Smooth out camera pitch limits

main
copygirl 3 weeks ago
parent 00579c8559
commit ddb93b3a3b
  1. 25
      player/CameraController.cs

@ -1,12 +1,15 @@
public partial class CameraController : SpringArm3D public partial class CameraController : SpringArm3D
{ {
[Export] public Vector2 MouseSensitivity { get; set; } = new(0.2f, 0.2f); // Degrees per pixel.
[Export] public float MovementSmoothing { get; set; } = 8.0f; [Export] public float MovementSmoothing { get; set; } = 8.0f;
[Export] public float PitchMinimum { get; set; } = -85;
[Export] public float PitchMaximum { get; set; } = -25; [Export] public Vector2 MouseSensitivity { get; set; } = new(0.2f, 0.2f); // Degrees per pixel.
[Export] public float PitchMinimum { get; set; } = 30;
[Export] public float PitchMaximum { get; set; } = 65;
[Export] public float PitchSmoothing { get; set; } = 12.0f;
// FIXME: Fix the "snappyness" when moving slowly. // FIXME: Fix the "snappyness" when moving slowly.
// TODO: Add a "soft" minimum / maximum for pitch. // FIXME: Fix spring arm clipping through terrain and similar.
// TODO: Gradually return to maximum spring length. // TODO: Gradually return to maximum spring length.
// TODO: Turn player transparent as the camera moves closer. // TODO: Turn player transparent as the camera moves closer.
@ -47,16 +50,20 @@ public partial class CameraController : SpringArm3D
void ApplyRotation(Vector2 delta) void ApplyRotation(Vector2 delta)
{ {
delta *= Tau / 360; // degrees to radians var (pitch, yaw, _) = RotationDegrees;
var (pitch, yaw, _) = Rotation;
yaw += delta.X;
pitch += delta.Y; pitch += delta.Y;
pitch = Clamp(pitch, DegToRad(PitchMinimum), DegToRad(PitchMaximum)); yaw += delta.X;
Rotation = new(pitch, yaw, 0); RotationDegrees = new(pitch, yaw, 0);
} }
public override void _Process(double delta) public override void _Process(double delta)
{ {
Position = Position.Damp(_offset + _player.GlobalPosition, MovementSmoothing, delta); Position = Position.Damp(_offset + _player.GlobalPosition, MovementSmoothing, delta);
var pitch = RotationDegrees.X;
var (min, max) = (-PitchMaximum, -PitchMinimum);
if (pitch < min) pitch = pitch.Damp(min, PitchSmoothing, delta);
if (pitch > max) pitch = pitch.Damp(max, PitchSmoothing, delta);
RotationDegrees = RotationDegrees with { X = pitch };
} }
} }

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