first commit

This commit is contained in:
sphynx-owner 2024-07-06 21:22:05 +03:00
commit 21b4e73ed7
906 changed files with 65701 additions and 0 deletions

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# Godot 4+ specific ignores
.godot/
# Export folders
Build/Windows/*
!Build/Windows/.gitkeep
Build/Mac/*
!Build/Mac/.gitkeep
Build/Linux/*
!Build/Linux/.gitkeep

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day_bg.ogg is "Ambience-garden daytime" (https://freesound.org/people/Eelke/sounds/593637/) by Eelke Dekker (http://www.eelkedekker.nl/) licensed under CC BY-NC 4.0 (https://creativecommons.org/licenses/by-nc/4.0/)
night_bg.ogg is "Coronavirus Spring night.mp3" (https://freesound.org/people/Aldelri/sounds/511351/) by Aldelri (https://freesound.org/people/Aldelri/) licensed under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
daymusic.ogg is "Placeholder" (https://placeholder) by Placeholder (https://placeholder) licensed under Placeholder (https://placeholder)
nightmusic.ogg is "Placeholder" (https://placeholder) by Placeholder (https://placeholder) licensed under Placeholder (https://placeholder)
Prop Sounds/Placeholder/Bump1.wav is adapted from "Bumping into table ." (https://freesound.org/people/Edelhanie/sounds/594660/) by Edelhanie (https://freesound.org/people/Edelhanie/) licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/)
Prop Sounds/Placeholder/Bump2.wav is adapted from "Bumping into table ." (https://freesound.org/people/Edelhanie/sounds/594660/) by Edelhanie (https://freesound.org/people/Edelhanie/) licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/)
Prop Sounds/Placeholder/Bump3.wav is adapted from "Bumping into table ." (https://freesound.org/people/Edelhanie/sounds/594660/) by Edelhanie (https://freesound.org/people/Edelhanie/) licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/)
Prop Sounds/Placeholder/Scrape.wav is adapted from "Scrape" (https://freesound.org/people/Caitlin_100/sounds/398405/) by Caitlin_100 (https://freesound.org/people/Caitlin_100/) licensed under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
foliage_rustling.wav is adapted from "Leaves Rustling" (https://freesound.org/people/ericnorcross81/sounds/570759/) by Eric Norcross (https://www.ericnorcross.com/) licensed under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)

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Overall gameplay should apparantly be integrated -16 LKFS, how to measure?
Using Half Life 2's Black Mesa East level as reference for now 😅
Based off these reference values, futz the loudness values of everything else
If you're making an actual game, will probably have to include reference values for things like gunfire/swords clanging/magic effects, vehicle sounds, dialogue, UI sounds
Reference:
Footsteps: -28 dB normalized RMS
Ambient background audio: -48 dB normalized RMS
Physics prop impact: -24 dB normalized RMS
Physics prop scrape: -35 dB normalized RMS
Futzed:
Foliage rustling: -46 dB normalized RMS
Music: -24 dB normalized RMS, at least for this demo specifically due to the demo's low audio in general

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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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# Godot 4+ specific ignores
.godot/
# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
# Imported translations (automatically generated from CSV files)
*.translation
# Mono-specific ignores
.mono/
data_*/
mono_crash.*.json

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extends Node3D
func _on_right_footstep():
$"../../"._on_right_footstep()
func _on_left_footstep():
$"../../"._on_left_footstep()

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Footstep1.wav is adapted from "Hard Female Footstep (1)" (https://freesound.org/people/OwlStorm/sounds/151232/) by Ashe Kirk (https://owlisharts.com.au/) licensed under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
Footstep2.wav is adapted from "Hard Female Footstep (2)" (https://freesound.org/people/OwlStorm/sounds/151238/) by Ashe Kirk (https://owlisharts.com.au/) licensed under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
Footstep3.wav is adapted from "Hard Female Footstep (3)" (https://freesound.org/people/OwlStorm/sounds/151237/) by Ashe Kirk (https://owlisharts.com.au/) licensed under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
Footstep4.wav is adapted from "Hard Female Footstep (4)" (https://freesound.org/people/OwlStorm/sounds/151222/) by Ashe Kirk (https://owlisharts.com.au/) licensed under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
Bump1.wav is adapted from "Bumping into table ." (https://freesound.org/people/Edelhanie/sounds/594660/) by Edelhanie (https://freesound.org/people/Edelhanie/) licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/)
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[gd_scene load_steps=2 format=3 uid="uid://c5r7pinh8okrp"]
[ext_resource type="AudioStream" uid="uid://wlfxh2fk3uo4" path="res://Godot-Human-For-Scale/Assets/Audio/Bump1.wav" id="1_dljov"]
[node name="BumpAudio" type="AudioStreamPlayer3D"]
stream = ExtResource("1_dljov")

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extends CharacterBody3D
@export_category("Extra Options")
@export var enable_physics_gun: bool = false
@export var enable_depth_of_field: bool = false
@export var disable_shadow_in_first_person: bool = false
@export var enable_audio: bool = false
@export var flashlight_intensity: float = 1.0
# --- Stuff you might be interested in tweaking ---
const LOOK_SENSITIVITY = 0.0025
const MOVE_MULT = 1.4
const RUN_MULT = 1.25
const FP_FOV = 75.0
const TP_FOV = 60.0
const ZOOM_MULT = 0.35
const DOF_AREA_SOFTNESS = 1.15
const DOF_AREA_SIZE_MULTIPLIER = 0.0
const DOF_MAX_RANGE = 1000.0
const FLASHLIGHT_ANGLE = 35.0
# WARNING: in Godot Jolt physics damping seems to have inconsistent behavior between different physics tick rates
const PHYSICS_GUN_DAMPING = 30.0
const PHYSICS_GUN_PULL_FORCE = 800.0
const PHYSICS_GUN_SHOOT_FORCE = 13.0
const PHYSICS_GUN_HOLD_DISTANCE = 2.5
const PHYSICS_GUN_PULL_RANGE = 15.0
# --- Stuff you might be interested in tweaking ---
const FP_CAMERA_HEIGHT = 1.655
const TP_CAMERA_HEIGHT = 1.544
const TP_CAMERA_OFFSET = 0.5
const TP_CAMERA_DISTANCE = 2.1
const FLASHLIGHT_DISTANCE_FROM_MODEL = 0.35
const TRANSITION_SPEED = 0.25
const LOOK_LIMIT_UPPER = 1.25
const LOOK_LIMIT_LOWER = -1.25
const ANIM_MOVE_SPEED = 3.0
const ANIM_RUN_SPEED = 5.5
const JUMP_LAND_TIMEOUT = 0.1
const NOCLIP_MULT = 4.0
const ROTATE_SPEED = 12.0
const STEP_HEIGHT = 0.25
const JUMP_FORCE = 15.0
const GRAVITY_FORCE = 50.0
# 285 seems to be enough to move a max of 200kg
const COLLIDE_FORCE = 200.0
const MAX_PUSHABLE_WEIGHT = 200.0
const PHYSICS_GUN_PULL_MARGIN = 2.0
const PHYSICS_GUN_PULL_WIDTH = 0.8
const TOGGLE_COOLDOWN = 0.25
const DOF_MOVE_SPEED = 30.0
const DOF_INTENSITY = 0.25
const BUMP_AUDIO_TIMEOUT = 0.15
const BUMP_AUDIO_FORCE_THRESHOLD = 400.0
const BUMP_AUDIO_VOLUME_DB = -20.0
const BUMP_AUDIO_ATTENUATION_THRESHOLD = 0.2
var move_direction = Vector3.ZERO
var move_direction_no_y = Vector3.ZERO
var camera_rotation = Quaternion.IDENTITY
var camera_rotation_no_y = Quaternion.IDENTITY
var is_off_floor_duration = 0.0
var is_on_floor_duration = 0.0
var has_landed_from_fall = false
var boot_sound_timeout = true
var noclip_on = false
var noclip_toggle_cooldown = 0.0
var flashlight_on = false
var flashlight_toggle_cooldown = 0.0
var cam_is_fp = false
var cam_toggle_cooldown = 0.0
var cam_is_zoomed = false
var cam_zoom_cooldown = 0.0
var dof_target_distance = 0.0
var dof_amount_to_apply = 0.0
var shoulder_is_swapped = false
var shoulder_cooldown = 0.0
var mousecapture_on = true
var mousecapture_toggle_cooldown = 0.0
var physics_gun_cooldown = 0.0
var is_cam_transitioning = false
var input_velocity = Vector3.ZERO
var orig_transform = Transform3D.IDENTITY
var rigidbody_collisions = []
var colliders_in_contact = []
var collider_bump_cooldowns = []
var physics_gun_has_grabbed = false
var physics_gun_object = null
var physics_gun_object_linear_damp = 0.0
var physics_gun_object_angular_damp = 0.0
var physics_gun_hit_point = Vector3.ZERO
var mouse_movement = Vector2.ZERO
var forward_isdown = false
var backward_isdown = false
var left_isdown = false
var right_isdown = false
var cam_toggle_isdown = false
var noclip_isdown = false
var flashlight_isdown = false
var sprint_isdown = false
var jump_isdown = false
var mousecapture_isdown = false
var zoom_isdown = false
var shoulder_isdown = false
var physics_gun_fire_isdown = false
@onready var model_root = $"ModelRoot"
@onready var anim_player = $"ModelRoot/HumanModel/AnimationPlayer"
@onready var player_mesh = $"ModelRoot/HumanModel/root/Skeleton3D/mannequiny"
@onready var collision_shape = $"CollisionShape"
@onready var camera_pivot = $"CameraPivot"
@onready var spring_arm = $"CameraPivot/SpringArm"
@onready var camera = $"CameraPivot/SpringArm/Camera"
@onready var focus_ray = $"CameraPivot/SpringArm/Camera/RayCast3D"
@onready var audio_listener = $"CameraPivot/SpringArm/Camera/AudioListener3D"
@onready var right_footstep = $"ModelRoot/HumanModel/root/Skeleton3D/RightFootLocation/FootstepPlayer"
@onready var left_footstep = $"ModelRoot/HumanModel/root/Skeleton3D/LeftFootLocation/FootstepPlayer"
@onready var jump_land_audio = $"ModelRoot/JumpLandPlayer"
@onready var physics_object_collector = $"CameraPivot/SpringArm/PhysicsGun/PhysicsObjectCollector"
@onready var physics_object_collector_collider = $"CameraPivot/SpringArm/PhysicsGun/PhysicsObjectCollector/CollisionShape3D"
@onready var physics_gun_raycast = $"CameraPivot/SpringArm/PhysicsGun/RayCast3D"
@onready var flashlight_pin = $"ModelRoot/HumanModel/root/Skeleton3D/FlashlightPin/FlashlightOffset"
@onready var flashlight = $"ModelRoot/HumanModel/root/Skeleton3D/FlashlightPin/FlashlightOffset/SpotLight3D"
@onready var bump_audio = load("res://Godot-Human-For-Scale/Assets/BumpAudio.tscn")
@onready var footstep_sounds = [
load("res://Godot-Human-For-Scale/Assets/Audio/Footstep1.wav"),
load("res://Godot-Human-For-Scale/Assets/Audio/Footstep2.wav"),
load("res://Godot-Human-For-Scale/Assets/Audio/Footstep3.wav"),
load("res://Godot-Human-For-Scale/Assets/Audio/Footstep4.wav")
]
@onready var bump_sounds = [
load("res://Godot-Human-For-Scale/Assets/Audio/Bump1.wav"),
load("res://Godot-Human-For-Scale/Assets/Audio/Bump2.wav"),
load("res://Godot-Human-For-Scale/Assets/Audio/Bump3.wav")
]
func _ready():
var y_rotation = Vector3(0.0, global_rotation.y, 0.0)
global_rotation = Vector3.ZERO
physics_object_collector_collider.shape.height = PHYSICS_GUN_PULL_RANGE
physics_object_collector_collider.shape.radius = PHYSICS_GUN_PULL_WIDTH
physics_object_collector_collider.position.z = -(PHYSICS_GUN_PULL_RANGE/2)
physics_gun_raycast.target_position.z = -PHYSICS_GUN_PULL_RANGE
camera_pivot.global_rotation = y_rotation
model_root.global_rotation = y_rotation
camera_rotation = Quaternion.from_euler(camera_pivot.global_rotation)
camera_rotation_no_y = Quaternion.from_euler(camera_pivot.global_rotation)
flashlight.light_energy = flashlight_intensity
flashlight.spot_angle = FLASHLIGHT_ANGLE
camera.make_current()
if enable_depth_of_field:
hijack_camera_attributes()
if enable_audio:
audio_listener.make_current()
await get_tree().create_timer(0.25).timeout
boot_sound_timeout = false
func _process(delta):
process_camera()
process_off_on_floor_time(delta)
process_movement()
process_animation(delta)
process_mousecapture(delta)
process_noclip(delta)
process_flashlight(delta)
process_cam_toggle(delta)
process_cam_zoom(delta)
process_shoulder_swap(delta)
process_physics_gun_fire(delta)
process_dof(delta)
var move_speed = ANIM_MOVE_SPEED * MOVE_MULT
if sprint_isdown:
move_speed = ANIM_RUN_SPEED * RUN_MULT
if noclip_on:
velocity = move_direction * (move_speed * NOCLIP_MULT)
else:
velocity.x = move_direction_no_y.x * move_speed
velocity.z = move_direction_no_y.z * move_speed
if !is_on_floor():
velocity.y -= GRAVITY_FORCE * delta
if jump_isdown and is_on_floor():
velocity.y = JUMP_FORCE
play_jump_land_sound()
if is_on_floor_duration >= JUMP_LAND_TIMEOUT and !has_landed_from_fall:
has_landed_from_fall = true
play_jump_land_sound()
if is_off_floor_duration >= JUMP_LAND_TIMEOUT and has_landed_from_fall:
has_landed_from_fall = false
input_velocity = velocity
orig_transform = global_transform
move_and_slide()
rigidbody_collisions = []
var has_stairstepped = stairstepping(orig_transform, delta)
# Rigidbody interactions don't play nice with stairstepping ☹️
if !has_stairstepped:
collate_rigidbody_interactions()
flashlight.global_position = flashlight_pin.global_position
var backwards = Basis(camera_rotation_no_y).z
var up = flashlight_pin.global_basis.y
var right = up.cross(backwards)
flashlight.global_basis = Basis(right, up, right.cross(up)).orthonormalized()
flashlight.position = flashlight.position + (-flashlight.basis.z * FLASHLIGHT_DISTANCE_FROM_MODEL)
flashlight.global_rotation = camera_pivot.global_rotation
func _physics_process(delta):
process_physics_gun(delta)
var collide_force = COLLIDE_FORCE * delta
var central_multiplier = input_velocity.length() * collide_force
var collider_indexes_still_in_contact = []
var colliders_still_in_contact = []
var non_expired_cooldowns = []
for collision in rigidbody_collisions:
if collision.get_collider() == null:
continue
var collider = collision.get_collider()
var weight = collider.mass
var direction = -collision.get_normal()
var mult_actual = lerp(0.0, central_multiplier, ease_out_circ(weight/MAX_PUSHABLE_WEIGHT))
collider.apply_central_impulse(direction * mult_actual)
collider_indexes_still_in_contact.append(colliders_in_contact.find(collider))
if !colliders_in_contact.has(collider):
colliders_in_contact.append(collider)
var volume_scale = mult_actual/(BUMP_AUDIO_FORCE_THRESHOLD * delta)
if volume_scale > BUMP_AUDIO_ATTENUATION_THRESHOLD:
var has_collider = false
for cooldown in collider_bump_cooldowns:
if cooldown["collider"] != null and cooldown["collider"] == collider:
has_collider = true
break
if !has_collider:
play_bump_audio(collision.get_position(), volume_scale)
var cooldown = {"collider": collider, "cooldown": BUMP_AUDIO_TIMEOUT}
collider_bump_cooldowns.append(cooldown)
for index in collider_indexes_still_in_contact:
colliders_still_in_contact.append(colliders_in_contact[index])
colliders_in_contact = colliders_still_in_contact
for cooldown in collider_bump_cooldowns:
cooldown["cooldown"] -= delta
for cooldown in collider_bump_cooldowns:
if cooldown["cooldown"] > 0.0:
non_expired_cooldowns.append(cooldown)
collider_bump_cooldowns = non_expired_cooldowns
func stairstepping(starting_transform, delta):
if (input_velocity.x == 0 and input_velocity.z == 0) or noclip_on or !is_on_floor() or !is_on_wall():
return false
var collision_out = KinematicCollision3D.new()
var begin_transform = starting_transform
var test_direction = Vector3.UP * STEP_HEIGHT
# Test to above current position
var can_not_step = test_move(begin_transform, test_direction)
if can_not_step:
return false
begin_transform.origin = begin_transform.origin + test_direction
test_direction = Vector3(input_velocity.x, 0, input_velocity.z) * delta
# Then, test towards player's direction running into wall
can_not_step = test_move(begin_transform, test_direction)
if can_not_step:
return false
begin_transform.origin = begin_transform.origin + test_direction
test_direction = Vector3.DOWN * STEP_HEIGHT
# Then, test downwards
can_not_step = test_move(begin_transform, test_direction, collision_out)
if can_not_step:
# If we hit something, teleport towards hit location
begin_transform.origin = begin_transform.origin + collision_out.get_travel()
else:
# If we hit nothing, teleport back to original height
begin_transform.origin = begin_transform.origin + test_direction
# Without the buffer the player can fail to make steps, especially at higher framerates
var step_landing_buffer = floor_snap_length - safe_margin
begin_transform.origin = begin_transform.origin + (Vector3.UP * step_landing_buffer)
global_transform = begin_transform
return true
func collate_rigidbody_interactions():
for index in get_slide_collision_count():
if get_slide_collision(index) == null:
continue
var collision = get_slide_collision(index)
if collision.get_collider() is RigidBody3D:
rigidbody_collisions.append(collision)
func _on_right_footstep():
if !enable_audio:
return
right_footstep.stream = footstep_sounds.pick_random()
right_footstep.play()
func _on_left_footstep():
if !enable_audio:
return
left_footstep.stream = footstep_sounds.pick_random()
left_footstep.play()
func play_jump_land_sound():
if !enable_audio or boot_sound_timeout:
return
if !left_footstep.playing or !right_footstep.playing:
jump_land_audio.stream = footstep_sounds.pick_random()
jump_land_audio.play()
func play_bump_audio(global_audio_position, volume_scale):
if !enable_audio:
return
var spawned_bump_audio = bump_audio.instantiate()
get_tree().root.get_child(0).add_child(spawned_bump_audio)
spawned_bump_audio.global_position = global_audio_position
spawned_bump_audio.stream = bump_sounds.pick_random()
volume_scale = clamp(volume_scale, 0.0, 1.0)
spawned_bump_audio.volume_db = lerp(-80.0, BUMP_AUDIO_VOLUME_DB, ease_out_circ(volume_scale))
spawned_bump_audio.play()
await get_tree().create_timer(0.5).timeout
spawned_bump_audio.queue_free()
func process_off_on_floor_time(delta):
if is_on_floor():
is_on_floor_duration += delta
is_off_floor_duration = 0.0
else:
is_on_floor_duration = 0.0
is_off_floor_duration += delta
is_on_floor_duration = clamp(is_on_floor_duration, 0.0, JUMP_LAND_TIMEOUT)
is_off_floor_duration = clamp(is_off_floor_duration, 0.0, JUMP_LAND_TIMEOUT)
func process_camera():
var camera_rotation_euler = camera_rotation.get_euler()
if mousecapture_on:
camera_rotation_euler += Vector3(mouse_movement.y, mouse_movement.x, 0.0) * LOOK_SENSITIVITY
camera_rotation_euler.x = clamp(camera_rotation_euler.x, LOOK_LIMIT_LOWER, LOOK_LIMIT_UPPER)
camera_rotation = Quaternion.from_euler(camera_rotation_euler)
camera_pivot.global_basis = Basis(camera_rotation)
camera_rotation_no_y = Basis(camera_pivot.global_basis.x, Vector3.UP, camera_pivot.global_basis.z).get_rotation_quaternion()
mouse_movement = Vector2.ZERO
func process_movement():
var input_direction = Vector3.ZERO
if forward_isdown:
input_direction.z -= 1.0
if backward_isdown:
input_direction.z += 1.0
if left_isdown:
input_direction.x -= 1.0
if right_isdown:
input_direction.x += 1.0
move_direction = camera_rotation * input_direction
move_direction_no_y = camera_rotation_no_y * input_direction
move_direction = move_direction.normalized()
move_direction_no_y = move_direction_no_y.normalized()
func process_animation(delta):
if is_off_floor_duration >= JUMP_LAND_TIMEOUT:
switch_anim("Fall")
elif move_direction != Vector3.ZERO:
if sprint_isdown:
switch_anim("Run", RUN_MULT)
else:
switch_anim("Jog", MOVE_MULT)
else:
switch_anim("Idle")
if move_direction != Vector3.ZERO:
model_root.global_basis = basis_rotate_toward(model_root.global_basis, Basis.looking_at(move_direction_no_y), ROTATE_SPEED * delta)
func process_mousecapture(delta):
if mousecapture_isdown and mousecapture_toggle_cooldown == 0.0:
mousecapture_on = !mousecapture_on
mousecapture_toggle_cooldown = TOGGLE_COOLDOWN
if mousecapture_on:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
else:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
mousecapture_toggle_cooldown -= delta
mousecapture_toggle_cooldown = clamp(mousecapture_toggle_cooldown, 0.0, TOGGLE_COOLDOWN)
func process_noclip(delta):
if noclip_isdown and noclip_toggle_cooldown == 0.0:
noclip_on = !noclip_on
collision_shape.disabled = !collision_shape.disabled
noclip_toggle_cooldown = TOGGLE_COOLDOWN
noclip_toggle_cooldown -= delta
noclip_toggle_cooldown = clamp(noclip_toggle_cooldown, 0.0, TOGGLE_COOLDOWN)
func process_flashlight(delta):
if flashlight_isdown and flashlight_toggle_cooldown == 0.0:
flashlight_on = !flashlight_on
flashlight.visible = flashlight_on
flashlight_toggle_cooldown = TOGGLE_COOLDOWN
flashlight_toggle_cooldown -= delta
flashlight_toggle_cooldown = clamp(flashlight_toggle_cooldown, 0.0, TOGGLE_COOLDOWN)
func process_cam_toggle(delta):
if cam_toggle_isdown and cam_toggle_cooldown == 0.0 and !is_cam_transitioning:
cam_is_fp = !cam_is_fp
cam_toggle_cooldown = TOGGLE_COOLDOWN
cam_transition()
cam_toggle_cooldown -= delta
cam_toggle_cooldown = clamp(cam_toggle_cooldown, 0.0, TOGGLE_COOLDOWN)
func process_cam_zoom(delta):
if !mousecapture_on:
return
if zoom_isdown and cam_zoom_cooldown == 0.0 and !is_cam_transitioning:
cam_is_zoomed = !cam_is_zoomed
cam_zoom_cooldown = TOGGLE_COOLDOWN
cam_transition()
cam_zoom_cooldown -= delta
cam_zoom_cooldown = clamp(cam_zoom_cooldown, 0.0, TOGGLE_COOLDOWN)
func process_shoulder_swap(delta):
if shoulder_isdown and !cam_is_fp and shoulder_cooldown == 0.0 and !is_cam_transitioning:
shoulder_is_swapped = !shoulder_is_swapped
shoulder_cooldown = TOGGLE_COOLDOWN
cam_transition()
shoulder_cooldown -= delta
shoulder_cooldown = clamp(shoulder_cooldown, 0.0, TOGGLE_COOLDOWN)
func process_physics_gun_fire(delta):
if !enable_physics_gun or !mousecapture_on:
return
if physics_gun_fire_isdown and physics_gun_cooldown == 0.0:
if physics_gun_has_grabbed:
fire_physics_gun()
else:
grab_physics_gun()
physics_gun_cooldown = TOGGLE_COOLDOWN
physics_gun_cooldown -= delta
physics_gun_cooldown = clamp(physics_gun_cooldown, 0.0, TOGGLE_COOLDOWN)
func grab_physics_gun():
var rigidbodies_detected = []
for node in physics_object_collector.get_overlapping_bodies():
if node is RigidBody3D:
rigidbodies_detected.append(node)
if physics_gun_raycast.is_colliding():
physics_gun_hit_point = physics_gun_raycast.get_collision_point()
else:
physics_gun_hit_point = spring_arm.global_position
rigidbodies_detected.sort_custom(rigidbody_distance_sort)
if rigidbodies_detected.size() == 0 or rigidbodies_detected[0] == null:
return
physics_gun_object = rigidbodies_detected[0]
physics_gun_object_linear_damp = physics_gun_object.linear_damp
physics_gun_object_angular_damp = physics_gun_object.angular_damp
physics_gun_object.linear_damp = PHYSICS_GUN_DAMPING
physics_gun_object.angular_damp = PHYSICS_GUN_DAMPING
physics_gun_has_grabbed = true
func rigidbody_distance_sort(rigidbody_a, rigidbody_b):
if physics_gun_hit_point.distance_to(rigidbody_a.global_position) < physics_gun_hit_point.distance_to(rigidbody_b.global_position):
return true
else:
return false
func fire_physics_gun():
physics_gun_has_grabbed = false
physics_gun_object.linear_damp = physics_gun_object_linear_damp
physics_gun_object.angular_damp = physics_gun_object_angular_damp
physics_gun_object.linear_velocity = Vector3.ZERO
physics_gun_object.angular_velocity = Vector3.ZERO
physics_gun_object.constant_force = Vector3.ZERO
physics_gun_object.apply_central_impulse(-camera_pivot.basis.z * (PHYSICS_GUN_SHOOT_FORCE * physics_gun_object.mass))
func process_physics_gun(delta):
if !enable_physics_gun or !physics_gun_has_grabbed:
return
if physics_gun_object == null:
physics_gun_has_grabbed = false
return
var physics_gun_hold_location = camera_pivot.global_position + (-camera_pivot.global_basis.z * PHYSICS_GUN_HOLD_DISTANCE)
var lerp_force = physics_gun_hold_location.distance_to(physics_gun_object.global_position) / PHYSICS_GUN_PULL_MARGIN
lerp_force = clamp(lerp_force, 0.0, 1.0)
var physics_gun_suck = physics_gun_object.global_position.direction_to(physics_gun_hold_location) * PHYSICS_GUN_PULL_FORCE
physics_gun_suck = physics_gun_suck * physics_gun_object.mass
physics_gun_suck = lerp(Vector3.ZERO, physics_gun_suck, lerp_force)
physics_gun_object.constant_force = physics_gun_suck
func cam_transition():
if is_cam_transitioning:
return
var fov
var offset
if cam_is_zoomed:
if cam_is_fp:
fov = FP_FOV * ZOOM_MULT
else:
fov = TP_FOV * ZOOM_MULT
else:
if cam_is_fp:
fov = FP_FOV
else:
fov = TP_FOV
if shoulder_is_swapped:
offset = -TP_CAMERA_OFFSET
else:
offset = TP_CAMERA_OFFSET
if cam_is_fp:
cam_transitioning(FP_CAMERA_HEIGHT, 0.0, 0.0, fov, false)
else:
cam_transitioning(TP_CAMERA_HEIGHT, offset, TP_CAMERA_DISTANCE, fov, true)
func cam_transitioning(height, offset, length, fov, mesh_visible):
is_cam_transitioning = true
var time = Time.get_ticks_msec()
var orig_height = camera_pivot.position.y
var orig_offset = spring_arm.position.x
var orig_length = spring_arm.spring_length
var orig_fov = camera.fov
if mesh_visible:
if disable_shadow_in_first_person:
player_mesh.visible = true
else:
player_mesh.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON
while is_cam_transitioning:
var current_time = Time.get_ticks_msec()
var lerp = (current_time - time)/(TRANSITION_SPEED * 1000.0)
if lerp >= 1.0:
camera_pivot.position.y = height
spring_arm.position.x = offset
spring_arm.spring_length = length
camera.fov = fov
if !mesh_visible:
if disable_shadow_in_first_person:
player_mesh.visible = false
else:
player_mesh.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_SHADOWS_ONLY
is_cam_transitioning = false
break
camera_pivot.position.y = lerp(orig_height, height, ease_in_out_sine(lerp))
spring_arm.position.x = lerp(orig_offset, offset, ease_in_out_sine(lerp))
# Adjusting spring_length is jittery. Likely only updates on physics process.
spring_arm.spring_length = lerp(orig_length, length, lerp)
# So if you're noticing jitter when switching cams, ^ this lerp is responsible.
camera.fov = lerp(orig_fov, fov, ease_in_out_sine(lerp))
await get_tree().process_frame
func process_dof(delta):
if camera.attributes == null or !enable_depth_of_field:
return
var target_distance = DOF_MAX_RANGE
if focus_ray.is_colliding():
target_distance = camera.global_position.distance_to(focus_ray.get_collision_point())
var blur_amount = DOF_INTENSITY
if !cam_is_zoomed:
blur_amount = 0.0
var distance_multiplier = 0.75
var coming_back_bonus_multiplier = 3.4
if target_distance < dof_target_distance:
distance_multiplier = distance_multiplier * coming_back_bonus_multiplier
var distance_additional = abs(dof_target_distance - target_distance)
distance_additional = distance_additional * distance_multiplier
var adjusted_dof_move_speed = DOF_MOVE_SPEED + distance_additional
dof_target_distance = move_toward(dof_target_distance, target_distance, adjusted_dof_move_speed * delta)
dof_amount_to_apply = move_toward(dof_amount_to_apply, blur_amount, 0.45 * delta)
camera.attributes.dof_blur_near_distance = dof_target_distance - (dof_target_distance * DOF_AREA_SIZE_MULTIPLIER)
camera.attributes.dof_blur_near_transition = dof_target_distance * DOF_AREA_SOFTNESS
camera.attributes.dof_blur_far_distance = dof_target_distance + (dof_target_distance * DOF_AREA_SIZE_MULTIPLIER)
camera.attributes.dof_blur_far_transition = dof_target_distance * DOF_AREA_SOFTNESS
if dof_amount_to_apply < 0.001:
camera.attributes.dof_blur_far_enabled = false
camera.attributes.dof_blur_near_distance = 0.5
camera.attributes.dof_blur_near_transition = 0.25
camera.attributes.dof_blur_amount = 0.1
else:
camera.attributes.dof_blur_far_enabled = true
camera.attributes.dof_blur_amount = dof_amount_to_apply
func hijack_camera_attributes():
var cams_or_envs = []
cams_or_envs += get_tree().current_scene.find_children("*", "Camera3D", true)
cams_or_envs += get_tree().current_scene.find_children("*", "WorldEnvironment", true)
var hijacked_attributes = null
for node in cams_or_envs:
if node is Camera3D:
if node.attributes != null:
hijacked_attributes = node.attributes
break
if node is WorldEnvironment:
if node.camera_attributes != null:
hijacked_attributes = node.camera_attributes
break
camera.attributes = assert_practical_attributes(hijacked_attributes)
camera.attributes.dof_blur_near_enabled = true
focus_ray.target_position.z = -DOF_MAX_RANGE
func assert_practical_attributes(attributes):
var practical_attributes = CameraAttributesPractical.new()
if attributes != null:
if attributes is CameraAttributesPractical:
practical_attributes = attributes
else:
push_warning("CameraAttributesPhysical not supported. Making a CameraAttributesPractical duplicate for Godot-Human-For-Scale's camera.")
practical_attributes.auto_exposure_enabled = attributes.auto_exposure_enabled
practical_attributes.auto_exposure_scale = attributes.auto_exposure_scale
practical_attributes.auto_exposure_speed = attributes.auto_exposure_speed
practical_attributes.exposure_multiplier = attributes.exposure_multiplier
practical_attributes.exposure_sensitivity = attributes.exposure_sensitivity
return practical_attributes
func _unhandled_input(event):
if event is InputEventMouseMotion:
mouse_movement -= event.relative
if event is InputEventMouseButton:
match event.button_index:
MOUSE_BUTTON_LEFT:
physics_gun_fire_isdown = event.pressed
MOUSE_BUTTON_RIGHT:
zoom_isdown = event.pressed
if event is InputEventKey:
match event.keycode:
KEY_W:
forward_isdown = event.pressed
KEY_S:
backward_isdown = event.pressed
KEY_A:
left_isdown = event.pressed
KEY_D:
right_isdown = event.pressed
KEY_V:
cam_toggle_isdown = event.pressed
KEY_F:
flashlight_isdown = event.pressed
KEY_QUOTELEFT:
noclip_isdown = event.pressed
KEY_SHIFT:
sprint_isdown = event.pressed
KEY_SPACE:
jump_isdown = event.pressed
KEY_ESCAPE:
mousecapture_isdown = event.pressed
KEY_TAB:
shoulder_isdown = event.pressed
func switch_anim(anim, speed = 1.0):
if anim_player.current_animation != anim:
anim_player.play(anim, -1, speed)
func quat_rotate_toward(from: Quaternion, to: Quaternion, delta: float) -> Quaternion:
return from.slerp(to, clamp(delta / from.angle_to(to), 0.0, 1.0)).normalized()
func basis_rotate_toward(from: Basis, to: Basis, delta: float) -> Basis:
return Basis(quat_rotate_toward(from.get_rotation_quaternion(), to.get_rotation_quaternion(), delta)).orthonormalized()
func ease_in_out_sine(lerp: float) -> float:
return -(cos(PI * lerp) - 1.0) / 2.0
func ease_out_circ(lerp: float) -> float:
return sqrt(1.0 - pow(lerp - 1.0, 2.0))

View file

@ -0,0 +1,116 @@
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[ext_resource type="Script" path="res://Godot-Human-For-Scale/Assets/AnimationEventReciever.gd" id="2_18j06"]
[ext_resource type="AudioStream" uid="uid://dsfef5dgmtub1" path="res://Godot-Human-For-Scale/Assets/Audio/Footstep1.wav" id="2_be2ba"]
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This work is adapted from "mannequiny" (https://github.com/gdquest-demos/godot-3d-mannequin/tree/master/godot/assets/3d/mannequiny) by GDQuest and contributors (https://www.gdquest.com/) licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/)
Attribution 4.0 International
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MIT License
Copyright (c) 2022 John James Gutib
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.

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# Godot-Human-For-Scale
Simple controllable character that you can use to run around in your level to get a sense of scale. No input bindings or camera set up necessary, just drag and drop into your scene. The character is 5'10. (177.8 cm)
https://github.com/Jamsers/Godot-Human-For-Scale/assets/39361911/ea40c6ec-47b0-43da-a2c2-1e5539d293f6
## How to use
1. Clone or download the Github repository.
2. Move the repository folder (Godot-Human-For-Scale) to the root of your project.
***The Godot-Human-For-Scale folder has to be at the root of your project for Godot-Human-For-Scale to work.***
4. Drag and drop the player scene (Human-For-Scale.tscn) into the scene you want to walk around in.
5. Run your scene.
**Make sure your scene has colliders for the floor at least, or the player will just fall through the map!**
## Controls
- **ESCAPE** to capture/uncapture mouse
***Mouse is uncaptured on start!***
- **W-A-S-D** to move
**SHIFT** to sprint
**SPACE** to jump
**TILDE(~)** to noclip
- **V** to switch third person/first person
**RIGHT CLICK** to zoom/focus
**TAB** to switch third person camera shoulders
- **LEFT CLICK** to pick up/throw object with physics gun
**F** to turn flashlight on/off
## Controls not working?
*Mouse look not working?*
A Control node is likely capturing mouse input. Find that Control node, set its Mouse Filter to Pass/Ignore.
*Keyboard controls not working?*
A Control node is likely capturing keyboard input, most likely a button or text box. Find that Control node, set its Focus Mode to None.
## Extra Options
You can enable depth of field for the zoom functionality. No camera attributes setup necessary.
You can disable the character's shadow in first person view.
You can enable audio, which will enable the audio listener, footstep sounds, and physics interactions sounds.
You can enable the physics gun, which allows you pick up and throw RigidBodies.
![options](https://github.com/Jamsers/Godot-Human-For-Scale/assets/39361911/01ca7799-021c-46c1-a98a-c68c1dee7035)
## Credits
Uses the fantastic [mannequiny](https://github.com/GDQuest/godot-3d-mannequin/tree/master/godot/assets/3d/mannequiny) from GDQuest's [godot-3d-mannequin](https://github.com/GDQuest/godot-3d-mannequin).
Uses Creative Commons sounds, attributions are [here](https://github.com/Jamsers/Godot-Human-For-Scale/blob/main/Assets/Audio/ATTRIBUTION).

401
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"Bistro-Demo-Tweaked" (https://github.com/Jamsers/Bistro-Demo-Tweaked) by John James Gutib (https://jamsers.github.io/)
"Bistro-Demo-Tweaked" adapted from "Lumberyard Bistro Reference Scene" (https://github.com/godotengine/godot/issues/74965) by Logan Preshaw (https://cara.app/wickedinsignia) licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/)
"Lumberyard Bistro Reference Scene" adapted from "Amazon Lumberyard Bistro, Open Research Content Archive (ORCA)" (https://developer.nvidia.com/orca/amazon-lumberyard-bistro) by Amazon Lumberyard (https://aws.amazon.com/lumberyard/) licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/)
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3433
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