Files
gamedev-the-steward/scenes/player/camera_rig.gd
T
2026-06-17 19:39:38 +02:00

59 lines
1.6 KiB
GDScript

extends Node3D
@export var target: Node3D
@export var follow_offset := Vector3(0, 10, 8)
@export var follow_speed := 12.0
@export var mouse_sensitivity := 0.002
@export var deadzone_right := 3.0
@export var deadzone_forward := 3.0
var yaw := 0.0
var focus_position := Vector3.ZERO
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
if target:
focus_position = target.global_position
global_position = focus_position + follow_offset
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
yaw -= event.relative.x * mouse_sensitivity
if event.is_action_pressed("ui_cancel"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func _process(delta: float) -> void:
if target == null:
return
rotation = Vector3(deg_to_rad(-55), yaw, 0)
var target_pos := target.global_position
var diff := target_pos - 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 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)
if abs(diff_forward) > deadzone_forward:
focus_position += cam_forward * (diff_forward - sign(diff_forward) * deadzone_forward)
var rotated_offset := follow_offset.rotated(Vector3.UP, yaw)
var desired_position := focus_position + rotated_offset
global_position = global_position.lerp(
desired_position,
1.0 - exp(-follow_speed * delta)
)