fix firstpersson shadow movement
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Linux arm64 / Build (push) Successful in 1m1s

This commit is contained in:
2024-08-14 15:02:15 +02:00
parent eb8e3b0888
commit 960ce2a546
2 changed files with 12 additions and 2 deletions

View File

@@ -33,6 +33,7 @@ static constexpr float FOV_TRANSITION = 8.0f;
static constexpr float MIN_FOV_VELOCITY = 0.5;
static constexpr float MAX_FOV_VELOCITY = SPRINT_SPEED * 2.0f;
static const float LerpValue = 0.10;
static const float AnimationBlend = 7.0;
void FirstPersonPlayer::_bind_methods() {}
@@ -47,10 +48,9 @@ void FirstPersonPlayer::_ready() {
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
}
m_Head = Object::cast_to<Node3D>(find_child("Head"));
DEV_ASSERT(m_Head);
m_Camera = Object::cast_to<Camera3D>(m_Head->find_child("Camera"));
DEV_ASSERT(m_Camera);
m_AnimationTree = Object::cast_to<AnimationTree>(find_child("AnimationTree"));
m_Mesh = Object::cast_to<Node3D>(find_child("Mesh"));
}
void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
@@ -104,6 +104,7 @@ void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) {
m_Head->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
m_Mesh->rotate_y(-a_Event.get_relative().x * 0.005);
m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
float rotationX = m_Camera->get_rotation().x;
@@ -134,6 +135,14 @@ void FirstPersonPlayer::UpdatePosition(float delta) {
Math::lerp(static_cast<float>(get_velocity().z), static_cast<float>(direction.z * m_Speed),
static_cast<float>(delta * AIR_MOVEMENT))});
}
if (!direction.is_zero_approx()) {
godot::Vector3 newRotation = m_Mesh->get_rotation();
newRotation.y = godot::UtilityFunctions::lerp_angle(
newRotation.y, godot::UtilityFunctions::atan2(get_velocity().x, get_velocity().z), LerpValue);
m_Mesh->set_rotation(newRotation);
}
}
void FirstPersonPlayer::UpdateFOV(float a_Delta) {

View File

@@ -26,6 +26,7 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
godot::AnimationTree* m_AnimationTree;
godot::Camera3D* m_Camera;
godot::Node3D* m_Head;
godot::Node3D* m_Mesh;
float m_BobTime;
float m_Speed;