fix aiming on elevation

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

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: