Files
open-wc/src/scenes/player/third_person_camera_rig.gd
T
sindoring 8776a6b362 gmp(M02): add 3.3.5 input profile
Work-Package: M02-GMP-INPUT-PROFILE-335-001
Agent: sindo-main-codex
Tests: player input/movement/capability/terrain/camera/presentation, coordinate/streaming, docs/coordination and renderer dry-run passed
Fidelity: build-12340 binding hashes and selected defaults pinned; TrinityCore turn rate and WoWee mouse routing are compatibility references with explicit limits
2026-07-15 00:17:34 +04:00

176 lines
5.8 KiB
GDScript

class_name ThirdPersonCameraRig
extends Node3D
## Third-person orbit/zoom state and Camera3D presentation adapter.
## The rig owns camera input state and local transforms. Character movement,
## terrain, rendering and collision-policy decisions remain external boundaries.
const NO_CAMERA_COLLISION_POLICY_SCRIPT := preload("res://src/scenes/player/no_camera_collision_policy.gd")
## Relative Camera3D child used by this rig.
@export var camera_path: NodePath = NodePath("Camera3D")
## Mouse radians applied per input pixel.
@export var mouse_sensitivity_radians_per_pixel: float = 0.003
## Minimum orbit pitch in radians.
@export var minimum_pitch_radians: float = deg_to_rad(-65.0)
## Maximum orbit pitch in radians.
@export var maximum_pitch_radians: float = deg_to_rad(35.0)
## Pivot height above the character origin in Godot units.
@export var pivot_height_units: float = 1.7
## Initial requested camera distance in Godot units.
@export var initial_distance_units: float = 8.0
## Minimum user-requested zoom distance in Godot units.
@export var minimum_distance_units: float = 2.0
## Maximum user-requested zoom distance in Godot units.
@export var maximum_distance_units: float = 18.0
## Distance change per zoom action in Godot units.
@export var zoom_step_units: float = 1.0
## Camera far plane retained from the renderer sandbox baseline.
@export var camera_far_plane_units: float = 50000.0
var yaw_radians: float:
get:
return _yaw_radians
var pitch_radians: float:
get:
return _pitch_radians
var requested_distance_units: float:
get:
return _requested_distance_units
var resolved_distance_units: float:
get:
return _resolved_distance_units
var is_mouse_captured: bool:
get:
return _is_mouse_captured
var _character_body: Node3D
var _camera: Camera3D
var _collision_policy: CameraCollisionPolicy
var _yaw_radians := 0.0
var _pitch_radians := deg_to_rad(-18.0)
var _requested_distance_units := 8.0
var _resolved_distance_units := 8.0
var _is_mouse_captured := false
func _ready() -> void:
_camera = get_node_or_null(camera_path) as Camera3D
if _camera == null:
push_error("ThirdPersonCameraRig: Camera3D not found at %s" % camera_path)
if _collision_policy == null:
_collision_policy = NO_CAMERA_COLLISION_POLICY_SCRIPT.new()
_pitch_radians = clampf(_pitch_radians, minimum_pitch_radians, maximum_pitch_radians)
_requested_distance_units = clampf(
initial_distance_units,
minimum_distance_units,
maximum_distance_units
)
if _camera != null:
_camera.current = true
_camera.far = camera_far_plane_units
refresh_camera_transform()
func _physics_process(_delta_seconds: float) -> void:
refresh_camera_transform()
func _exit_tree() -> void:
if _is_mouse_captured:
_is_mouse_captured = false
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
## Attaches the character transform rotated by orbit input and captures its initial yaw.
func initialize_for_character(character_body: Node3D) -> void:
_character_body = character_body
if _character_body != null:
_yaw_radians = _character_body.rotation.y
refresh_camera_transform()
## Synchronizes orbit yaw after keyboard turning changes the character transform.
func synchronize_yaw_from_character() -> void:
if _character_body != null:
_yaw_radians = _character_body.rotation.y
## Replaces camera-distance collision behavior and immediately refreshes the camera.
## Passing null is rejected and preserves the current policy.
func set_collision_policy(collision_policy: CameraCollisionPolicy) -> void:
if collision_policy == null:
push_error("ThirdPersonCameraRig: collision policy cannot be null")
return
_collision_policy = collision_policy
refresh_camera_transform()
## Applies remappable camera actions and orbit mouse motion.
## Returns true when the event changed or consumed camera state.
func handle_camera_input(event: InputEvent) -> bool:
if event.is_action_pressed(PlayerInputActions.CAMERA_ROTATE):
_is_mouse_captured = true
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
return true
if event.is_action_released(PlayerInputActions.CAMERA_ROTATE):
_is_mouse_captured = false
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
return true
if event.is_action_pressed(PlayerInputActions.CAMERA_ZOOM_IN):
_requested_distance_units = clampf(
_requested_distance_units - zoom_step_units,
minimum_distance_units,
maximum_distance_units
)
refresh_camera_transform()
return true
if event.is_action_pressed(PlayerInputActions.CAMERA_ZOOM_OUT):
_requested_distance_units = clampf(
_requested_distance_units + zoom_step_units,
minimum_distance_units,
maximum_distance_units
)
refresh_camera_transform()
return true
if event.is_action_pressed(PlayerInputActions.RELEASE_CURSOR):
_is_mouse_captured = false
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
return true
if _is_mouse_captured and event is InputEventMouseMotion:
_yaw_radians -= event.relative.x * mouse_sensitivity_radians_per_pixel
_pitch_radians = clampf(
_pitch_radians - event.relative.y * mouse_sensitivity_radians_per_pixel,
minimum_pitch_radians,
maximum_pitch_radians
)
if _character_body != null:
_character_body.rotation.y = _yaw_radians
refresh_camera_transform()
return true
return false
## Returns the pivot's Godot-world basis for camera-relative sandbox flight.
func godot_world_flight_movement_basis() -> Basis:
return global_basis
## Applies pivot and Camera3D local transforms using the active collision policy.
func refresh_camera_transform() -> void:
position = Vector3(0.0, pivot_height_units, 0.0)
rotation.x = _pitch_radians
if _camera == null:
return
var policy_distance := _collision_policy.resolve_camera_distance(
self,
_requested_distance_units
) if _collision_policy != null else _requested_distance_units
_resolved_distance_units = clampf(policy_distance, 0.0, _requested_distance_units)
_camera.position = Vector3(0.0, 0.0, _resolved_distance_units)
_camera.rotation = Vector3.ZERO