cirnogodot/Scenes/CameraController.gd
2025-02-15 17:51:06 +01:00

104 lines
3.9 KiB
GDScript

class_name CameraController
extends Camera2D
## Whether to use pixel snap.
@export var pixel_snap: bool = true
## Whether camera movement should be smooth.
@export var enable_smoothing: bool = true
## The current target being followed.
var _active_target: CameraTarget
var _previous_pixel_snap_delta := Vector2.ZERO
## The current camera velocity, for smooth damping.
var _current_velocity := Vector2.ZERO
## The current exact position of the camera.
var _current_position: Vector2
func _ready() -> void:
# Add to group so we can look it up later.
add_to_group("camera_controllers")
## Critically damped spring, based on Game Programming Gems 4 Chapter 1.10. https://archive.org/details/game-programming-gems-4/page/95/mode/2up
## Returns a 2-tuple of [next_position, next_velocity].
func smooth_damp(current: float, target: float, current_velocity: float, smooth_time: float, max_speed: float, delta: float) -> Array[float]:
smooth_time = max(smooth_time, 0.0001)
var omega := 2.0 / smooth_time
var x := omega * delta
var x_exp := 1.0 / (1.0 + x + 0.48 * x * x + 0.235 * x * x * x)
var change := current - target
var original_target := target
# Clamp max speed.
var max_change := max_speed * smooth_time
change = clamp(change, -max_change, max_change)
target = current - change
var temp := (current_velocity + omega * change) * delta
current_velocity = (current_velocity - omega * temp) * x_exp
var output := target + (change + temp) * x_exp
# Prevent overshooting.
if (original_target - current > 0.0) == (output > original_target):
output = original_target
current_velocity = (output - original_target) / delta
return [output, current_velocity]
func _unhandled_input(_event: InputEvent) -> void:
if Input.is_action_just_pressed("debug_camera_1"):
pixel_snap = not pixel_snap
print("Camera pixel snap: ", pixel_snap)
if Input.is_action_just_pressed("debug_camera_2"):
enable_smoothing = not enable_smoothing
print("Camera smoothing: ", enable_smoothing)
# It's important that the camera position gets updated in _process instead of _physics_process,
# since it needs to be dependent on frame rate.
func _process(delta: float) -> void:
# Update position.
var next_position: Vector2
var target: Vector2 = _active_target.global_position
if enable_smoothing:
# Handle target movement with smooth_damp.
# Replace this with any smooth follow / lerp of your choosing, but be careful to use `delta`
# properly -- improper use can result in jitter. Don't do lerp(current, target, delta).
var res_x := smooth_damp(_current_position.x, target.x, _current_velocity.x, 0.2, INF, delta)
var res_y := smooth_damp(_current_position.y, target.y, _current_velocity.y, 0.2, INF, delta)
next_position.x = res_x[0]
next_position.y = res_y[0]
_current_velocity.x = res_x[1]
_current_velocity.y = res_y[1]
else:
# Set next camera position to the exact target.
next_position = target
_current_position = next_position
if pixel_snap:
# IMPORTANT: perform pixel snap so that the camera movement doesn't interfere with the
# sub-pixel "smooth movement" we do in the shader.
var snapped_position = (next_position + Vector2(0.5, 0.5)).floor()
_previous_pixel_snap_delta = snapped_position - next_position
next_position = snapped_position
else:
_previous_pixel_snap_delta = Vector2.ZERO
# Set the camera position.
global_position = next_position
# IMPORTANT: Work around godot bug where camera doesn't update immediately: https://github.com/godotengine/godot/issues/74203
force_update_scroll()
## Returns the position delta between the pixel-snapped position and the actual controlled camera position.
## If pixel snap is off, returns Zero.
func get_pixel_snap_delta() -> Vector2:
return _previous_pixel_snap_delta
## Registers a camera target to follow.
func register_target(target: CameraTarget) -> void:
assert(not _active_target)
_active_target = target
_current_position = _active_target.global_position