178 lines
6.8 KiB
GDScript
178 lines
6.8 KiB
GDScript
class_name OverworldCamera extends Camera3D
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enum CameraMode { FREE, CENTERED }
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# const COLLISION_MARGIN:float = 0.1
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const COLLISION_MARGIN:float = 0
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@export_category("Target")
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@export var targetNode:Node3D = null
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@export var pivotOffset:Vector3 = Vector3(0, 1.2, 0)
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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 = 2.5
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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 orbitFriction: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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@export var mouseSensitivity:float = 0.3
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@export_category("Auto-center")
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@export var centeredDelay:float = 1.0
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@export var centeredFollowRate:float = 0.75
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@export var centeredMaxFollowRate:float = 3.0
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@export var centeredAcceleration:float = 180.0
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@export var centeredMaxYawDiff:float = 120.0
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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 _centerVelocity: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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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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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if _rightMouseHeld else Input.MOUSE_MODE_VISIBLE
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elif event is InputEventMouseMotion and _rightMouseHeld:
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_mouseDelta += event.relative
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func _process(delta:float) -> void:
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if targetNode == null:
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return
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var xMult:float = -1.0 if SETTINGS.invertCameraX else 1.0
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var yMult:float = 1.0 if SETTINGS.invertCameraY else -1.0
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var orbitInput:Vector2 = Input.get_vector(
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"camera_orbit_left", "camera_orbit_right",
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"camera_orbit_up", "camera_orbit_down"
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)
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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: ramp up to target speed, then friction-dampen 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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)
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else:
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_camVelocity = _camVelocity.lerp(Vector2.ZERO, minf(orbitFriction * delta, 1.0))
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_yaw += _camVelocity.x * delta * xMult
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_pitch += _camVelocity.y * delta * yMult
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# Right-click mouse drag
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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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# 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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_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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_freeTimer = 0.0
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# In CENTERED mode, accelerate a yaw velocity toward behind the player (using
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# actual movement velocity for direction) then friction-decay when idle —
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# mirrors how controller input works so there's no sudden stop.
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if _mode == CameraMode.CENTERED:
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var centerBody := targetNode as CharacterBody3D
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var vel3d:Vector3 = Vector3.ZERO if centerBody == null else centerBody.velocity
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if vel3d.length_squared() > 0.1:
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var behindYaw:float = rad_to_deg(atan2(-vel3d.x, -vel3d.z))
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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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if abs(centerYawDiff) <= centeredMaxYawDiff:
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_centerVelocity = move_toward(_centerVelocity, centerYawDiff * dynamicRate, centeredAcceleration * delta)
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var tPitch:float = minf(dynamicRate * 3.0 * delta, 1.0)
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_pitch = lerpf(_pitch, centeredPitch, tPitch)
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else:
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_centerVelocity = lerpf(_centerVelocity, 0.0, minf(orbitFriction * delta, 1.0))
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else:
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_centerVelocity = lerpf(_centerVelocity, 0.0, minf(orbitFriction * delta, 1.0))
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_yaw += _centerVelocity * delta
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_pitch = clamp(_pitch, pitchMin, pitchMax)
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var pivot:Vector3 = targetNode.global_transform.origin + pivotOffset
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var yawRad:float = deg_to_rad(_yaw)
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var pitchRad:float = deg_to_rad(_pitch)
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var dir:Vector3 = Vector3(
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sin(yawRad) * cos(pitchRad),
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sin(pitchRad),
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cos(yawRad) * cos(pitchRad)
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)
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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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# Lerp _yaw/_pitch toward the actual constrained position so input resumes
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# smoothly, and small per-frame raycast variations don't oscillate.
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var actualDir:Vector3 = (finalPos - pivot).normalized()
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var targetPitch:float = rad_to_deg(asin(clamp(actualDir.y, -1.0, 1.0)))
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var targetYaw:float = rad_to_deg(atan2(actualDir.x, actualDir.z))
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var feedbackRate:float = minf(120.0 * delta, 1.0)
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_pitch = lerpf(_pitch, targetPitch, 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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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, 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 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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# 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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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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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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return circleCenter
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return circleCenter + toDesired.normalized() * circleRadius
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