Camera feeling great
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@@ -1,5 +1,7 @@
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class_name OverworldCamera extends Camera3D
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enum CameraMode { FREE, CENTERED }
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const COLLISION_MARGIN:float = 0.3
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@export_category("Target")
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@@ -18,17 +20,19 @@ const COLLISION_MARGIN:float = 0.3
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@export var mouseSensitivity:float = 0.3
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@export_category("Auto-center")
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@export var autoReturnDelay:float = 2.0
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@export var autoReturnSpeed:float = 90.0
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@export var autoReturnPitch:float = 30.0
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@export var centeredDelay:float = 2.0
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@export var centeredFollowRate:float = 0.75
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@export var centeredMaxFollowRate:float = 1.0
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@export var centeredPitch:float = 30.0
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@export_category("Collision")
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@export_flags_3d_physics var collisionMask:int = 1
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var _mode:CameraMode = CameraMode.CENTERED
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var _yaw:float = 0.0
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var _pitch:float = 30.0
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var _camVelocity:Vector2 = Vector2.ZERO
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var _idleTimer:float = 0.0
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var _freeTimer:float = 0.0
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var _mouseDelta:Vector2 = Vector2.ZERO
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var _rightMouseHeld:bool = false
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@@ -51,8 +55,15 @@ func _process(delta:float) -> void:
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"camera_orbit_up", "camera_orbit_down"
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)
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# Controller input with speed ramp; instant stop on release
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var controllerActive:bool = orbitInput.length() > 0.01
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var mouseActive:bool = _mouseDelta.length_squared() > 0.0
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# Any manual camera input returns to FREE and resets the centering timer
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if controllerActive or mouseActive:
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_mode = CameraMode.FREE
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_freeTimer = 0.0
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# Controller input with speed ramp; instant stop on release
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if controllerActive:
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_camVelocity = _camVelocity.move_toward(
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orbitInput * orbitSensitivity * SETTINGS.cameraSpeedController, orbitAcceleration * delta
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@@ -63,33 +74,41 @@ func _process(delta:float) -> void:
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_camVelocity = Vector2.ZERO
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# Right-click mouse drag
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var mouseActive:bool = _mouseDelta.length_squared() > 0.0
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if mouseActive:
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_yaw += _mouseDelta.x * mouseSensitivity * SETTINGS.cameraSpeedMouse * xMult
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_pitch += _mouseDelta.y * mouseSensitivity * SETTINGS.cameraSpeedMouse * yMult
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_mouseDelta = Vector2.ZERO
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# Auto-center behind player: only when player is moving and camera has been idle
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var centerPressed:bool = Input.is_action_just_pressed("center_camera")
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if centerPressed:
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_idleTimer = autoReturnDelay
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elif controllerActive or mouseActive:
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_idleTimer = 0.0
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else:
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# center_camera input → switch to CENTERED immediately
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if Input.is_action_just_pressed("center_camera"):
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_mode = CameraMode.CENTERED
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# In FREE mode, accumulate time toward auto-centering while the player is moving
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if _mode == CameraMode.FREE:
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var playerBody := targetNode as CharacterBody3D
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if playerBody != null and playerBody.velocity.length_squared() > 0.1:
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_idleTimer += delta
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_freeTimer += delta
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if _freeTimer >= centeredDelay:
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_mode = CameraMode.CENTERED
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_freeTimer = 0.0
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else:
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_idleTimer = 0.0
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_freeTimer = 0.0
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if _idleTimer >= autoReturnDelay:
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_pitch = move_toward(_pitch, autoReturnPitch, autoReturnSpeed * delta)
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var behindYaw:float = rad_to_deg(atan2(
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targetNode.global_transform.basis.z.x,
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targetNode.global_transform.basis.z.z
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))
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var yawDiff:float = fposmod(behindYaw - _yaw + 180.0, 360.0) - 180.0
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_yaw += move_toward(0.0, yawDiff, autoReturnSpeed * delta)
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# In CENTERED mode, smoothly slerp toward behind the player while they move;
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# rate scales up with angular distance so large offsets catch up quickly.
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if _mode == CameraMode.CENTERED:
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var centerBody := targetNode as CharacterBody3D
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if centerBody != null and centerBody.velocity.length_squared() > 0.1:
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var behindYaw:float = rad_to_deg(atan2(
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targetNode.global_transform.basis.z.x,
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targetNode.global_transform.basis.z.z
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))
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var centerYawDiff:float = fposmod(behindYaw - _yaw + 180.0, 360.0) - 180.0
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var totalAngle:float = abs(centerYawDiff) + abs(centeredPitch - _pitch)
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var dynamicRate:float = minf(centeredFollowRate * (1.0 + totalAngle / 90.0), centeredMaxFollowRate)
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var t:float = minf(dynamicRate * delta, 1.0)
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_pitch = lerpf(_pitch, centeredPitch, t)
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_yaw += centerYawDiff * t
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_pitch = clamp(_pitch, pitchMin, pitchMax)
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@@ -113,10 +132,9 @@ func _process(delta:float) -> void:
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var targetYaw:float = rad_to_deg(atan2(actualDir.x, actualDir.z))
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var feedbackRate:float = minf(20.0 * delta, 1.0)
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_pitch = lerpf(_pitch, targetPitch, feedbackRate)
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var yawDiff:float = fposmod(targetYaw - _yaw + 180.0, 360.0) - 180.0
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_yaw += lerpf(0.0, yawDiff, feedbackRate)
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var feedbackYawDiff:float = fposmod(targetYaw - _yaw + 180.0, 360.0) - 180.0
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_yaw += lerpf(0.0, feedbackYawDiff, feedbackRate)
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# Returns the camera world position, respecting both minDistance and terrain.
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func _resolvePosition(pivot:Vector3, dir:Vector3) -> Vector3:
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var desired:Vector3 = pivot + dir * distance
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var space:PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
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@@ -130,26 +148,20 @@ func _resolvePosition(pivot:Vector3, dir:Vector3) -> Vector3:
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var hitNormal:Vector3 = hit["normal"]
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var hitDist:float = (hit["position"] - pivot).length() - COLLISION_MARGIN
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# Find the closest point on the circle formed by intersecting:
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# • a sphere of radius max(hitDist, minDistance) centred on pivot
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# • the terrain surface plane (inset by COLLISION_MARGIN along its normal)
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# Using max() makes both cases meet exactly at hitDist == minDistance,
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# eliminating the branch discontinuity that causes jitter at the boundary.
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# Sphere-plane circle intersection: find the closest valid point that
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# satisfies both minDistance from pivot and stays clear of terrain.
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var targetDist:float = maxf(hitDist, minDistance)
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var d:float = hitNormal.dot(pivot - hit["position"]) - COLLISION_MARGIN
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var rSq:float = targetDist * targetDist - d * d
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if rSq <= 0.0:
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# Pivot is itself nearly on the terrain — sit at the tangent point
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return pivot - hitNormal * d
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var circleCenter:Vector3 = pivot - hitNormal * d
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var circleRadius:float = sqrt(rSq)
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# Project desired onto the terrain plane to get the on-plane direction
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var toDesired:Vector3 = desired - circleCenter
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toDesired -= hitNormal * hitNormal.dot(toDesired)
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if toDesired.length_squared() < 0.0001:
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# Desired is directly along the normal — any circle point is equally good
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return circleCenter
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return circleCenter + toDesired.normalized() * circleRadius
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