feat: replaced running animation with procedural motion

This commit is contained in:
Sara 2025-08-29 18:13:50 +02:00
parent c2bdcc2c07
commit b08b390c6e
2 changed files with 26 additions and 1 deletions

View file

@ -1,5 +1,6 @@
#include "player_camera.h"
#include "macros.h"
#include "player_body.h"
#include "player_input.h"
void PlayerCamera::_bind_methods() {
@ -7,7 +8,7 @@ void PlayerCamera::_bind_methods() {
void PlayerCamera::on_look_input(Vector2 input) {
GETSET(rotation, {
rotation.x = CLAMP(rotation.x + input.y, -Math::PI / 2.0, Math::PI / 2.0);
rotation.x = CLAMP(rotation.x + input.y, -Math::PI / 2.1, Math::PI / 2.1);
});
global_rotate(Vector3{ 0.f, 1.f, 0.f }, input.x);
}
@ -18,13 +19,32 @@ void PlayerCamera::update_fov() {
}
}
void PlayerCamera::update_offset() {
Basis const basis{ get_basis() };
double wave{ Math::sin(this->time) };
Vector3 const offset{ (this->body->get_is_running() ? Vector3{ float(wave), float(Math::abs(wave)), 0 } * 0.025 : Vector3{ 0, 0, 0 }) };
GETSET(position, {
position = this->home + basis.get_column(0) * offset.x + basis.get_column(1) * offset.y;
});
for (Variant child : get_children()) {
Node3D *child_3d{ cast_to<Node3D>(child) };
GETSETM(child_3d, position, {
position = -offset;
});
}
}
void PlayerCamera::ready() {
PlayerInput *input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) };
input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
this->base_fov = get_fov();
this->home = get_position();
this->body = cast_to<PlayerBody>(get_parent());
}
void PlayerCamera::process(double delta) {
this->time += delta * 10.;
update_offset();
this->fov_factor = 1.0;
update_fov();
}

View file

@ -2,12 +2,14 @@
#define PLAYER_CAMERA_H
#include "scene/3d/camera_3d.h"
class PlayerBody;
class PlayerCamera : public Camera3D {
GDCLASS(PlayerCamera, Camera3D);
static void _bind_methods();
void on_look_input(Vector2 input);
void update_fov();
void update_offset();
void ready();
void process(double delta);
@ -23,6 +25,9 @@ public:
private:
float base_fov{ 60.f };
float fov_factor{ 1.0f };
Vector3 home{ 0, 0, 0 };
double time{ 0.0 };
PlayerBody *body{ nullptr };
};
#endif // !PLAYER_CAMERA_H