MagicNStuff/source/components/characters/player/head.gd
2025-02-25 22:07:11 +01:00

147 lines
5.5 KiB
GDScript

class_name GameCamera3D
extends Node3D
const ACTION_CAMERA_UP: StringName = &"camera_up"
const ACTION_CAMERA_DOWN: StringName = &"camera_down"
const ACTION_CAMERA_LEFT: StringName = &"camera_left"
const ACTION_CAMERA_RIGHT: StringName = &"camera_right"
const MOUSE_SENSITIVITY_PATH: StringName = &"game/input/sensitivity"
const CONTROLLER_SENSITIVITY_PATH: StringName = &"game/input/controller_sensitivity"
const INVERT_X_PATH: StringName = &"game/input/camera_invert_x"
const INVERT_Y_PATH: StringName = &"game/input/camera_invert_y"
const CONTROLLER_INVERT_X_PATH: StringName = &"game/input/camera_controller_invert_x"
const CONTROLLER_INVERT_Y_PATH: StringName = &"game/input/camera_controller_invert_y"
@export var camera: Camera3D
@export_range(-360, 360, 0.5, "suffix:°") var look_min_vertical_angle: float = -85.0
@export_range(-360, 360, 0.5, "suffix:°") var look_max_vertical_angle: float = 85.0
@export_group("Acceleration")
@export var mouse_acceleration: bool = false
@export_exp_easing("attenuation") var mouse_friction: float = 15.0
@export var controller_acceleration: bool = true
@export_exp_easing("attenuation") var controller_friction: float = 15.0
@export_group("Input")
@export_subgroup("Sensitivity")
@export_range(0.0, 100.0, 0.001, "or_greater") var mouse_sensitivity: float = 1.0
@export_range(0.0, 100.0, 0.001, "or_greater") var controller_sensitivity: float = 0.75
@export_subgroup("Invert")
@export var invert_x: bool = false
@export var invert_y: bool = false
@export var controller_invert_x: bool = false
@export var controller_invert_y: bool = false
var rotational_direction: Vector2
var rotational_velocity: Vector2
var input_event: InputEvent
var using_controller: bool = false
func _ready() -> void:
# Update values based on project settings.
var _update_settings: Callable = func() -> void:
mouse_sensitivity = ProjectSettings.get_setting(MOUSE_SENSITIVITY_PATH, 1.6)
controller_sensitivity = ProjectSettings.get_setting(CONTROLLER_SENSITIVITY_PATH, 5.0)
invert_x = ProjectSettings.get_setting(INVERT_X_PATH, false)
invert_y = ProjectSettings.get_setting(INVERT_Y_PATH, false)
controller_invert_x = ProjectSettings.get_setting(CONTROLLER_INVERT_X_PATH, false)
controller_invert_y = ProjectSettings.get_setting(CONTROLLER_INVERT_Y_PATH, false)
ProjectSettings.settings_changed.connect(_update_settings)
_update_settings.call()
func _physics_process(delta: float) -> void:
_process_input(delta)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion or event is InputEventJoypadMotion:
input_event = event
func apply_rotation(rot: Vector2) -> void:
rotate_y(-rot.x)
rotation.x = rotation.x - rot.y
rotation_degrees.x = clampf(rotation_degrees.x, look_min_vertical_angle, look_max_vertical_angle)
func get_sensitivity() -> float:
var sensitivity: float = mouse_sensitivity if not using_controller else controller_sensitivity
var frame_rate: float = Engine.get_frames_per_second() / 60.0
sensitivity *= frame_rate
#print(frame_rate)
return sensitivity
func _process_input(delta: float) -> void:
if Input.mouse_mode != Input.MOUSE_MODE_CAPTURED or not InputManager.window_focused():
return
if input_event is InputEventMouseMotion:
_process_mouse(input_event, delta)
using_controller = false
rotational_direction = Vector2.ZERO
input_event = null
elif input_event is InputEventJoypadMotion:
_process_controller(delta)
using_controller = true
rotational_direction = Vector2.ZERO
# Decelerating when nothing is being pressed.
elif not rotational_velocity.is_zero_approx() and rotational_direction.is_zero_approx():
input_event = null
if not using_controller and mouse_acceleration:
rotational_velocity = _lerp_rotational_velocity(get_sensitivity() / 10, mouse_friction, delta)
elif using_controller and controller_acceleration:
rotational_velocity = _lerp_rotational_velocity(get_sensitivity(), controller_friction,delta)
apply_rotation(rotational_velocity)
else:
rotational_velocity = Vector2.ZERO
apply_rotation(rotational_velocity)
func _process_mouse(event: InputEventMouseMotion, delta: float) -> void:
# TODO: Somehow fix the fps-dependent mouse :/
# https://yosoyfreeman.github.io/godot/achieving-better-mouse-input-in-godot-4-the-perfect-camera-controller-full-project/
var viewport_transform: Transform2D = get_tree().get_root().get_final_transform()
rotational_direction = event.xformed_by(viewport_transform).get_relative()
if invert_x:
rotational_direction.x = -rotational_direction.x
if invert_y:
rotational_direction.y = -rotational_direction.y
if mouse_acceleration:
rotational_velocity = _lerp_rotational_velocity(deg_to_rad(get_sensitivity() / 10.0), mouse_friction, delta)
apply_rotation(rotational_velocity)
else:
apply_rotation(rotational_direction * deg_to_rad(get_sensitivity() / 10.0))
func _process_controller(delta: float) -> void:
rotational_direction = Input.get_vector(ACTION_CAMERA_LEFT, ACTION_CAMERA_RIGHT, ACTION_CAMERA_UP, ACTION_CAMERA_DOWN)
if controller_invert_x:
rotational_direction.x = -rotational_direction.x
if controller_invert_y:
rotational_direction.y = -rotational_direction.y
if controller_acceleration:
rotational_velocity = _lerp_rotational_velocity(deg_to_rad(get_sensitivity()), controller_friction, delta)
apply_rotation(rotational_velocity)
else:
apply_rotation(rotational_direction * deg_to_rad(get_sensitivity()))
func _lerp_rotational_velocity(sensitivity: float, friction: float, delta: float) -> Vector2:
return rotational_velocity.lerp(rotational_direction * sensitivity, friction * delta)