant/Mutant_Jump1.ani", 0, false, 0.2f);
}
}
else
okToJump_ = true;
}
if ( !onGround_ )
{
animCtrl->PlayExclusive("Models/Mutant/Mutant_Jump1.ani", 0, false, 0.2f);
}
else
{
// Play walk animation if moving on ground, otherwise fade it out
if (softGrounded && !moveDir.Equals(Vector3::ZERO))
animCtrl->PlayExclusive("Models/Mutant/Mutant_Run.ani", 0, true, 0.2f);
else
animCtrl->PlayExclusive("Models/Mutant/Mutant_Idle0.ani", 0, true, 0.2f);
// Set walk animation speed proportional to velocity
animCtrl->SetSpeed("Models/Mutant/Mutant_Run.ani", planeVelocity.Length() * 0.3f);
}
/* Stops the character from sliding down when not moving. */
/* From 1vanK's post: https://discourse.urho3d.io/t/improved-charactercontroller/3472 */
if ( softGrounded && okToJump_ && moveDir == Vector3::ZERO) {
body->SetUseGravity(false);
body->SetLinearVelocity(Vector3::ZERO);
} else {
body->SetUseGravity(true);
}
// Reset grounded flag for next frame
onGround_ = false;
}
void Character::HandleNodeCollision(StringHash eventType, VariantMap& eventData)
{
// Check collision contacts and see if character is standing on ground (look for a contact that has near vertical normal)
using namespace NodeCollision;
MemoryBuffer contacts(eventData[P_CONTACTS].GetBuffer());
while (!contacts.IsEof())
{
Vector3 contactPosition = contacts.ReadVector3();
Vector3 contactNormal = contacts.ReadVector3();
/*float contactDistance = */contacts.ReadFloat();
/*float contactImpulse = */contacts.ReadFloat();
// If contact is below node center and pointing up, assume it's a ground contact
if (contactPosition.y_ < (node_->GetPosition().y_ + 1.0f))
{
float level = contactNormal.y_;
if (level > 0.75)
onGround_ = true;
}
}
}
CharacterDemo.cpp - Lines 129, 141 and 348.
//
// Copyright (c) 2008-2017 the Urho3D project.
//
// 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.
//
#include <Urho3D/Core/CoreEvents.h>
#include <Urho3D/Core/ProcessUtils.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/Graphics/AnimatedModel.h>
#include <Urho3D/Graphics/AnimationController.h>
#include <Urho3D/Graphics/Camera.h>
#include <Urho3D/Graphics/Light.h>
#include <Urho3D/Graphics/Material.h>
#include <Urho3D/Graphics/Octree.h>
#include <Urho3D/Graphics/Renderer.h>
#include <Urho3D/Graphics/Zone.h>
#include <Urho3D/Input/Controls.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/IO/FileSystem.h>
#include <Urho3D/Physics/CollisionShape.h>
#include <Urho3D/Physics/PhysicsWorld.h>
#include <Urho3D/Physics/RigidBody.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/UI/Font.h>
#include <Urho3D/UI/Text.h>
#include <Urho3D/UI/UI.h>
#include "Character.h"
#include "CharacterDemo.h"
#include "Touch.h"
#include <Urho3D/DebugNew.h>
URHO3D_DEFINE_APPLICATION_MAIN(CharacterDemo)
CharacterDemo::CharacterDemo(Context* context) :
Sample(context),
firstPerson_(false)
{
// Register factory and attributes for the Character component so it can be created via CreateComponent, and loaded / saved
Character::RegisterObject(context);
}
CharacterDemo::~CharacterDemo()
{
}
void CharacterDemo::Start()
{
// Execute base class startup
Sample::Start();
if (touchEnabled_)
touch_ = new Touch(context_, TOUCH_SENSITIVITY);
// Create static scene content
CreateScene();
// Create the controllable character
CreateCharacter();
// Create the UI content
CreateInstructions();
// Subscribe to necessary events
SubscribeToEvents();
// Set the mouse mode to use in the sample
Sample::InitMouseMode(MM_RELATIVE);
}
void CharacterDemo::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Create scene subsystem components
scene_->CreateComponent<Octree>();
scene_->CreateComponent<PhysicsWorld>();
// Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene,
// so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load
cameraNode_ = new Node(context_);
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera));
// Create static scene content. First create a zone for ambient lighting and fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
// Create a directional light with cascaded shadow mapping
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
light->SetSpecularIntensity(0.5f);
// Create the floor object
Node* floorNode = scene_->CreateChild("Floor");
floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
floorNode->SetScale(Vector3(200.0f, 1.0f, 200.0f));
floorNode->SetRotation(Quaternion(-30.0f, 0.0f, 0.0f)); /* Rotate the floor to simulate a slope. */
StaticModel* object = floorNode->CreateComponent<StaticModel>();
object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
RigidBody* body = floorNode->CreateComponent<RigidBody>();
// Use collision layer bit 2 to mark world scenery. This is what we will raycast against to prevent camera from going
// inside geometry
body->SetCollisionLayer(2);
CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
shape->SetBox(Vector3::ONE);
/* Removed the mushrooms and boxes to simplify the test. */
/*
// Create mushrooms of varying sizes
const unsigned NUM_MUSHROOMS = 60;
for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
{
Node* objectNode = scene_->CreateChild("Mushroom");
objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, 0.0f, Random(180.0f) - 90.0f));
objectNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
objectNode->SetScale(2.0f + Random(5.0f));
StaticModel* object = objectNode->CreateComponent<StaticModel>();
object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
object->SetCastShadows(true);
RigidBody* body = objectNode->CreateComponent<RigidBody>();
body->SetCollisionLayer(2);
CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
shape->SetTriangleMesh(object->GetModel(), 0);
}
// Create movable boxes. Let them fall from the sky at first
const unsigned NUM_BOXES = 100;
for (unsigned i = 0; i < NUM_BOXES; ++i)
{
float scale = Random(2.0f) + 0.5f;
Node* objectNode = scene_->CreateChild("Box");
objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, Random(10.0f) + 10.0f, Random(180.0f) - 90.0f));
objectNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
objectNode->SetScale(scale);
StaticModel* object = objectNode->CreateComponent<StaticModel>();
object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
object->SetCastShadows(true);
RigidBody* body = objectNode->CreateComponent<RigidBody>();
body->SetCollisionLayer(2);
// Bigger boxes will be heavier and harder to move
body->SetMass(scale * 2.0f);
CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
shape->SetBox(Vector3::ONE);
}
*/
}
void CharacterDemo::CreateCharacter()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
Node* objectNode = scene_->CreateChild("Jack");
objectNode->SetPosition(Vector3(0.0f, 1.0f, 0.0f));
// spin node
Node* adjustNode = objectNode->CreateChild("AdjNode");
adjustNode->SetRotation( Quaternion(180, Vector3(0,1,0) ) );
// Create the rendering component + animation controller
AnimatedModel* object = adjustNode->CreateComponent<AnimatedModel>();
object->SetModel(cache->GetResource<Model>("Models/Mutant/Mutant.mdl"));
object->SetMaterial(cache->GetResource<Material>("Models/Mutant/Materials/mutant_M.xml"));
object->SetCastShadows(true);
adjustNode->CreateComponent<AnimationController>();
// Set the head bone for manual control
object->GetSkeleton().GetBone("Mutant:Head")->animated_ = false;
// Create rigidbody, and set non-zero mass so that the body becomes dynamic
RigidBody* body = objectNode->CreateComponent<RigidBody>();
body->SetCollisionLayer(1);
body->SetMass(1.0f);
// Set zero angular factor so that physics doesn't turn the character on its own.
// Instead we will control the character yaw manually
body->SetAngularFactor(Vector3::ZERO);
// Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
body->SetCollisionEventMode(COLLISION_ALWAYS);
// Set a capsule shape for collision
CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
shape->SetCapsule(0.7f, 1.8f, Vector3(0.0f, 0.9f, 0.0f));
// Create the character logic component, which takes care of steering the rigidbody
// Remember it so that we can set the controls. Use a WeakPtr because the scene hierarchy already owns it
// and keeps it alive as long as it's not removed from the hierarchy
character_ = objectNode->CreateComponent<Character>();
}
void CharacterDemo::CreateInstructions()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText(
"Use WASD keys and mouse/touch to move\n"
"Space to jump, F to toggle 1st/3rd person\n"
"F5 to save scene, F7 to load"
);
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// The text has multiple rows. Center them in relation to each other
instructionText->SetTextAlignment(HA_CENTER);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
void CharacterDemo::SubscribeToEvents()
{
// Subscribe to Update event for setting the character controls before physics simulation
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(CharacterDemo, HandleUpdate));
// Subscribe to PostUpdate event for updating the camera position after physics simulation
SubscribeToEvent(E_POSTUPDATE, URHO3D_HANDLER(CharacterDemo, HandlePostUpdate));
// Unsubscribe the SceneUpdate event from base class as the camera node is being controlled in HandlePostUpdate() in this sample
UnsubscribeFromEvent(E_SCENEUPDATE);
}
void CharacterDemo::HandleUpdate(StringHash eventType, VariantMap& eventData)
{
using namespace Update;
Input* input = GetSubsystem<Input>();
if (character_)
{
// Clear previous controls
character_->controls_.Set(CTRL_FORWARD | CTRL_BACK | CTRL_LEFT | CTRL_RIGHT | CTRL_JUMP, false);
// Update controls using touch utility class
if (touch_)
touch_->UpdateTouches(character_->controls_);
// Update controls using keys
UI* ui = GetSubsystem<UI>();
if (!ui->GetFocusElement())
{
if (!touch_ || !touch_->useGyroscope_)
{
character_->controls_.Set(CTRL_FORWARD, input->GetKeyDown(KEY_W));
character_->controls_.Set(CTRL_BACK, input->GetKeyDown(KEY_S));
character_->controls_.Set(CTRL_LEFT, input->GetKeyDown(KEY_A));
character_->controls_.Set(CTRL_RIGHT, input->GetKeyDown(KEY_D));
}
character_->controls_.Set(CTRL_JUMP, input->GetKeyDown(KEY_SPACE));
// Add character yaw & pitch from the mouse motion or touch input
if (touchEnabled_)
{
for (unsigned i = 0; i < input->GetNumTouches(); ++i)
{
TouchState* state = input->GetTouch(i);
if (!state->touchedElement_) // Touch on empty space
{
Camera* camera = cameraNode_->GetComponent<Camera>();
if (!camera)
return;
Graphics* graphics = GetSubsystem<Graphics>();
character_->controls_.yaw_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.x_;
character_->controls_.pitch_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.y_;
}
}
}
else
{
character_->controls_.yaw_ += (float)input->GetMouseMoveX() * YAW_SENSITIVITY;
character_->controls_.pitch_ += (float)input->GetMouseMoveY() * YAW_SENSITIVITY;
}
// Limit pitch
character_->controls_.pitch_ = Clamp(character_->controls_.pitch_, -80.0f, 80.0f);
// Set rotation already here so that it's updated every rendering frame instead of every physics frame
character_->GetNode()->SetRotation(Quaternion(character_->controls_.yaw_, Vector3::UP));
// Switch between 1st and 3rd person
if (input->GetKeyPress(KEY_F))
firstPerson_ = !firstPerson_;
// Turn on/off gyroscope on mobile platform
if (touch_ && input->GetKeyPress(KEY_G))
touch_->useGyroscope_ = !touch_->useGyroscope_;
// Check for loading / saving the scene
if (input->GetKeyPress(KEY_F5))
{
File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CharacterDemo.xml", FILE_WRITE);
scene_->SaveXML(saveFile);
}
if (input->GetKeyPress(KEY_F7))
{
File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CharacterDemo.xml", FILE_READ);
scene_->LoadXML(loadFile);
// After loading we have to reacquire the weak pointer to the Character component, as it has been recreated
// Simply find the character's scene node by name as there's only one of them
Node* characterNode = scene_->GetChild("Jack", true);
if (characterNode)
character_ = characterNode->GetComponent<Character>();
}
}
/* Raycast down to get the floor normal under the character and store the normal value. */
PhysicsRaycastResult result;
scene_->GetComponent<PhysicsWorld>()->RaycastSingle(result, Ray( character_->GetNode()->GetPosition() , Vector3(0.0f,-1.0f,0.0f) ), 5.0f, 2);
if (result.body_) {
character_->floorNormal=result.normal_;
}
}
}
void CharacterDemo::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
{
if (!character_)
return;
Node* characterNode = character_->GetNode();
// Get camera lookat dir from character yaw + pitch
Quaternion rot = characterNode->GetRotation();
Quaternion dir = rot * Quaternion(character_->controls_.pitch_, Vector3::RIGHT);
// Turn head to camera pitch, but limit to avoid unnatural animation
Node* headNode = characterNode->GetChild("Mutant:Head", true);
float limitPitch = Clamp(character_->controls_.pitch_, -45.0f, 45.0f);
Quaternion headDir = rot * Quaternion(limitPitch, Vector3(1.0f, 0.0f, 0.0f));
// This could be expanded to look at an arbitrary target, now just look at a point in front
Vector3 headWorldTarget = headNode->GetWorldPosition() + headDir * Vector3(0.0f, 0.0f, -1.0f);
headNode->LookAt(headWorldTarget, Vector3(0.0f, 1.0f, 0.0f));
if (firstPerson_)
{
cameraNode_->SetPosition(headNode->GetWorldPosition() + rot * Vector3(0.0f, 0.15f, 0.2f));
cameraNode_->SetRotation(dir);
}
else
{
// Third person camera: position behind the character
Vector3 aimPoint = characterNode->GetPosition() + rot * Vector3(0.0f, 1.7f, 0.0f);
// Collide camera ray with static physics objects (layer bitmask 2) to ensure we see the character properly
Vector3 rayDir = dir * Vector3::BACK;
float rayDistance = touch_ ? touch_->cameraDistance_ : CAMERA_INITIAL_DIST;
PhysicsRaycastResult result;
scene_->GetComponent<PhysicsWorld>()->RaycastSingle(result, Ray(aimPoint, rayDir), rayDistance, 2);
if (result.body_)
rayDistance = Min(rayDistance, result.distance_);
rayDistance = Clamp(rayDistance, CAMERA_MIN_DIST, CAMERA_MAX_DIST);
cameraNode_->SetPosition(aimPoint + rayDir * rayDistance);
cameraNode_->SetRotation(dir);
}
}
Special thanks to @1vanK, his posts How to direct a character parallel to the ground? and Improved CharacterController were essential to fix the movement.
Also special thanks to @Eugene for pointing vertical velocity and to @jmiller for taking the time to help figure out this problem. You guys are awesome!
Best regards.