Code Pieces
Various code i stole from everywhere.
Simple FPS Controller
extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var camera: Camera3D = $Camera3D
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * .005)
camera.rotate_x(-event.relative.y * .005)
camera.rotation.x = clamp(camera.rotation.x, -PI/4, PI/4)
if Input.is_action_just_pressed("ui_cancel"):
get_tree().quit()
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("left", "right", "forward", "back")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
Generate mesh with blend surfaces, example
extends Node3D
#godot 4, generate mesh with blend surfaces, example
func _ready():
var mesh_instance = MeshInstance3D.new()
add_child(mesh_instance)
var mesh = ArrayMesh.new()
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = PackedVector3Array([Vector3(1,0,0), Vector3(0,0,0), Vector3(0,1,0)])
var arrays1 = []
arrays1.resize(Mesh.ARRAY_MAX)
arrays1[Mesh.ARRAY_VERTEX] = PackedVector3Array([Vector3(-1,0,0), Vector3(0,0,0), Vector3(0,-1,0)])
var blend_shape_arrays = []
blend_shape_arrays.resize(Mesh.ARRAY_MAX)
blend_shape_arrays[Mesh.ARRAY_VERTEX] = PackedVector3Array([
Vector3(1, 0.5, 0),
Vector3(0, 0.5, 0),
Vector3(0, 1.5, 0)])
var blend_shape_arrays1 = []
blend_shape_arrays1.resize(Mesh.ARRAY_MAX)
blend_shape_arrays1[Mesh.ARRAY_VERTEX] = PackedVector3Array([
Vector3(1, -0.5, 0),
Vector3(0, -0.5, 0),
Vector3(0, -1.5, 0),])
mesh.add_blend_shape('bs')
mesh.add_blend_shape('bs1')
#mesh.add_blend_shape('bs2')
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays, [blend_shape_arrays,blend_shape_arrays1])
#mesh.add_blend_shape('bs2')
#mesh.add_blend_shape('bs3')
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays1, [blend_shape_arrays,blend_shape_arrays1])
mesh_instance.mesh = mesh
mesh_instance.set("blend_shapes/bs", .5)
print(mesh.get_blend_shape_count())
Trails
var trail_time = xxx
func _spawn_fading_trail(from: Vector3, to: Vector3) -> void:
var mesh := ImmediateMesh.new()
mesh.surface_begin(Mesh.PRIMITIVE_LINES)
mesh.surface_set_color(Color(0.941, 0.992, 0.008, 0.792))
mesh.surface_add_vertex(from)
mesh.surface_add_vertex(to)
mesh.surface_end()
var trail := MeshInstance3D.new()
trail.mesh = mesh
trail.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
if tracer_material:
trail.set_surface_override_material(0, tracer_material)
get_tree().current_scene.add_child(trail)
# Quick fade out by scaling alpha over time
var t := get_tree().create_timer(trail_time)
t.timeout.connect(func(): trail.queue_free())