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113 lines
4.3 KiB
GDScript
113 lines
4.3 KiB
GDScript
class_name ShipCameraRig
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extends Node3D
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# Third-person camera for a Ship. Ball Cam keeps the ship between the camera
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# and the ball; Ship Cam chases behind the ship. The game mode spawns this
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# rig and assigns `target` after spawning the player's ship — ships
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# themselves are camera-free (a headless/AI ship never needs one).
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signal camera_mode_changed(is_ball_cam: bool)
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@export var camera_distance := 8.0
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@export var camera_height := 3.0
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@export var camera_smoothing := 10.0
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@export var orbit_smoothing := 6.0 # How fast the camera swings around the ship in ball cam
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@export var look_smoothing := 20.0 # How fast the camera re-centres its look target
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@export var min_camera_height := 1.0 # Keeps the camera from dipping through the arena floor
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var target: Ship
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var ball_cam_enabled := true
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@onready var camera: Camera3D = $Camera3D
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var _ball: Node3D
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# Smoothed horizontal direction from ball to ship; the ball-cam orbits along
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# this so the camera swings smoothly around the ship instead of chasing a
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# raw position (which whips when ball and ship are close together).
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var _orbit_dir := Vector3.BACK
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func _ready():
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# Group lets the HUD discover the rig for the camera-mode instrument
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add_to_group("ship_camera")
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func _input(event):
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if event.is_action_pressed("ui_accept"): # Enter key
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ball_cam_enabled = !ball_cam_enabled
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camera_mode_changed.emit(ball_cam_enabled)
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func _physics_process(delta):
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if not is_instance_valid(target):
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return
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var ball := _get_ball()
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if ball_cam_enabled and ball:
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_update_ball_cam(delta, ball)
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else:
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_update_ship_cam(delta)
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func _get_ball() -> Node3D:
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if not is_instance_valid(_ball):
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_ball = get_tree().get_first_node_in_group("ball")
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return _ball
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func _update_ball_cam(delta, ball: Node3D):
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# Ball cam keeps the ship between the camera and the ball: the camera sits
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# on the ball→ship line (horizontal component only), looking at the ball,
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# so the ship stays low-centre in frame and the ball stays centred.
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var ship_pos: Vector3 = target.global_transform.origin
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var ball_pos: Vector3 = ball.global_transform.origin
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# Smooth the orbit direction in angle space rather than lerping the camera
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# position directly — when ball and ship pass close to each other the raw
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# direction flips instantly, and slerping the direction turns that into a
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# controlled swing around the ship. The vertical component is dropped so
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# a ball flying overhead pitches the camera up instead of shoving it into
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# the floor or the sky.
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var flat := Vector3(ship_pos.x - ball_pos.x, 0.0, ship_pos.z - ball_pos.z)
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if flat.length() > 0.25:
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var t := 1.0 - exp(-orbit_smoothing * delta) # frame-rate independent
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_orbit_dir = _orbit_dir.slerp(flat.normalized(), t).normalized()
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var camera_target_pos := ship_pos + _orbit_dir * camera_distance + Vector3.UP * camera_height
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camera_target_pos.y = maxf(camera_target_pos.y, min_camera_height)
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var pos_t := 1.0 - exp(-camera_smoothing * delta)
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camera.global_position = camera.global_position.lerp(camera_target_pos, pos_t)
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# Look slightly above the ball's centre; look smoothing is faster than
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# position smoothing so the ball never drifts out of frame while the
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# camera is still swinging into place.
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_smooth_look_at(ball_pos + Vector3.UP * 0.5, delta)
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func _update_ship_cam(delta):
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# In ship cam, camera follows and looks in the same direction as the ship
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var ship_pos: Vector3 = target.global_transform.origin
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var ship_forward: Vector3 = -target.global_transform.basis.z
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# Position camera behind and above the ship
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var camera_target_pos := ship_pos - ship_forward * camera_distance + Vector3.UP * camera_height
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camera_target_pos.y = maxf(camera_target_pos.y, min_camera_height)
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var pos_t := 1.0 - exp(-camera_smoothing * delta)
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camera.global_position = camera.global_position.lerp(camera_target_pos, pos_t)
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# Look ahead of the ship
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_smooth_look_at(ship_pos + ship_forward * 10.0, delta)
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func _smooth_look_at(point: Vector3, delta: float) -> void:
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var to_point := point - camera.global_position
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if to_point.length() < 0.1:
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return
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var dir := to_point.normalized()
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if absf(dir.dot(Vector3.UP)) > 0.99:
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return # Nearly vertical: looking_at would be degenerate, keep last frame
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var look_basis := Basis.looking_at(dir, Vector3.UP)
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var look_t := 1.0 - exp(-look_smoothing * delta)
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camera.global_basis = camera.global_basis.slerp(look_basis, look_t).orthonormalized()
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