Files
Bullosseum/camera_iso.gd
T
2026-07-24 15:16:21 +03:00

91 lines
2.2 KiB
GDScript

extends Camera3D
@export var height: float = 25.0
@export var horizontal_distance: float = 25.0
@export var horizontal_angle_deg: float = 45.0
# Perspective zoom (FOV)
@export var fov_min: float = 20.0
@export var fov_max: float = 75.0
@export var default_fov: float = 30.0
@export var focus_slice_thickness: float = 6.0
@export var blur_transition: float = 15.0
var _shake_amount: float = 0.0
var _shake_decay: float = 0.0
var _user_fov: float = 0.0
func _ready() -> void:
set_as_top_level(true)
projection = Camera3D.PROJECTION_PERSPECTIVE
fov = default_fov
_user_fov = default_fov
near = 0.1
far = 150.0
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("zoom_in"):
_user_fov = clamp(_user_fov / 1.1, fov_min, fov_max)
if event.is_action_pressed("zoom_out"):
_user_fov = clamp(_user_fov * 1.1, fov_min, fov_max)
func _process(delta: float) -> void:
fov = lerpf(fov, _user_fov, delta * 8.0)
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)
_update_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)
func trigger_hit(strength: float) -> void:
_shake_amount = strength * 0.5
_shake_decay = _shake_amount / 0.4
func _update_dof(target_pos: Vector3) -> void:
var cam_attr: CameraAttributesPractical = null
if attributes is CameraAttributesPractical:
cam_attr = attributes
if cam_attr == null:
return
var distance := global_position.distance_to(target_pos)
cam_attr.dof_blur_near_distance = max(distance - focus_slice_thickness * 0.5, near + 0.1)
cam_attr.dof_blur_far_distance = distance + focus_slice_thickness * 0.5
cam_attr.dof_blur_near_transition = blur_transition
cam_attr.dof_blur_far_transition = blur_transition
cam_attr.dof_blur_near_enabled = false
cam_attr.dof_blur_far_enabled = false