add vr template project
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@tool
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class_name XRToolsForceBody
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extends AnimatableBody3D
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## XRTools Force Body script
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##
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## This script enhances AnimatableBody3D with move_and_slide and the ability
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## to push bodies by emparting forces on them.
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## Force Body Collision
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class ForceBodyCollision:
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## Collider object
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var collider : Node3D
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## Collision point
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var position : Vector3
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## Collision normal
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var normal : Vector3
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## Enables or disables pushing bodies
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@export var push_bodies : bool = true
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## Control the stiffness of the body
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@export var stiffness : float = 10.0
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## Control the maximum push force
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@export var maximum_force : float = 1.0
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## Maximum slides
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@export var max_slides : int = 4
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## Add support for is_xr_class on XRTools classes
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func is_xr_class(name : String) -> bool:
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return name == "XRToolsForceBody"
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## This function moves and slides along the [param move] vector. It returns
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## information about the last collision, or null if no collision
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func move_and_slide(move : Vector3) -> ForceBodyCollision:
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# Make sure this is off or weird shit happens...
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sync_to_physics = false
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# Loop performing the movement steps
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var step_move := move
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var ret : ForceBodyCollision = null
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for step in max_slides:
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# Take the next step
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var collision := move_and_collide(step_move)
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# If we didn't collide with anything then we have finished the entire
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# move_and_slide operation
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if not collision:
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break
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# Save relevant collision information
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var collider := collision.get_collider()
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var postion := collision.get_position()
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var normal := collision.get_normal()
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# Save the collision information
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if not ret:
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ret = ForceBodyCollision.new()
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ret.collider = collider
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ret.position = postion
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ret.normal = normal
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# Calculate the next move
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var next_move := collision.get_remainder().slide(normal)
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# Handle pushing bodies
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if push_bodies:
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var body := collider as RigidBody3D
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if body:
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# Calculate the momentum lost by the collision
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var lost_momentum := step_move - next_move
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# TODO: We should consider the velocity of the body such that
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# we never push it away faster than our own velocity.
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# Apply the lost momentum as an impulse to the body we hit
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body.apply_impulse(
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(lost_momentum * stiffness).limit_length(maximum_force),
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position - body.global_position)
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# Update the remaining movement
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step_move = next_move
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# Prevent bouncing back along movement path
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if next_move.dot(move) <= 0:
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break
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# Return the last collision data
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return ret
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@@ -0,0 +1 @@
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uid://pc8g5reafi7c
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