Files
Bullosseum/camera_iso.gd
T
2026-08-23 12:37:30 +03:00

129 lines
3.6 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
# Trailing-camera state: _focus is the smoothed point the camera frames (it lags
# the bull), _drag_offset is the velocity-driven trail that slides it behind.
var _focus: Vector3 = Vector3.ZERO
var _drag_offset: Vector3 = Vector3.ZERO
var _focus_init: bool = false
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)
# Pinch-to-zoom hook for the touch UI. `ratio` is the two-finger spread this frame over
# last frame: >1 (fingers parting) narrows the FOV to zoom in, <1 widens it to pull back,
# mirroring the scroll-wheel zoom_in/zoom_out feel.
func adjust_zoom(ratio: float) -> void:
if ratio <= 0.0:
return
_user_fov = clampf(_user_fov / ratio, 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
var focus := _drag_focus(target, delta)
global_position = focus + offset
look_at(focus, Vector3.UP)
_update_dof(focus)
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)
# Smoothed follow point that drags behind the bull. The target trail sits opposite
# the bull's flat velocity (cam_drag metres per m/s); the offset and the focus both
# ease toward their targets so the camera lags and settles rather than snapping.
func _drag_focus(target: Node3D, delta: float) -> Vector3:
var pos := target.global_position
if not _focus_init:
_focus = pos
_focus_init = true
var vel := Vector3.ZERO
if target is CharacterBody3D:
vel = (target as CharacterBody3D).velocity
vel.y = 0.0
var drag_target := -vel * DP.f("cam_drag")
_drag_offset = _drag_offset.lerp(drag_target, clampf(DP.f("cam_drag_speed") * delta, 0.0, 1.0))
_focus = _focus.lerp(pos + _drag_offset, clampf(DP.f("cam_follow_lerp") * delta, 0.0, 1.0))
return _focus
func trigger_hit(strength: float) -> void:
if not Settings.screen_shake:
return
_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