Improved third person camera

This commit is contained in:
Eduard Urbach 2024-02-21 20:15:11 +01:00
parent 4e632608e1
commit ffe3142937
Signed by: akyoto
GPG Key ID: C874F672B1AF20C0
10 changed files with 137 additions and 134 deletions

View File

@ -7,6 +7,7 @@ var account: Account
var camera: Camera
var player: Player
var players: PlayerManager
var terrain: Terrain3D
var instance_id: int
var interacting_with_ui: bool

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=34 format=3 uid="uid://b40y7iuskv1ar"]
[gd_scene load_steps=35 format=3 uid="uid://b40y7iuskv1ar"]
[ext_resource type="Script" path="res://Main.gd" id="1_cw3ws"]
[ext_resource type="Script" path="res://network/Client.gd" id="2_8hxcx"]
@ -18,6 +18,7 @@
[ext_resource type="Script" path="res://world/generator/Generator.gd" id="15_25nmg"]
[ext_resource type="PackedScene" uid="uid://cb2t7bvvf3gwh" path="res://enemy/slime/Slime.tscn" id="15_hgl78"]
[ext_resource type="Script" path="res://world/PlayerManager.gd" id="16_dp6bj"]
[ext_resource type="Script" path="res://world/Terrain.gd" id="16_icmfi"]
[ext_resource type="PackedScene" uid="uid://dagn5bf7ou3sd" path="res://ui/UI.tscn" id="17_43qhq"]
[ext_resource type="FastNoiseLite" uid="uid://d3f4lk8q04haa" path="res://world/trees/TreeNoise.tres" id="19_ctwmw"]
[ext_resource type="Script" path="res://world/generator/TreeGenerator.gd" id="19_kcwnm"]
@ -32,13 +33,13 @@
[ext_resource type="Terrain3DMaterial" uid="uid://nhcs8ekjedbb" path="res://world/terrain/Material.tres" id="31_of12o"]
[ext_resource type="Terrain3DTextureList" uid="uid://cpq0eq7wr08kf" path="res://world/terrain/TextureList.tres" id="32_d5ywf"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_xy4ll"]
seed = 300
[sub_resource type="FastNoiseLite" id="FastNoiseLite_yp2fx"]
seed = 100
frequency = 0.1
[sub_resource type="FastNoiseLite" id="FastNoiseLite_xy4ll"]
seed = 300
[node name="Main" type="Node" node_paths=PackedStringArray("ui")]
script = ExtResource("1_cw3ws")
ui = NodePath("UI")
@ -108,10 +109,22 @@ autostart = true
[node name="World" type="Node3D" parent="."]
[node name="Terrain3D" type="Terrain3D" parent="World"]
[node name="Terrain" type="Terrain3D" parent="World"]
storage = ExtResource("30_bvq0o")
material = ExtResource("31_of12o")
texture_list = ExtResource("32_d5ywf")
script = ExtResource("16_icmfi")
[node name="Enemies" type="Node3D" parent="World"]
visible = false
script = ExtResource("15_25nmg")
scene = ExtResource("15_hgl78")
noise = SubResource("FastNoiseLite_yp2fx")
size_x = 100.0
size_z = 100.0
step = 2.0
density = 0.3
tilt = 0.15
[node name="Houses" type="Node3D" parent="World"]
visible = false
@ -139,18 +152,7 @@ scale_min = 0.6
scale_max = 1.1
tilt = 0.15
[node name="Enemies" type="Node3D" parent="World"]
visible = false
script = ExtResource("15_25nmg")
scene = ExtResource("15_hgl78")
noise = SubResource("FastNoiseLite_yp2fx")
size_x = 100.0
size_z = 100.0
step = 2.0
density = 0.3
tilt = 0.15
[node name="Follow" parent="World" instance=ExtResource("12_aljdh")]
[node name="Camera" parent="World" instance=ExtResource("12_aljdh")]
[node name="Environment" type="WorldEnvironment" parent="World"]
environment = ExtResource("14_kuej8")

View File

@ -1,47 +1,141 @@
class_name Camera
extends Camera3D
@export var center_offset := Vector3(0, 1.4, 0)
var center: Vector3
var look_offset: Vector3
var target_position: Vector3
@export_group("Collision")
@export var min_height_above_ground: float = 0
@export_flags_3d_physics var collision_mask := 1
var occlusion: Dictionary
var occlusion_distance := 0.0
@export_group("Rotation")
@export var sensitivity: float = 0.2
@export var min_angle_x: float = -80.0
@export var max_angle_x: float = 45.0
var angle_x: float
var angle_y: float
var look_enabled: bool
@export_group("Zoom")
@export var zoom_speed := 0.5
@export var zoom_interpolation := 10.0
@export var zoom_min := 2.0
@export var zoom_min := 2.5
@export var zoom_max := 8.0
var distance: float
var target_distance: float
func _ready():
target_distance = position.z
distance = 7.5
target_distance = distance
sensitivity = deg_to_rad(sensitivity)
min_angle_x = deg_to_rad(min_angle_x)
max_angle_x = deg_to_rad(max_angle_x)
Global.camera = self
update_look_offset()
func _unhandled_input(event):
if !event.is_action("look"):
return
match event.is_pressed():
true:
DisplayServer.mouse_set_mode(DisplayServer.MOUSE_MODE_CAPTURED)
look_enabled = true
false:
DisplayServer.mouse_set_mode(DisplayServer.MOUSE_MODE_VISIBLE)
look_enabled = false
func _input(event):
if event.is_action_pressed("zoom_in", true):
target_distance -= zoom_speed
on_distance_changed()
get_viewport().set_input_as_handled()
return
if event.is_action_pressed("zoom_out", true):
target_distance += zoom_speed
on_distance_changed()
get_viewport().set_input_as_handled()
return
if !look_enabled:
return
if not event is InputEventMouseMotion:
return
angle_x -= event.relative.y * sensitivity
angle_y -= event.relative.x * sensitivity
angle_x = clampf(angle_x, min_angle_x, max_angle_x)
update_look_offset()
func _process(delta):
if !Global.player:
return
center = Global.player.position + center_offset
distance = Math.dampf(distance, target_distance, zoom_interpolation * delta)
target_position = center + look_offset * distance
if min_height_above_ground > 0:
var result := check_terrain()
if result && target_position.y - result.position.y < min_height_above_ground:
target_position.y = result.position.y + min_height_above_ground
global_position = target_position
check_occlusion()
if occlusion_distance < distance:
global_position = center + look_offset * occlusion_distance
look_at(center)
func on_distance_changed():
target_distance = clampf(target_distance, zoom_min, zoom_max)
Global.camera_attributes.dof_blur_far_distance = target_distance + 1.0
func is_below_terrain():
return %CameraRays.occlusion_point.y > global_position.y
func update_look_offset():
look_offset = get_offset(Vector3.BACK)
func _process(delta):
var distance := target_distance
func get_offset(vec: Vector3) -> Vector3:
vec = vec.rotated(Vector3.RIGHT, angle_x)
vec = vec.rotated(Vector3.UP, angle_y)
return vec
if %CameraRays.occlusion_distance < target_distance:
distance = %CameraRays.occlusion_distance - 0.5
func check_terrain() -> Dictionary:
var space := get_world_3d().direct_space_state
var from := Vector3(target_position.x, 100, target_position.z)
var to := Vector3(target_position.x, -100, target_position.z)
var query := PhysicsRayQueryParameters3D.create(from, to, collision_mask)
return space.intersect_ray(query)
if is_below_terrain():
position.z = distance
func check_occlusion():
occlusion_distance = INF
var rect := get_viewport().get_visible_rect()
var space := get_world_3d().direct_space_state
send_ray_to_screen(rect.position, space)
send_ray_to_screen(Vector2(rect.end.x, rect.position.y), space)
send_ray_to_screen(rect.get_center(), space)
send_ray_to_screen(Vector2(rect.position.x, rect.end.y), space)
send_ray_to_screen(rect.end, space)
func send_ray_to_screen(point: Vector2, space: PhysicsDirectSpaceState3D):
var screen_position := project_position(point, near)
var query := PhysicsRayQueryParameters3D.create(center, screen_position, collision_mask)
var hit := space.intersect_ray(query)
if !hit:
return
if abs(distance - position.z) < 0.01:
return
var hit_point := hit.position as Vector3
var hit_distance := (hit_point - center).length()
position.z = Math.dampf(position.z, distance, zoom_interpolation * delta)
if hit_distance < occlusion_distance:
occlusion = hit
occlusion_distance = hit_distance

View File

@ -1,28 +1,12 @@
[gd_scene load_steps=6 format=3 uid="uid://cpdoq0oh84mfw"]
[gd_scene load_steps=3 format=3 uid="uid://cpdoq0oh84mfw"]
[ext_resource type="Script" path="res://camera/FollowPlayer.gd" id="1_48rtd"]
[ext_resource type="Script" path="res://camera/CameraPivot.gd" id="2_dylfm"]
[ext_resource type="Script" path="res://camera/Camera.gd" id="2_pwdc2"]
[ext_resource type="CameraAttributesPractical" uid="uid://b835orxyqq6w5" path="res://camera/CameraPractical.tres" id="3_olar0"]
[ext_resource type="Script" path="res://camera/CameraRays.gd" id="5_5b07p"]
[node name="Follow" type="Marker3D"]
script = ExtResource("1_48rtd")
[node name="Pivot" type="Marker3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.4, 0)
script = ExtResource("2_dylfm")
sensitivity = 0.2
[node name="Camera" type="Camera3D" parent="Pivot"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 7.5)
[node name="Camera" type="Camera3D"]
attributes = ExtResource("3_olar0")
current = true
fov = 45.0
size = 10.0
far = 120.0
script = ExtResource("2_pwdc2")
[node name="CameraRays" type="Node3D" parent="Pivot"]
unique_name_in_owner = true
script = ExtResource("5_5b07p")

View File

@ -1,32 +0,0 @@
extends Node3D
@export var sensitivity: float
@export var min_rotation_x: float = -80.0
@export var max_rotation_x: float = 25.0
var enabled: bool
func _ready():
assert(rotation_order == EULER_ORDER_YXZ)
min_rotation_x = deg_to_rad(min_rotation_x)
max_rotation_x = deg_to_rad(max_rotation_x)
func _unhandled_input(event):
if event.is_action_pressed("look"):
DisplayServer.mouse_set_mode(DisplayServer.MOUSE_MODE_CAPTURED)
enabled = true
elif event.is_action_released("look"):
DisplayServer.mouse_set_mode(DisplayServer.MOUSE_MODE_VISIBLE)
enabled = false
func _input(event):
if !enabled:
return
if not event is InputEventMouseMotion:
return
rotation.x += deg_to_rad(-event.relative.y * sensitivity)
rotation.y += deg_to_rad(-event.relative.x * sensitivity)
rotation.x = clampf(rotation.x, min_rotation_x, max_rotation_x)

View File

@ -1,38 +0,0 @@
class_name CameraRays
extends Node3D
@export_flags_3d_physics var collision_mask := 1
var occlusion_distance: float = 1000
var occlusion_point: Vector3
var pivot: Node3D
func _ready():
pivot = get_parent()
func _physics_process(_delta):
occlusion_distance = Global.camera.far
var corner: Vector2 = get_viewport().get_visible_rect().size
var space_state = get_world_3d().direct_space_state
send_ray(space_state, Vector2(0, 0))
send_ray(space_state, Vector2(corner.x, 0))
send_ray(space_state, Vector2(0, corner.y))
send_ray(space_state, Vector2(corner.x, corner.y))
send_ray(space_state, Vector2(corner.x / 2, corner.y / 2))
func send_ray(space_state: PhysicsDirectSpaceState3D, pos: Vector2):
var from := pivot.global_position
var to := Global.camera.project_position(pos, -1)
var query = PhysicsRayQueryParameters3D.create(from, to, collision_mask)
var result = space_state.intersect_ray(query)
if result:
var hit_point: Vector3 = result.position
var diff := hit_point - pivot.global_position
var distance := diff.length()
if distance < occlusion_distance:
occlusion_distance = distance
occlusion_point = hit_point

View File

@ -1,14 +0,0 @@
extends Node3D
@export var interpolate: bool
@export var speed: float
func _process(delta):
if Global.player == null:
return
if interpolate:
position = Math.damp(position, Global.player.position, speed * delta)
else:
position = Global.player.position

View File

@ -9,6 +9,9 @@ static func dampf(from: float, to: float, weight: float, smoothing: float = 0.75
static func damp_angle(from: float, to: float, weight: float, smoothing: float = 0.75):
return lerp_angle(from, to, 1 - exp(-smoothing * weight))
static func damp_spherical(from: Vector3, to: Vector3, weight: float, smoothing: float = 0.75):
return from.slerp(to, 1 - exp(-smoothing * weight))
static func from_to_rotation(from: Vector3, to: Vector3) -> Quaternion:
var axis := from.cross(to).normalized()
var angle := from.angle_to(to)

View File

@ -31,7 +31,6 @@ gdscript/warnings/integer_division=0
window/size/viewport_width=1920
window/size/viewport_height=1080
window/size/mode=3
window/size/window_width_override=960
window/size/window_height_override=540
window/stretch/mode="canvas_items"

4
client/world/Terrain.gd Normal file
View File

@ -0,0 +1,4 @@
extends Terrain3D
func _ready():
Global.terrain = self