Files
Bullosseum/camera_iso.gd
T
2026-06-08 02:50:04 +03:00

120 lines
3.9 KiB
GDScript

extends Camera3D
@export var height: float = 28.0
@export var horizontal_distance: float = 28.0
@export var horizontal_angle_deg: float = 45.0
# --- PERSPECTIVE ZOOM SETTINGS ---
@export var fov_min: float = 15.0 # Maximum zoom in (narrow FOV)
@export var fov_max: float = 60.0 # Maximum zoom out (wide FOV)
@export var default_fov: float = 35.0
# --- TILT-SHIFT DOF SETTINGS ---
@export var focus_slice_thickness: float = 2.0 # Total thickness (in meters) of what stays sharp
@export var blur_transition: float = 2.0 # How fast it transitions into full blur
const _FLASH_DURATION: float = 0.30
var _shake_amount: float = 0.0
var _shake_decay: float = 0.0
var _flash_timer: float = 0.0
var _flash_rect: ColorRect = null
var _target_fov: float = 0.0
func _ready() -> void:
set_as_top_level(true)
projection = PROJECTION_PERSPECTIVE # Changed to perspective
_target_fov = default_fov
fov = default_fov
near = 0.1
far = 150.0 # Tight far plane to ensure depth buffer precision for DoF
_setup_flash()
func _setup_flash() -> void:
var canvas := CanvasLayer.new()
canvas.layer = 20
add_child(canvas)
_flash_rect = ColorRect.new()
_flash_rect.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
_flash_rect.color = Color(1.0, 0.25, 0.2, 0.0)
_flash_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
canvas.add_child(_flash_rect)
func _unhandled_input(event: InputEvent) -> void:
# Zoom inputs now scale the Field of View (FOV)
if event.is_action_pressed("zoom_in"):
_target_fov = clamp(_target_fov / 1.2, fov_min, fov_max)
if event.is_action_pressed("zoom_out"):
_target_fov = clamp(_target_fov * 1.2, fov_min, fov_max)
func _process(delta: float) -> void:
fov = lerpf(fov, _target_fov, delta * 10.0)
var angle_rad := deg_to_rad(horizontal_angle_deg)
var offset := Vector3(
sin(angle_rad) * horizontal_distance,
height,
cos(angle_rad) * horizontal_distance,
)
var target := get_parent() as Node3D
global_position = target.global_position + offset
look_at(target.global_position, Vector3.UP)
# --- DYNAMIC TILT SHIFT CALCULATION ---
_update_tilt_shift_dof(target.global_position)
if _shake_amount > 0.005:
global_position += Vector3(
randf_range(-_shake_amount, _shake_amount),
randf_range(-_shake_amount * 0.25, _shake_amount * 0.25),
randf_range(-_shake_amount, _shake_amount),
)
_shake_amount = move_toward(_shake_amount, 0.0, _shake_decay * delta)
if _flash_timer > 0.0:
_flash_timer = maxf(0.0, _flash_timer - delta)
_flash_rect.color.a = (_flash_timer / _FLASH_DURATION) * 0.6
else:
_flash_rect.color.a = 0.0
func trigger_hit(strength: float) -> void:
_shake_amount = strength * 0.5
_shake_decay = _shake_amount / 0.4
_flash_timer = _FLASH_DURATION
func _update_tilt_shift_dof(target_pos: Vector3) -> void:
# Make sure the camera has a practical attributes resource assigned
var cam_attr: CameraAttributesPractical = null
if "attributes" in self and self.attributes is CameraAttributesPractical:
cam_attr = self.attributes
elif "camera_attributes" in self and self.camera_attributes is CameraAttributesPractical:
cam_attr = self.camera_attributes
if cam_attr != null:
# 1. Find exact distance from camera lens to your target
var target_distance := global_position.distance_to(target_pos)
# 2. Scale the focus depth based on FOV zoom level so the blur stays consistent
var zoom_factor := default_fov / fov
var dynamic_slice := focus_slice_thickness * zoom_factor
var dynamic_transition := blur_transition * zoom_factor
# 3. Apply the sharp "slice" directly around the target distance
cam_attr.dof_blur_far_distance = target_distance + (dynamic_slice * 0.5)
cam_attr.dof_blur_near_distance = target_distance - (dynamic_slice * 0.5)
# 4. Apply transitions and force execution
cam_attr.dof_blur_far_transition = dynamic_transition
cam_attr.dof_blur_near_transition = dynamic_transition
cam_attr.dof_blur_far_enabled = true
cam_attr.dof_blur_near_enabled = true