refactor camera

This commit is contained in:
Teatov 2024-10-13 15:36:54 +10:00
parent a9aed09bfa
commit ae63c97277
2 changed files with 21 additions and 22 deletions

View File

@ -20,6 +20,7 @@ config/icon="res://icon.svg"
[autoload]
StaticNodesManager="*res://scripts/globals/static_nodes_manager.gd"
CursorManager="*res://scripts/globals/cursor_manager.gd"
FullscreenManager="*res://scripts/globals/fullscreen_manager.gd"
DebugManager="*res://scripts/globals/debug_manager.gd"
@ -27,7 +28,6 @@ UiManager="*res://scripts/globals/ui_manager.gd"
HoveringManager="*res://scripts/globals/hovering_manager.gd"
SelectionManager="*res://scripts/globals/selection_manager.gd"
SoundManager="*res://scripts/globals/sound_manager.gd"
StaticNodesManager="*res://scripts/globals/static_nodes_manager.gd"
[debug]

View File

@ -6,14 +6,14 @@ enum CameraState {
HEADING_TO,
}
const ZOOM_SPEED: float = 0.1
const ZOOM_STEP: float = 0.1
const ZOOM_DAMP: float = 5
const ZOOM_VALUE_DEFAULT: float = 0.3
## How many pixels the mouse needs to be away
## from the screen edge to move the camera.
const EDGE_THRESHOLD: float = 10
const SCREEN_EDGE_THRESHOLD: float = 10
const HEADING_SPEED: float = 0.75
const BOUNDARY: float = 150 / 2
const WORLD_LIMIT_DISTANCE: float = 150 / 2
const ANIM_MAX_STEP = 10
@ -36,10 +36,10 @@ const ANIM_MAX_STEP = 10
@export var zoom_out_dof_near_transition: float = 20
var target_position: Vector3 = Vector3.ZERO
var mouse_position: Vector2 = Vector2()
var mouse_position: Vector2 = Vector2.ZERO
## 0 = zoomed in. 1 = zoomed out.
var zoom_value: float = ZOOM_VALUE_DEFAULT
var zoom_raw: float = zoom_value
var zoom_unsmoothed: float = zoom_value
var advance_anim_step: int = 1
var heading_to_position: Vector3 = Vector3.ZERO
@ -62,10 +62,10 @@ func _ready() -> void:
func _process(delta: float) -> void:
_handle_heading_to(delta)
zoom_value = lerpf(zoom_value, zoom_raw, delta * ZOOM_DAMP)
_handle_movement(delta)
zoom_value = lerpf(zoom_value, zoom_unsmoothed, delta * ZOOM_DAMP)
fov = lerpf(zoom_in_fov, zoom_out_fov, zoom_value)
rotation.x = lerpf(zoom_in_angle, zoom_out_angle, zoom_value)
var distance: float = lerpf(zoom_in_distance, zoom_out_distance, zoom_value)
@ -88,10 +88,10 @@ func _input(event: InputEvent) -> void:
var button_event := event as InputEventMouseButton
if button_event.pressed:
if button_event.button_index == MOUSE_BUTTON_WHEEL_UP:
zoom_raw -= ZOOM_SPEED
zoom_unsmoothed -= ZOOM_STEP
elif button_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
zoom_raw += ZOOM_SPEED
zoom_raw = clampf(zoom_raw, 0, 1)
zoom_unsmoothed += ZOOM_STEP
zoom_unsmoothed = clampf(zoom_unsmoothed, 0, 1)
if event.is_action_pressed("reset_camera"):
head_to(StaticNodesManager.player_anthill.global_position)
@ -163,17 +163,17 @@ func _handle_movement(delta: float) -> void:
var move_input := Vector2()
# Horizontal
if (mouse_position.x <= EDGE_THRESHOLD):
if (mouse_position.x <= SCREEN_EDGE_THRESHOLD):
move_input.x = -1
elif (mouse_position.x > viewport_size.x - EDGE_THRESHOLD):
elif (mouse_position.x > viewport_size.x - SCREEN_EDGE_THRESHOLD):
move_input.x = 1
else:
move_input.x = 0
# Vertical
if (mouse_position.y <= EDGE_THRESHOLD):
if (mouse_position.y <= SCREEN_EDGE_THRESHOLD):
move_input.y = -1
elif (mouse_position.y > viewport_size.y - EDGE_THRESHOLD):
elif (mouse_position.y > viewport_size.y - SCREEN_EDGE_THRESHOLD):
move_input.y = 1
else:
move_input.y = 0
@ -186,8 +186,8 @@ func _handle_movement(delta: float) -> void:
var speed: float = lerpf(zoom_in_speed, zoom_out_speed, zoom_value)
var velocity := direction * speed
target_position += velocity * delta
target_position.x = clampf(target_position.x, -BOUNDARY, BOUNDARY)
target_position.z = clampf(target_position.z, -BOUNDARY, BOUNDARY)
target_position.x = clampf(target_position.x, -WORLD_LIMIT_DISTANCE, WORLD_LIMIT_DISTANCE)
target_position.z = clampf(target_position.z, -WORLD_LIMIT_DISTANCE, WORLD_LIMIT_DISTANCE)
func _handle_heading_to(delta: float) -> void:
@ -200,16 +200,15 @@ func _handle_heading_to(delta: float) -> void:
heading_progress += HEADING_SPEED * delta
var eased_progress := ease(heading_progress, -3)
target_position = lerp(
heading_from_position,
target_position = heading_from_position.lerp(
heading_to_position,
eased_progress,
eased_progress
)
zoom_raw = bezier_interpolate(
zoom_unsmoothed = bezier_interpolate(
heading_from_zoom,
1,
1,
heading_to_zoom,
eased_progress,
)
zoom_value = zoom_raw
zoom_value = zoom_unsmoothed