wave-survival/modules/wave_survival/player_camera.cpp
2025-08-12 13:40:54 +02:00

64 lines
1.4 KiB
C++

#include "player_camera.h"
#include "macros.h"
#include "player_input.h"
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);
});
global_rotate(Vector3{ 0.f, 1.f, 0.f }, input.x);
}
void PlayerCamera::update_fov() {
if (!Engine::get_singleton()->is_editor_hint() && is_ready()) {
set_fov(CLAMP(this->base_fov * this->fov_factor, 1, 179));
}
}
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();
}
void PlayerCamera::process(double delta) {
this->fov_factor = 1.0;
update_fov();
}
void PlayerCamera::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
set_process(true);
set_process_priority(-1);
ready();
return;
case NOTIFICATION_PROCESS:
process(get_process_delta_time());
return;
}
}
void PlayerCamera::set_fov_factor(float value) {
this->fov_factor *= value;
update_fov();
}
float PlayerCamera::get_fov_factor() const {
return this->fov_factor;
}
void PlayerCamera::recoil(float r) {
GETSET(rotation, {
rotation.x = CLAMP(rotation.x + r, -Math::PI / 2.0, Math::PI / 2.0);
});
}