2d-3d velocity separation example
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1 changed files with 16 additions and 13 deletions
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@ -10,7 +10,7 @@ extends CharacterBody3D
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@export var level_path: Path3D
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@export var level_path: Path3D
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var h_speed: float = 0.0
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var velocity_2d: Vector2 = Vector2.ZERO
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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@ -24,20 +24,23 @@ func _physics_process(delta: float) -> void:
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# horizontal movement
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# horizontal movement
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var input_dir = signf(Input.get_axis(&"walk_left", &"walk_right"))
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var input_dir = signf(Input.get_axis(&"walk_left", &"walk_right"))
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h_speed += input_dir * walk_acceleration * delta
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velocity_2d.x += input_dir * walk_acceleration * delta
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if input_dir == 0.0:
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if input_dir == 0.0:
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h_speed = move_toward(h_speed, 0.0, stopping_rate * delta)
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velocity_2d.x = move_toward(velocity_2d.x, 0.0, stopping_rate * delta)
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h_speed = clampf(h_speed, -walk_speed, walk_speed)
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velocity_2d.x = clampf(velocity_2d.x, -walk_speed, walk_speed)
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var h_velocity = global_transform.basis.z * h_speed
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velocity.x = h_velocity.x
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velocity.z = h_velocity.z
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# vertical movement
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# vertical movement
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velocity.y -= gravity * delta
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velocity_2d.y -= gravity * delta
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if Input.is_action_just_pressed(&"jump"):
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if is_on_floor() and Input.is_action_just_pressed(&"jump"):
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velocity.y = jump_force
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velocity_2d.y = jump_force
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# translate 2d movement to 3d
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velocity.x = global_transform.basis.z.x * velocity_2d.x
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velocity.y = velocity_2d.y
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velocity.z = global_transform.basis.z.z * velocity_2d.x
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# apply movement and translate 3d velocity back to 2d
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move_and_slide()
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move_and_slide()
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var h_vel = (velocity * Vector3(1.0, 0.0, 1.0))
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# update horizontal speed after slide
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velocity_2d.x = h_vel.length() * signf(global_transform.basis.z.dot(h_vel))
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velocity_2d.y = velocity.y
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