Files
Dawn-Godot/overworld/camera/OverworldCamera.gd
T

156 lines
5.8 KiB
GDScript

class_name OverworldCamera extends Camera3D
const COLLISION_MARGIN:float = 0.3
@export_category("Target")
@export var targetNode:Node3D = null
@export var pivotOffset:Vector3 = Vector3(0, 1.2, 0)
@export_category("Orbit")
@export var distance:float = 7.0
@export var minDistance:float = 2.0
@export var orbitSensitivity:float = 144.0
@export var orbitAcceleration:float = 600.0
@export var pitchMin:float = -80.0
@export var pitchMax:float = 70.0
@export_category("Mouse")
@export var mouseSensitivity:float = 0.3
@export_category("Auto-center")
@export var autoReturnDelay:float = 2.0
@export var autoReturnSpeed:float = 90.0
@export var autoReturnPitch:float = 30.0
@export_category("Collision")
@export_flags_3d_physics var collisionMask:int = 1
var _yaw:float = 0.0
var _pitch:float = 30.0
var _camVelocity:Vector2 = Vector2.ZERO
var _idleTimer:float = 0.0
var _mouseDelta:Vector2 = Vector2.ZERO
var _rightMouseHeld:bool = false
func _input(event:InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT:
_rightMouseHeld = event.pressed
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if _rightMouseHeld else Input.MOUSE_MODE_VISIBLE
elif event is InputEventMouseMotion and _rightMouseHeld:
_mouseDelta += event.relative
func _process(delta:float) -> void:
if targetNode == null:
return
var xMult:float = -1.0 if SETTINGS.invertCameraX else 1.0
var yMult:float = 1.0 if SETTINGS.invertCameraY else -1.0
var orbitInput:Vector2 = Input.get_vector(
"camera_orbit_left", "camera_orbit_right",
"camera_orbit_up", "camera_orbit_down"
)
# Controller input with speed ramp; instant stop on release
var controllerActive:bool = orbitInput.length() > 0.01
if controllerActive:
_camVelocity = _camVelocity.move_toward(
orbitInput * orbitSensitivity * SETTINGS.cameraSpeedController, orbitAcceleration * delta
)
_yaw += _camVelocity.x * delta * xMult
_pitch += _camVelocity.y * delta * yMult
else:
_camVelocity = Vector2.ZERO
# Right-click mouse drag
var mouseActive:bool = _mouseDelta.length_squared() > 0.0
if mouseActive:
_yaw += _mouseDelta.x * mouseSensitivity * SETTINGS.cameraSpeedMouse * xMult
_pitch += _mouseDelta.y * mouseSensitivity * SETTINGS.cameraSpeedMouse * yMult
_mouseDelta = Vector2.ZERO
# Auto-center behind player: only when player is moving and camera has been idle
var centerPressed:bool = Input.is_action_just_pressed("center_camera")
if centerPressed:
_idleTimer = autoReturnDelay
elif controllerActive or mouseActive:
_idleTimer = 0.0
else:
var playerBody := targetNode as CharacterBody3D
if playerBody != null and playerBody.velocity.length_squared() > 0.1:
_idleTimer += delta
else:
_idleTimer = 0.0
if _idleTimer >= autoReturnDelay:
_pitch = move_toward(_pitch, autoReturnPitch, autoReturnSpeed * delta)
var behindYaw:float = rad_to_deg(atan2(
targetNode.global_transform.basis.z.x,
targetNode.global_transform.basis.z.z
))
var yawDiff:float = fposmod(behindYaw - _yaw + 180.0, 360.0) - 180.0
_yaw += move_toward(0.0, yawDiff, autoReturnSpeed * delta)
_pitch = clamp(_pitch, pitchMin, pitchMax)
var pivot:Vector3 = targetNode.global_transform.origin + pivotOffset
var yawRad:float = deg_to_rad(_yaw)
var pitchRad:float = deg_to_rad(_pitch)
var dir:Vector3 = Vector3(
sin(yawRad) * cos(pitchRad),
sin(pitchRad),
cos(yawRad) * cos(pitchRad)
)
var finalPos:Vector3 = _resolvePosition(pivot, dir)
global_transform.origin = finalPos
look_at(pivot, Vector3.UP)
# Lerp _yaw/_pitch toward the actual constrained position so input resumes
# smoothly, and small per-frame raycast variations don't oscillate.
var actualDir:Vector3 = (finalPos - pivot).normalized()
var targetPitch:float = rad_to_deg(asin(clamp(actualDir.y, -1.0, 1.0)))
var targetYaw:float = rad_to_deg(atan2(actualDir.x, actualDir.z))
var feedbackRate:float = minf(20.0 * delta, 1.0)
_pitch = lerpf(_pitch, targetPitch, feedbackRate)
var yawDiff:float = fposmod(targetYaw - _yaw + 180.0, 360.0) - 180.0
_yaw += lerpf(0.0, yawDiff, feedbackRate)
# 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 query:PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(pivot, desired)
query.collision_mask = collisionMask
var hit:Dictionary = space.intersect_ray(query)
if hit.is_empty():
return desired
var hitNormal:Vector3 = hit["normal"]
var hitDist:float = (hit["position"] - pivot).length() - COLLISION_MARGIN
# Find the closest point on the circle formed by intersecting:
# • a sphere of radius max(hitDist, minDistance) centred on pivot
# • the terrain surface plane (inset by COLLISION_MARGIN along its normal)
# Using max() makes both cases meet exactly at hitDist == minDistance,
# eliminating the branch discontinuity that causes jitter at the boundary.
var targetDist:float = maxf(hitDist, minDistance)
var d:float = hitNormal.dot(pivot - hit["position"]) - COLLISION_MARGIN
var rSq:float = targetDist * targetDist - 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