fix: Camera smoothing and start some interaction/consequences to the village part

This commit is contained in:
Rijad Zuzo
2026-06-20 15:50:31 +02:00
parent 60c72c558d
commit 4fb1cfabc1
5 changed files with 48 additions and 12 deletions
+25 -12
View File
@@ -1,21 +1,30 @@
extends Node3D
@export var target: Node3D
@export var follow_offset := Vector3(0, 10, 8)
@export var follow_speed := 12.0
@export var rotation_smooth_speed := 18.0
@export var focus_smooth_speed := 14.0
@export var mouse_sensitivity := 0.002
@export var deadzone_right := 3.0
@export var deadzone_forward := 3.0
var yaw := 0.0
var smoothed_yaw := 0.0
var focus_position := Vector3.ZERO
var desired_focus_position := Vector3.ZERO
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
if target:
focus_position = target.global_position
desired_focus_position = focus_position
global_position = focus_position + follow_offset
@@ -31,28 +40,32 @@ func _physics_process(delta: float) -> void:
if target == null:
return
rotation = Vector3(deg_to_rad(-55), yaw, 0)
var rot_t := 1.0 - exp(-rotation_smooth_speed * delta)
var focus_t := 1.0 - exp(-focus_smooth_speed * delta)
var follow_t := 1.0 - exp(-follow_speed * delta)
smoothed_yaw = lerp_angle(smoothed_yaw, yaw, rot_t)
rotation = Vector3(deg_to_rad(-55), smoothed_yaw, 0)
var target_pos := target.global_position
var diff := target_pos - focus_position
var diff := target_pos - desired_focus_position
# Camera-relative horizontal axes
var cam_right := Vector3.RIGHT.rotated(Vector3.UP, yaw).normalized()
var cam_forward := Vector3.FORWARD.rotated(Vector3.UP, yaw).normalized()
var cam_right := Vector3.RIGHT.rotated(Vector3.UP, smoothed_yaw).normalized()
var cam_forward := Vector3.FORWARD.rotated(Vector3.UP, smoothed_yaw).normalized()
var diff_right := diff.dot(cam_right)
var diff_forward := diff.dot(cam_forward)
if abs(diff_right) > deadzone_right:
focus_position += cam_right * (diff_right - sign(diff_right) * deadzone_right)
desired_focus_position += cam_right * (diff_right - sign(diff_right) * deadzone_right)
if abs(diff_forward) > deadzone_forward:
focus_position += cam_forward * (diff_forward - sign(diff_forward) * deadzone_forward)
desired_focus_position += cam_forward * (diff_forward - sign(diff_forward) * deadzone_forward)
var rotated_offset := follow_offset.rotated(Vector3.UP, yaw)
focus_position = focus_position.lerp(desired_focus_position, focus_t)
var rotated_offset := follow_offset.rotated(Vector3.UP, smoothed_yaw)
var desired_position := focus_position + rotated_offset
global_position = global_position.lerp(
desired_position,
1.0 - exp(-follow_speed * delta)
)
global_position = global_position.lerp(desired_position, follow_t)