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69 lines
2.2 KiB
69 lines
2.2 KiB
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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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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}
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