118 lines
3.2 KiB
GDScript
118 lines
3.2 KiB
GDScript
extends Camera3D
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@export var height: float = 25.0
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@export var horizontal_distance: float = 25.0
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@export var horizontal_angle_deg: float = 45.0
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# Perspective zoom (FOV)
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@export var fov_min: float = 20.0
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@export var fov_max: float = 75.0
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@export var default_fov: float = 30.0
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@export var focus_slice_thickness: float = 6.0
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@export var blur_transition: float = 15.0
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var _shake_amount: float = 0.0
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var _shake_decay: float = 0.0
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var _user_fov: float = 0.0
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# Trailing-camera state: _focus is the smoothed point the camera frames (it lags
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# the bull), _drag_offset is the velocity-driven trail that slides it behind.
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var _focus: Vector3 = Vector3.ZERO
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var _drag_offset: Vector3 = Vector3.ZERO
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var _focus_init: bool = false
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func _ready() -> void:
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set_as_top_level(true)
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projection = Camera3D.PROJECTION_PERSPECTIVE
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fov = default_fov
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_user_fov = default_fov
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near = 0.1
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far = 150.0
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("zoom_in"):
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_user_fov = clamp(_user_fov / 1.1, fov_min, fov_max)
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if event.is_action_pressed("zoom_out"):
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_user_fov = clamp(_user_fov * 1.1, fov_min, fov_max)
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func _process(delta: float) -> void:
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fov = lerpf(fov, _user_fov, delta * 8.0)
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var angle_rad := deg_to_rad(horizontal_angle_deg)
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var offset := Vector3(
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sin(angle_rad) * horizontal_distance,
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height,
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cos(angle_rad) * horizontal_distance
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)
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var target := get_parent() as Node3D
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var focus := _drag_focus(target, delta)
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global_position = focus + offset
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look_at(focus, Vector3.UP)
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_update_dof(focus)
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if _shake_amount > 0.005:
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global_position += Vector3(
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randf_range(-_shake_amount, _shake_amount),
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randf_range(-_shake_amount * 0.25, _shake_amount * 0.25),
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randf_range(-_shake_amount, _shake_amount)
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)
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_shake_amount = move_toward(_shake_amount, 0.0, _shake_decay * delta)
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# Smoothed follow point that drags behind the bull. The target trail sits opposite
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# the bull's flat velocity (cam_drag metres per m/s); the offset and the focus both
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# ease toward their targets so the camera lags and settles rather than snapping.
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func _drag_focus(target: Node3D, delta: float) -> Vector3:
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var pos := target.global_position
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if not _focus_init:
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_focus = pos
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_focus_init = true
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var vel := Vector3.ZERO
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if target is CharacterBody3D:
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vel = (target as CharacterBody3D).velocity
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vel.y = 0.0
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var drag_target := -vel * DP.f("cam_drag")
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_drag_offset = _drag_offset.lerp(drag_target, clampf(DP.f("cam_drag_speed") * delta, 0.0, 1.0))
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_focus = _focus.lerp(pos + _drag_offset, clampf(DP.f("cam_follow_lerp") * delta, 0.0, 1.0))
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return _focus
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func trigger_hit(strength: float) -> void:
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_shake_amount = strength * 0.5
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_shake_decay = _shake_amount / 0.4
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func _update_dof(target_pos: Vector3) -> void:
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var cam_attr: CameraAttributesPractical = null
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if attributes is CameraAttributesPractical:
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cam_attr = attributes
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if cam_attr == null:
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return
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var distance := global_position.distance_to(target_pos)
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cam_attr.dof_blur_near_distance = max(distance - focus_slice_thickness * 0.5, near + 0.1)
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cam_attr.dof_blur_far_distance = distance + focus_slice_thickness * 0.5
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cam_attr.dof_blur_near_transition = blur_transition
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cam_attr.dof_blur_far_transition = blur_transition
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cam_attr.dof_blur_near_enabled = false
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cam_attr.dof_blur_far_enabled = false
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