feat: camera follows movement

This commit is contained in:
Sara Gerretsen 2026-04-30 22:27:17 +02:00
parent bb258ee672
commit 80432f85fb
2 changed files with 27 additions and 6 deletions

View file

@ -2,10 +2,12 @@
#include "core/config/engine.h"
#include "core/input/input.h"
#include "core/math/math_defs.h"
#include "core/math/math_funcs.h"
#include "core/object/class_db.h"
#include "core/object/object.h"
#include "core/typedefs.h"
#include "scene/main/viewport.h"
#include "viscosity/player_body.h"
void PlayerCamera::_bind_methods() {
BIND_PROPERTY(Variant::FLOAT, target_distance);
@ -13,19 +15,35 @@ void PlayerCamera::_bind_methods() {
}
void PlayerCamera::update_rotation() {
double const delta{ get_process_delta_time() };
Vector3 velocity{ get_parent_node_3d()->get_global_position() - this->previous_origin };
if (velocity.length() > 0.1 && this->mouse_look_input.is_zero_approx() && this->joystick_input.is_zero_approx()) {
Vector3 forward{ -get_global_basis().get_column(2) };
forward.y = 0;
float x_difference{ forward.normalized().signed_angle_to({ velocity.x, 0, velocity.z }, Vector3::UP) };
if (Math::abs(x_difference) > 0.1f) {
this->rotate(Vector3::UP, CLAMP(x_difference * delta, -1.f * delta, 1.f * delta));
}
forward = -get_global_basis().get_column(2) + Vector3(0, .2, 0);
float y_difference{ forward.signed_angle_to(velocity, get_global_basis().get_column(0)) };
if (Math::abs(y_difference) > 0.1) {
this->rotate_object_local(Vector3::RIGHT, CLAMP(y_difference, -0.002, 0.002));
}
}
this->mouse_look_input *= 0.0001f;
this->rotate(Vector3::DOWN, this->mouse_look_input.x * this->mouse_sensitivity - this->joystick_input.x * get_process_delta_time() * this->joystick_sensitivity);
this->rotate_object_local(Vector3::LEFT, this->mouse_look_input.y * this->mouse_sensitivity + this->joystick_input.y * get_process_delta_time() * this->joystick_sensitivity);
this->rotate(Vector3::DOWN, this->mouse_look_input.x * this->mouse_sensitivity - this->joystick_input.x * delta * this->joystick_sensitivity);
this->rotate_object_local(Vector3::LEFT, this->mouse_look_input.y * this->mouse_sensitivity + this->joystick_input.y * delta * this->joystick_sensitivity);
static float const lim{ Math::PI / 2.f - 0.1f };
Vector3 rotation{ this->get_rotation() };
rotation.y = CLAMP(rotation.y, -lim, lim);
Vector3 rotation{ get_rotation() };
rotation.x = CLAMP(rotation.x, -lim, lim);
this->set_rotation(rotation);
this->mouse_look_input = { 0.f, 0.f };
}
void PlayerCamera::update_position() {
Vector3 direction{ get_global_basis().get_column(2) };
Vector3 origin{ get_parent_node_3d()->get_global_position() };
Vector3 direction{ get_global_basis().get_column(2) };
float distance{ this->target_distance };
Vector3 target{ origin + direction * distance };
this->ray.from = origin;
@ -37,6 +55,7 @@ void PlayerCamera::update_position() {
distance -= 1.f;
}
look_at_from_position(origin + direction * MAX(distance, 1.f), origin);
this->previous_origin = origin;
}
void PlayerCamera::_notification(int what) {
@ -49,8 +68,9 @@ void PlayerCamera::_notification(int what) {
case NOTIFICATION_READY:
set_process(true);
set_process_unhandled_input(true);
set_rotation_order(EulerOrder::XYZ);
set_rotation_order(EulerOrder::YZX);
Input::get_singleton()->set_mouse_mode(Input::MouseMode::MOUSE_MODE_CAPTURED);
this->previous_origin = get_parent_node_3d()->get_global_position();
return;
case NOTIFICATION_PROCESS:
update_rotation();

View file

@ -21,6 +21,7 @@ private:
Vector2 mouse_look_input{};
Vector2 joystick_input{};
Vector3 previous_origin{};
PhysicsDirectSpaceState3D::RayParameters ray{
.from = Vector3(),
.to = Vector3(),