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@ -1,28 +1,29 @@ |
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public partial class CameraController : SpringArm3D |
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public partial class CameraController : Camera3D |
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{ |
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[Export] public float MovementSmoothing { get; set; } = 8.0f; |
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[ExportCategory("Follow")] |
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[Export] public float FollowDistance { get; set; } = 1.2f; |
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[Export] public float FollowYOffset { get; set; } = 1.0f; |
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[Export] public float FollowSmoothing { get; set; } = 12.0f; |
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[ExportCategory("Rotation")] |
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[Export] public Vector2 MouseSensitivity { get; set; } = new(0.2f, 0.2f); // Degrees per pixel. |
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[Export] public float PitchMinimum { get; set; } = 30; |
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[Export] public float PitchMinimum { get; set; } = 20; |
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[Export] public float PitchMaximum { get; set; } = 65; |
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[Export] public float PitchSmoothing { get; set; } = 12.0f; |
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// FIXME: Fix the "snappyness" when moving slowly. |
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// FIXME: Fix spring arm clipping through terrain and similar. |
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// TODO: Gradually return to maximum spring length. |
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// TODO: Turn player transparent as the camera moves closer. |
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public static bool IsMouseCaptured |
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=> Input.MouseMode == Input.MouseModeEnum.Captured; |
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Vector3 _offset; |
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Node3D _player; |
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Vector3 _smoothPlayerPos; |
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public override void _Ready() |
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{ |
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_offset = Position; |
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_player = this.GetParentOrThrow<Node3D>(); |
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Transform = _player.GlobalTransform.Translated(_offset); |
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_smoothPlayerPos = _player.GlobalPosition; |
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Transform = _player.GlobalTransform.Translated(new(0.0f, FollowYOffset, 0.0f)); |
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} |
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public override void _Input(InputEvent ev) |
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@ -56,10 +57,35 @@ public partial class CameraController : SpringArm3D |
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RotationDegrees = new(pitch, yaw, 0); |
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} |
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public override void _Process(double delta) |
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public override void _PhysicsProcess(double delta) |
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{ |
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Position = Position.Damp(_offset + _player.GlobalPosition, MovementSmoothing, delta); |
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_smoothPlayerPos = _smoothPlayerPos.Damp(_player.GlobalPosition, FollowSmoothing, delta); |
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var target = _smoothPlayerPos |
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+ Basis.Z * FollowDistance |
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+ Vector3.Up * FollowYOffset; |
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Position = OffsetRayIntersection(_smoothPlayerPos, target, 0.2f); |
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} |
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Vector3 OffsetRayIntersection(Vector3 from, Vector3 to, float margin) |
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{ |
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const PhysicsLayer CollisionMask = PhysicsLayer.Terrain |
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| PhysicsLayer.Objects; |
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var query = PhysicsRayQueryParameters3D.Create(from, to, (uint)CollisionMask); |
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var result = GetWorld3D().DirectSpaceState.IntersectRay(query); |
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if (result.Count > 0) { |
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var hit = (Vector3)result["position"]; |
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var safeDistance = Max(0, from.DistanceTo(hit) - margin); |
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return from + (to - from).Normalized() * safeDistance; |
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} else { |
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// No intersection occured, |
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return to; |
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} |
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} |
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public override void _Process(double delta) |
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{ |
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var pitch = RotationDegrees.X; |
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var (min, max) = (-PitchMaximum, -PitchMinimum); |
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if (pitch < min) pitch = pitch.Damp(min, PitchSmoothing, delta); |
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