feat: replaced running animation with procedural motion
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c2bdcc2c07
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@ -1,5 +1,6 @@
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#include "player_camera.h"
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#include "macros.h"
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#include "player_body.h"
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#include "player_input.h"
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void PlayerCamera::_bind_methods() {
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@ -7,7 +8,7 @@ void PlayerCamera::_bind_methods() {
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void PlayerCamera::on_look_input(Vector2 input) {
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GETSET(rotation, {
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rotation.x = CLAMP(rotation.x + input.y, -Math::PI / 2.0, Math::PI / 2.0);
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rotation.x = CLAMP(rotation.x + input.y, -Math::PI / 2.1, Math::PI / 2.1);
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});
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global_rotate(Vector3{ 0.f, 1.f, 0.f }, input.x);
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}
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@ -18,13 +19,32 @@ void PlayerCamera::update_fov() {
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}
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}
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void PlayerCamera::update_offset() {
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Basis const basis{ get_basis() };
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double wave{ Math::sin(this->time) };
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Vector3 const offset{ (this->body->get_is_running() ? Vector3{ float(wave), float(Math::abs(wave)), 0 } * 0.025 : Vector3{ 0, 0, 0 }) };
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GETSET(position, {
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position = this->home + basis.get_column(0) * offset.x + basis.get_column(1) * offset.y;
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});
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for (Variant child : get_children()) {
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Node3D *child_3d{ cast_to<Node3D>(child) };
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GETSETM(child_3d, position, {
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position = -offset;
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});
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}
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}
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void PlayerCamera::ready() {
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PlayerInput *input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) };
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input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
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this->base_fov = get_fov();
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this->home = get_position();
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this->body = cast_to<PlayerBody>(get_parent());
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}
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void PlayerCamera::process(double delta) {
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this->time += delta * 10.;
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update_offset();
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this->fov_factor = 1.0;
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update_fov();
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}
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@ -2,12 +2,14 @@
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#define PLAYER_CAMERA_H
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#include "scene/3d/camera_3d.h"
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class PlayerBody;
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class PlayerCamera : public Camera3D {
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GDCLASS(PlayerCamera, Camera3D);
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static void _bind_methods();
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void on_look_input(Vector2 input);
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void update_fov();
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void update_offset();
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void ready();
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void process(double delta);
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@ -23,6 +25,9 @@ public:
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private:
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float base_fov{ 60.f };
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float fov_factor{ 1.0f };
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Vector3 home{ 0, 0, 0 };
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double time{ 0.0 };
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PlayerBody *body{ nullptr };
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};
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#endif // !PLAYER_CAMERA_H
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