Cinematic camera

This commit is contained in:
Vojtěch Struhár 2025-06-18 21:27:27 +02:00
parent 89210f59ea
commit 84f8cf5d76

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@ -2,25 +2,35 @@ extends CharacterBody3D
@export var camera: Camera3D @export var camera: Camera3D
@export var SPEED = 4.0 var SPEED = 2.0
const JUMP_VELOCITY = 4.5 const JUMP_VELOCITY = 4.5
const MOUSE_SENSITIVITY = 0.004 const MOUSE_SENSITIVITY = 0.004
const ROTATION_SPEED := 4.0 # How fast to interpolate (higher = snappier)
var target_rotation := Vector2.ZERO # x = pitch, y = yaw
func _ready() -> void: func _ready() -> void:
assert(camera != null, "Forgot to set camera in editor") assert(camera != null, "Forgot to set camera in editor")
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
## Implements [member Portal3D.ON_TELEPORT_CALLBACK] # Initialize target rotation from current rotation
func on_teleport(portal: Portal3D) -> void: target_rotation.y = rotation.y
print("on_teleport: player position - ",self.global_position) target_rotation.x = camera.rotation.x
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion: if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: target_rotation.y -= event.relative.x * MOUSE_SENSITIVITY
rotate_y(-event.screen_relative.x * MOUSE_SENSITIVITY) target_rotation.x -= event.relative.y * MOUSE_SENSITIVITY
camera.rotate_x(-event.screen_relative.y * MOUSE_SENSITIVITY) target_rotation.x = clamp(target_rotation.x, deg_to_rad(-80), deg_to_rad(80))
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-80), deg_to_rad(80))
func _process(delta: float) -> void:
# Smoothly interpolate current rotation toward target
rotation.y = lerp_angle(rotation.y, target_rotation.y, delta * ROTATION_SPEED)
camera.rotation.x = lerp_angle(camera.rotation.x, target_rotation.x, delta * ROTATION_SPEED)
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
var right: Vector3 = (global_transform.basis.x * Vector3(1, 0, 1)).normalized() var right: Vector3 = (global_transform.basis.x * Vector3(1, 0, 1)).normalized()
var forward: Vector3 = (-global_transform.basis.z * Vector3(1, 0, 1)).normalized() var forward: Vector3 = (-global_transform.basis.z * Vector3(1, 0, 1)).normalized()