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No commits in common. 'ea0589bb0940b5e740a79d6e0af90d28426a9dae' and '883e2af3174e8cfa5e447e65b1c892448ca2d3bb' have entirely different histories.
ea0589bb09
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883e2af317
12 changed files with 52 additions and 230 deletions
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public partial class CameraController : Node3D |
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{ |
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private Vector3 Offset; |
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public override void _Ready() |
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{ |
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Offset = Position; |
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} |
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public override void _Process(double delta) |
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{ |
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var target = GetParent<Node3D>().GlobalPosition + Offset; |
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GlobalPosition = GlobalPosition.Lerp(target, 1 - Pow(0.05f, (float)delta)); |
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} |
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} |
@ -1,69 +0,0 @@ |
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public partial class CameraController : SpringArm3D |
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{ |
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[Export] public float MovementSmoothing { get; set; } = 8.0f; |
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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 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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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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} |
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public override void _Input(InputEvent ev) |
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{ |
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if (IsMouseCaptured && ev.IsActionPressed("ui_cancel")) { |
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// When escape is pressed, release the mouse. |
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Input.MouseMode = Input.MouseModeEnum.Visible; |
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GetViewport().SetInputAsHandled(); |
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} |
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} |
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public override void _UnhandledInput(InputEvent ev) |
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{ |
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switch (ev) { |
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case InputEventMouseButton { ButtonIndex: MouseButton.Left, Pressed: true } when !IsMouseCaptured: |
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// When left mouse button is pressed, capture the mouse. |
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Input.MouseMode = Input.MouseModeEnum.Captured; |
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GetViewport().SetInputAsHandled(); |
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break; |
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case InputEventMouseMotion motion when IsMouseCaptured: |
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ApplyRotation(-motion.Relative * MouseSensitivity); |
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break; |
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} |
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} |
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|
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void ApplyRotation(Vector2 delta) |
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{ |
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var (pitch, yaw, _) = RotationDegrees; |
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pitch += delta.Y; |
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yaw += delta.X; |
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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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{ |
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Position = Position.Damp(_offset + _player.GlobalPosition, MovementSmoothing, delta); |
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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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if (pitch > max) pitch = pitch.Damp(max, PitchSmoothing, delta); |
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RotationDegrees = RotationDegrees with { X = pitch }; |
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} |
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} |
File diff suppressed because one or more lines are too long
@ -1,12 +0,0 @@ |
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public static class MathExtensions |
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{ |
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// Framerate independent dampening functions, similar to lerp. |
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// https://rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ |
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public static float Damp(this float from, float to, float lambda, double delta) |
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=> Lerp(from, to, 1 - Exp(-lambda * (float)delta)); |
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public static Vector3 Damp(this Vector3 from, Vector3 to, float lambda, double delta) |
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=> from.Lerp(to, 1 - Exp(-lambda * (float)delta)); |
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|
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public static Vector2I RoundToVector2I(this Vector2 vector) |
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=> new(RoundToInt(vector.X), RoundToInt(vector.Y)); |
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} |
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