Mostly done camera
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@@ -8,10 +8,10 @@ const COLLISION_MARGIN:float = 0.3
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@export_category("Orbit")
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@export var distance:float = 7.0
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@export var minDistance:float = 1.5
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@export var minDistance:float = 5.0
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@export var orbitSensitivity:float = 144.0
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@export var orbitAcceleration:float = 600.0
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@export var pitchMin:float = -10.0
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@export var pitchMin:float = -80.0
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@export var pitchMax:float = 70.0
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@export_category("Mouse")
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@@ -24,19 +24,14 @@ const COLLISION_MARGIN:float = 0.3
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@export_category("Collision")
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@export_flags_3d_physics var collisionMask:int = 1
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@export var distanceReturnSpeed:float = 5.0
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var _yaw:float = 0.0
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var _pitch:float = 30.0
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var _currentDistance:float = 0.0
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var _camVelocity:Vector2 = Vector2.ZERO
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var _idleTimer:float = 0.0
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var _mouseDelta:Vector2 = Vector2.ZERO
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var _rightMouseHeld:bool = false
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func _ready() -> void:
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_currentDistance = distance
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func _input(event:InputEvent) -> void:
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT:
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_rightMouseHeld = event.pressed
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@@ -107,25 +102,52 @@ func _process(delta:float) -> void:
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cos(yawRad) * cos(pitchRad)
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)
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# Snap in instantly when terrain blocks; restore smoothly when clear
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var collisionDist:float = _resolveDistance(pivot, dir)
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if collisionDist < _currentDistance:
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_currentDistance = collisionDist
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else:
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_currentDistance = move_toward(_currentDistance, distance, distanceReturnSpeed * delta)
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global_transform.origin = pivot + dir * _currentDistance
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var finalPos:Vector3 = _resolvePosition(pivot, dir)
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global_transform.origin = finalPos
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look_at(pivot, Vector3.UP)
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# Ray from pivot outward; returns the safe camera distance along dir.
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func _resolveDistance(pivot:Vector3, dir:Vector3) -> float:
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# Feed actual position back so camera input resumes from where it really is
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var actualDir:Vector3 = (finalPos - pivot).normalized()
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_pitch = rad_to_deg(asin(clamp(actualDir.y, -1.0, 1.0)))
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_yaw = rad_to_deg(atan2(actualDir.x, actualDir.z))
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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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var query:PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(pivot, pivot + dir * distance)
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var query:PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(pivot, desired)
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query.collision_mask = collisionMask
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var hit:Dictionary = space.intersect_ray(query)
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if hit.is_empty():
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return distance
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if hit.is_empty():
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return desired
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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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return maxf(hitDist, minDistance)
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if hitDist >= minDistance:
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# Terrain is beyond minDistance — simple pull-back along the ray
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return pivot + dir * hitDist
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# Terrain is closer than minDistance.
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# Find the closest point on the circle formed by intersecting:
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# • the minDistance sphere centred on pivot
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# • the terrain surface plane (inset by COLLISION_MARGIN along its normal)
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# That point is exactly minDistance from the pivot and flush with the surface.
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var d:float = hitNormal.dot(pivot - hit["position"]) - COLLISION_MARGIN
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var rSq:float = minDistance * minDistance - 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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