Mostly done camera

This commit is contained in:
2026-06-11 21:33:42 -05:00
parent 8c90db2d69
commit 432909d65e
+44 -22
View File
@@ -8,10 +8,10 @@ const COLLISION_MARGIN:float = 0.3
@export_category("Orbit") @export_category("Orbit")
@export var distance:float = 7.0 @export var distance:float = 7.0
@export var minDistance:float = 1.5 @export var minDistance:float = 5.0
@export var orbitSensitivity:float = 144.0 @export var orbitSensitivity:float = 144.0
@export var orbitAcceleration:float = 600.0 @export var orbitAcceleration:float = 600.0
@export var pitchMin:float = -10.0 @export var pitchMin:float = -80.0
@export var pitchMax:float = 70.0 @export var pitchMax:float = 70.0
@export_category("Mouse") @export_category("Mouse")
@@ -24,19 +24,14 @@ const COLLISION_MARGIN:float = 0.3
@export_category("Collision") @export_category("Collision")
@export_flags_3d_physics var collisionMask:int = 1 @export_flags_3d_physics var collisionMask:int = 1
@export var distanceReturnSpeed:float = 5.0
var _yaw:float = 0.0 var _yaw:float = 0.0
var _pitch:float = 30.0 var _pitch:float = 30.0
var _currentDistance:float = 0.0
var _camVelocity:Vector2 = Vector2.ZERO var _camVelocity:Vector2 = Vector2.ZERO
var _idleTimer:float = 0.0 var _idleTimer:float = 0.0
var _mouseDelta:Vector2 = Vector2.ZERO var _mouseDelta:Vector2 = Vector2.ZERO
var _rightMouseHeld:bool = false var _rightMouseHeld:bool = false
func _ready() -> void:
_currentDistance = distance
func _input(event:InputEvent) -> void: func _input(event:InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT: if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT:
_rightMouseHeld = event.pressed _rightMouseHeld = event.pressed
@@ -107,25 +102,52 @@ func _process(delta:float) -> void:
cos(yawRad) * cos(pitchRad) cos(yawRad) * cos(pitchRad)
) )
# Snap in instantly when terrain blocks; restore smoothly when clear var finalPos:Vector3 = _resolvePosition(pivot, dir)
var collisionDist:float = _resolveDistance(pivot, dir) global_transform.origin = finalPos
if collisionDist < _currentDistance:
_currentDistance = collisionDist
else:
_currentDistance = move_toward(_currentDistance, distance, distanceReturnSpeed * delta)
global_transform.origin = pivot + dir * _currentDistance
look_at(pivot, Vector3.UP) look_at(pivot, Vector3.UP)
# Ray from pivot outward; returns the safe camera distance along dir. # Feed actual position back so camera input resumes from where it really is
func _resolveDistance(pivot:Vector3, dir:Vector3) -> float: var actualDir:Vector3 = (finalPos - pivot).normalized()
_pitch = rad_to_deg(asin(clamp(actualDir.y, -1.0, 1.0)))
_yaw = rad_to_deg(atan2(actualDir.x, actualDir.z))
# Returns the camera world position, respecting both minDistance and terrain.
func _resolvePosition(pivot:Vector3, dir:Vector3) -> Vector3:
var desired:Vector3 = pivot + dir * distance
var space:PhysicsDirectSpaceState3D = get_world_3d().direct_space_state var space:PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
var query:PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(pivot, pivot + dir * distance) var query:PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(pivot, desired)
query.collision_mask = collisionMask query.collision_mask = collisionMask
var hit:Dictionary = space.intersect_ray(query) var hit:Dictionary = space.intersect_ray(query)
if hit.is_empty():
return distance
if hit.is_empty():
return desired
var hitNormal:Vector3 = hit["normal"]
var hitDist:float = (hit["position"] - pivot).length() - COLLISION_MARGIN var hitDist:float = (hit["position"] - pivot).length() - COLLISION_MARGIN
return maxf(hitDist, minDistance)
if hitDist >= minDistance:
# Terrain is beyond minDistance — simple pull-back along the ray
return pivot + dir * hitDist
# Terrain is closer than minDistance.
# Find the closest point on the circle formed by intersecting:
# • the minDistance sphere centred on pivot
# • the terrain surface plane (inset by COLLISION_MARGIN along its normal)
# That point is exactly minDistance from the pivot and flush with the surface.
var d:float = hitNormal.dot(pivot - hit["position"]) - COLLISION_MARGIN
var rSq:float = minDistance * minDistance - d * d
if rSq <= 0.0:
# Pivot is itself nearly on the terrain — sit at the tangent point
return pivot - hitNormal * d
var circleCenter:Vector3 = pivot - hitNormal * d
var circleRadius:float = sqrt(rSq)
# Project desired onto the terrain plane to get the on-plane direction
var toDesired:Vector3 = desired - circleCenter
toDesired -= hitNormal * hitNormal.dot(toDesired)
if toDesired.length_squared() < 0.0001:
# Desired is directly along the normal — any circle point is equally good
return circleCenter
return circleCenter + toDesired.normalized() * circleRadius