tli/scripts/main_camera.gd
2024-10-07 03:07:29 +10:00

170 lines
4.3 KiB
GDScript

extends Camera3D
class_name MainCamera
enum CameraState {
FREE,
HEADING_TO,
}
const ZOOM_SPEED: 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 HEADING_SPEED: float = 0.75
@export var zoom_in_distance: float = 5
@export var zoom_in_fov: float = 25
@export var zoom_in_angle: float = -0.1 * PI
@export var zoom_in_speed: float = 5
@export var zoom_out_distance: float = 90
@export var zoom_out_fov: float = 30
@export var zoom_out_angle: float = -0.25 * PI
@export var zoom_out_speed: float = 35
var target_position: Vector3 = Vector3.ZERO
var mouse_position: Vector2 = Vector2()
## 0 = zoomed in. 1 = zoomed out.
var zoom_value: float = ZOOM_VALUE_DEFAULT
var zoom_raw: float = zoom_value
var heading_to_position: Vector3 = Vector3.ZERO
var heading_to_zoom: float = 0
var heading_from_position: Vector3 = Vector3.ZERO
var heading_from_zoom: float = 0
var heading_progress: float = 0
var state: CameraState = CameraState.FREE
var window_out_of_focus: bool = false
@onready var anthill: Anthill = $/root/World/Structures/Anthill
func _process(delta: float) -> void:
_handle_heading_to(delta)
zoom_value = lerp(zoom_value, zoom_raw, delta * ZOOM_DAMP)
_handle_movement(delta)
fov = lerp(zoom_in_fov, zoom_out_fov, zoom_value)
rotation.x = lerp(zoom_in_angle, zoom_out_angle, zoom_value)
var distance: float = lerp(zoom_in_distance, zoom_out_distance, zoom_value)
var offset_direction := Vector3.BACK.rotated(Vector3.RIGHT, rotation.x)
var offset := offset_direction * distance
global_position = target_position + offset
DebugDraw.marker(target_position, 0.05)
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
mouse_position = (event as InputEventMouseMotion).position
if event is InputEventMouseButton:
var button_event := event as InputEventMouseButton
if button_event.pressed:
if button_event.button_index == MOUSE_BUTTON_WHEEL_UP:
zoom_raw -= ZOOM_SPEED
elif button_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
zoom_raw += ZOOM_SPEED
zoom_raw = clamp(zoom_raw, 0, 1)
if event.is_action_pressed("reset_camera"):
head_to(anthill.global_position)
func _notification(what: int) -> void:
if what == NOTIFICATION_WM_WINDOW_FOCUS_IN:
window_out_of_focus = false
elif what == NOTIFICATION_WM_WINDOW_FOCUS_OUT:
window_out_of_focus = true
## Start gradually moving camera towards a position
func head_to(to: Vector3, zoom: float = ZOOM_VALUE_DEFAULT) -> void:
heading_to_position = to
heading_from_position = target_position
heading_progress = 0
heading_from_zoom = zoom_value
heading_to_zoom = zoom
state = CameraState.HEADING_TO
func _handle_movement(delta: float) -> void:
if (
window_out_of_focus
or state != CameraState.FREE
or CursorManager.disable_confinement
or SelectionManager.selecting
):
return
var viewport_size := get_viewport().get_visible_rect().size
var move_input := Vector2()
# Horizontal
if (mouse_position.x <= EDGE_THRESHOLD):
move_input.x = -1
elif (mouse_position.x > viewport_size.x - EDGE_THRESHOLD):
move_input.x = 1
else:
move_input.x = 0
# Vertical
if (mouse_position.y <= EDGE_THRESHOLD):
move_input.y = -1
elif (mouse_position.y > viewport_size.y - EDGE_THRESHOLD):
move_input.y = 1
else:
move_input.y = 0
var direction := (
Vector3(move_input.x, 0, move_input.y)
.rotated(Vector3.UP, rotation.y)
)
var speed: float = lerp(zoom_in_speed, zoom_out_speed, zoom_value)
var velocity := direction * speed
target_position += velocity * delta
func _handle_heading_to(delta: float) -> void:
if state != CameraState.HEADING_TO:
return
if heading_progress >= 1:
target_position = heading_to_position
state = CameraState.FREE
heading_progress += HEADING_SPEED * delta
var eased_progress := ease(heading_progress, -3)
target_position = lerp(
heading_from_position,
heading_to_position,
eased_progress,
)
zoom_raw = quadratic_bezier(
heading_from_zoom,
1,
heading_to_zoom,
eased_progress,
)
zoom_value = zoom_raw
func quadratic_bezier(
p0: float,
p1: float,
p2: float,
t: float,
) -> float:
var q0: float = lerp(p0, p1, t)
var q1: float = lerp(p1, p2, t)
var r: float = lerp(q0, q1, t)
return r