cirnogodot/Scripts/Components/Actors/MouseAimProvider3D.cs

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using Cirno.Scripts.Misc;
using Godot;
namespace Cirno.Scripts.Components.Actors;
public partial class MouseAimProvider3D : Node3D, IMouseAimProvider
{
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private Viewport _viewport;
public override void _Ready()
{
_viewport = GetViewport();
}
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public Vector2 GetMouseAimInput()
{
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var mouseWorldPos = GetMouseWorldPosition(this.GlobalPosition.Y);
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var direction = (mouseWorldPos - this.GlobalPosition).Normalized();
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return new Vector2(direction.X, direction.Z);
}
public Vector3 GetMouseWorldPosition(float planeHeight = 0)
{
var mousePos = _viewport.GetMousePosition();
var rayOrigin = CameraController3D.Instance.ProjectRayOrigin(mousePos);
var rayDirection = CameraController3D.Instance.ProjectRayNormal(mousePos);
var plane = new Plane(Vector3.Up, planeHeight);
var intersection = plane.IntersectsRay(rayOrigin, rayDirection);
return intersection ?? Vector3.Zero;
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}
}