TowerGame/scripts/camera.gd

87 lines
3.2 KiB
GDScript

extends Camera3D
@export var pan_speed: float = 10
var focus_offset: Vector3 = Vector3(10, 10, 10)
var focus_object: Node3D = null
var focus_position: Vector3
var last_mouse_position: Vector2
@onready var focus_marker: Node3D = $"Camera Focus"
func _physics_process(delta: float) -> void:
var mouse_position: Vector2 = get_viewport().get_mouse_position()
var ray_origin: Vector3 = project_ray_origin(mouse_position)
var ray_normal: Vector3 = ray_origin + project_ray_normal(mouse_position) * 200
var params = PhysicsRayQueryParameters3D.create(ray_origin, ray_normal)
var result: Dictionary = get_world_3d().direct_space_state.intersect_ray(params)
if result.has("position"):
DebugDraw3D.draw_sphere(result["position"], 0.5, Color.REBECCA_PURPLE)
if Input.is_action_just_released("camera_set_target"):
if result.has("collider") and !(result["collider"] is GridMap):
focus_object = result["collider"]
else:
focus_object = null
focus_position = result["position"]
if focus_object != null:
focus_position = focus_object.global_position
process_focus_movement(delta)
process_camera_rotation(delta)
var target_position: Vector3 = focus_position + focus_offset
if target_position.distance_squared_to(global_position) > 0:
global_position = global_position.move_toward(target_position, 30*(1/60.0))
else:
look_at(focus_position)
#global_position = global_position.lerp(target_position, 0.05)
#basis = basis.slerp(Basis.looking_at(focus_position - global_position), 0.05)
focus_marker.global_position = focus_position
#look_at(focus_position)
func process_focus_movement(delta: float) -> void:
var camera_forwards: Vector3 = -global_basis.z
camera_forwards = camera_forwards.slide(Vector3.UP).normalized()
var input_basis: Basis = Basis.looking_at(camera_forwards)
var x_input: float = Input.get_axis("camera_left", "camera_right")
var y_input: float = Input.get_axis("camera_backward", "camera_forward")
var input: Vector3 = Vector3(x_input, 0, -y_input).limit_length(1)
if input.is_zero_approx():
return
if focus_object != null:
focus_object = null
input = input_basis * input
var movement: Vector3 = input * pan_speed * delta
global_position += movement
focus_position += movement
# handle moving on/off ramps
var params: PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.new()
params.from = focus_position + Vector3(0,2,0)
params.to = focus_position - Vector3(0,2,0)
var result: Dictionary = get_world_3d().direct_space_state.intersect_ray(params)
if result.has("position"):
focus_position = result["position"]
DebugDraw3D.draw_gizmo(Transform3D(input_basis, focus_position))
func process_camera_rotation(delta: float) -> void:
var mouse_position: Vector2 = get_viewport().get_mouse_position()
var mouse_movement: Vector2 = mouse_position - last_mouse_position
last_mouse_position = mouse_position
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
focus_offset = focus_offset.rotated(Vector3.UP, -mouse_movement.x * 0.006)
var vertical_axis: Vector3 = focus_offset.cross(Vector3.UP).normalized()
focus_offset = focus_offset.rotated(vertical_axis, mouse_movement.y * 0.006)
global_position = focus_position + focus_offset
look_at(focus_position)