fix aiming on elevation

This commit is contained in:
Teatov 2025-02-17 22:38:56 +10:00
parent 2116490e1f
commit 113a20589f
5 changed files with 50 additions and 50 deletions

View File

@ -2,7 +2,7 @@
[ext_resource type="Script" path="res://scripts/player.gd" id="1_xt3i8"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_14v7g"]
[sub_resource type="CylinderShape3D" id="CylinderShape3D_apl1i"]
height = 1.8
[sub_resource type="CapsuleMesh" id="CapsuleMesh_dtg5r"]
@ -16,7 +16,7 @@ script = ExtResource("1_xt3i8")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.9, 0)
shape = SubResource("CapsuleShape3D_14v7g")
shape = SubResource("CylinderShape3D_apl1i")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.9, 0)

View File

@ -1,7 +1,6 @@
[gd_scene load_steps=6 format=3 uid="uid://c0buetf2h266d"]
[gd_scene load_steps=5 format=3 uid="uid://c0buetf2h266d"]
[ext_resource type="Material" uid="uid://btpy4dp5lb8il" path="res://resources/materials/test_triplanar.tres" id="1_ixaua"]
[ext_resource type="Script" path="res://scripts/camera/following_camera.gd" id="2_7j742"]
[ext_resource type="PackedScene" uid="uid://b73y71y3efmv" path="res://scenes/player.tscn" id="2_f4ehn"]
[ext_resource type="Script" path="res://scripts/camera/main_camera.gd" id="3_f4hhh"]
@ -10,8 +9,6 @@
[node name="Test" type="Node"]
[node name="Player" parent="." instance=ExtResource("2_f4ehn")]
process_priority = 1
process_physics_priority = 1
[node name="Geometry" type="Node" parent="."]
@ -28,22 +25,14 @@ size = Vector3(50, 1, 50)
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Lights"]
transform = Transform3D(0.994881, 0.0858869, -0.0532522, 0, 0.526956, 0.849893, 0.101056, -0.845542, 0.524258, 0, 0, 0)
shadow_enabled = true
[node name="Cameras" type="Node" parent="."]
[node name="FollowingCamera" type="Camera3D" parent="Cameras"]
fov = 20.0
near = 35.0
far = 100.0
script = ExtResource("2_7j742")
height_offset = 0.5
distance = 50.0
angle_degrees = Vector3(-35, -45, 0)
shadow_blur = 6.0
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_wctar")
[node name="MainCamera" type="Camera3D" parent="." node_paths=PackedStringArray("current_camera")]
[node name="MainCamera" type="Camera3D" parent="."]
transform = Transform3D(0.866025, -0.321394, 0.383022, 0, 0.766044, 0.642788, -0.5, -0.55667, 0.663414, 4.894, 6.43, 6.963)
current = true
fov = 20.0
near = 35.0
script = ExtResource("3_f4hhh")
current_camera = NodePath("../Cameras/FollowingCamera")

View File

@ -1,15 +0,0 @@
class_name FollowingCamera
extends Camera3D
@export var height_offset: float = 0.4
@export var distance: float = 6
@export var angle_degrees: Vector3
func _process(_delta: float) -> void:
var follow_position := (
Referencer.player.global_position + Vector3.UP * height_offset
)
global_rotation_degrees = angle_degrees
global_position = follow_position + transform.basis.z * distance

View File

@ -1,7 +1,12 @@
class_name MainCamera
extends Camera3D
@export var current_camera: Camera3D
@export var height_offset: float = 0.5
@export var distance: float = 50
@export var angle_degrees: Vector3 = Vector3(-35, -45, 0)
@export var aim_offset_factor: float = 0.2
var _floor_height: float = 0
func _ready() -> void:
@ -9,12 +14,18 @@ func _ready() -> void:
func _process(_delta: float) -> void:
global_position = current_camera.global_position
global_rotation = current_camera.global_rotation
fov = current_camera.fov
near = current_camera.near
far = current_camera.far
var player_position := Referencer.player.global_position
if Referencer.player.is_on_floor():
_floor_height = player_position.y
player_position.y = _floor_height
var mouse_pos := get_viewport().get_mouse_position()
var aim_position := Player.mouse_project(mouse_pos, player_position, self)
func is_camera_current(camera: Camera3D) -> bool:
return current_camera == camera
var aim_relative := aim_position - player_position
var follow_position := player_position + aim_relative * aim_offset_factor
global_rotation_degrees = angle_degrees
global_position = (
follow_position + Vector3.UP * height_offset + transform.basis.z * distance
)

View File

@ -10,7 +10,10 @@ const FALL_ACCELERATION: float = 25
@export var _respawn_height: float = -5
var aim_position: Vector3
var _respawn_point: Vector3
var _floor_height: float = 0
func _ready() -> void:
@ -19,7 +22,9 @@ func _ready() -> void:
func _process(_delta: float) -> void:
_mouse_turning()
_mouse_aiming()
look_at(aim_position, Vector3.UP, true)
_process_respawning()
@ -27,23 +32,33 @@ func _physics_process(delta: float) -> void:
if not is_multiplayer_authority():
return
_mouse_turning()
_lateral_movement(delta)
_vertical_movement(delta)
move_and_slide()
func _mouse_turning() -> void:
var mouse_pos := get_viewport().get_mouse_position()
var camera := Referencer.main_camera
static func mouse_project(
mouse_pos: Vector2, player_pos: Vector3, camera: Camera3D
) -> Vector3:
var from := camera.project_ray_origin(mouse_pos)
var direction := camera.project_ray_normal(mouse_pos)
var plane := Plane(Vector3.UP, global_position)
var plane := Plane(Vector3.UP, player_pos)
var intersection: Variant = plane.intersects_ray(from, direction)
if not intersection:
return
look_at(intersection as Vector3, Vector3.UP, true)
return Vector3.ZERO
return intersection as Vector3
func _mouse_aiming() -> void:
var mouse_pos := get_viewport().get_mouse_position()
var player_position := global_position
if is_on_floor():
_floor_height = player_position.y
player_position.y = _floor_height
var camera := Referencer.main_camera
aim_position = mouse_project(mouse_pos, player_position, camera)
aim_position.y = global_position.y
func _process_respawning() -> void: