trenches/src/camera_effects.hpp
2024-12-17 14:12:59 +01:00

38 lines
1.1 KiB
C++

#ifndef CAMERA_EFFECTS_HPP
#define CAMERA_EFFECTS_HPP
#include <godot_cpp/classes/camera3d.hpp>
#include <godot_cpp/classes/spring_arm3d.hpp>
#include <godot_cpp/templates/vector.hpp>
namespace gd = godot;
class CameraEffects : public gd::Camera3D {
GDCLASS(CameraEffects, gd::Camera3D);
static void _bind_methods();
public:
virtual void _ready() override;
virtual void _process(double delta) override;
void push_shake_effect(float time, float intensity);
void push_zoom_effect(float factor, float adjust_speed);
void set_shoulder(bool weapon_shoulder);
bool is_weapon_shoulder() const;
void select_target();
gd::Vector3 get_radians() const { return this->get_rotation(); }
private:
float shoulder_switch_speed{1.f};
double end_time{0.5f};
float intensity{1.f};
float base_fov{60.f};
float target_fov{60.f};
float fov_speed{0.f};
float target_range{10.f};
float rotation_range{0.f};
float target_rotation{0.f};
gd::Vector3 target{0.f, 0.f, 0.f};
gd::Vector3 home{0.f, 0.f, 0.f};
gd::Node3D *pivot{nullptr};
gd::SpringArm3D *spring{nullptr};
};
#endif // !CAMERA_EFFECTS_HPP