3D Aiming

This commit is contained in:
Marco 2025-06-19 10:50:25 +02:00
commit 595bdcc501
3 changed files with 24 additions and 4 deletions

View file

@ -123,6 +123,7 @@ public partial class KeyboardInputProvider : InputProvider
private Vector2 GetMouseAimInput()
{
return _mouseAImProvider?.GetMouseAimInput() ?? Vector2.Zero;
// //Camera2D camera = GetViewport().GetCamera2D();
// //if (camera == null) return Vector2.Zero; // Ensure there's a valid camera

View file

@ -5,13 +5,32 @@ namespace Cirno.Scripts.Components.Actors;
public partial class MouseAimProvider3D : Node3D, IMouseAimProvider
{
public Vector2 GetMouseAimInput()
private Viewport _viewport;
public override void _Ready()
{
Vector2 mouseWorldPos = DisplayServer.MouseGetPosition();
var screenPosition = CameraController3D.Instance.UnprojectPosition(this.GlobalPosition);
return mouseWorldPos - screenPosition;
_viewport = GetViewport();
}
public Vector2 GetMouseAimInput()
{
var mouseWorldPos = GetMouseWorldPosition(this.GlobalPosition.Y);
var direction = (mouseWorldPos - this.GlobalPosition).Normalized();
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;
}
}