hyperfocused on the procedural FP animations
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@@ -63,7 +63,8 @@ public partial class HeadSystem : Node3D
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[ExportGroup("First Person rig")]
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private Node3D _fpRig;
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private Vector3 _fpRigInitialPosition;
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private Node3D _fpDisplacedRig;
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private Vector3 _fpDisplacedRigInitialRotation;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float WeaponSway { get; set; } = 5f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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@@ -72,6 +73,14 @@ public partial class HeadSystem : Node3D
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public float WeaponMoveRotation { get; set; } = 80f;
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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public float WeaponAdjustmentSpeed { get; set; } = 10f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float DisplacedWeaponSway { get; set; } = 5f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float DisplacedWeaponLookRotation { get; set; } = 1f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float DisplacedWeaponMoveRotation { get; set; } = 0.1f;
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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public float DisplacedWeaponAdjustmentSpeed { get; set; } = 10f;
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public void Init()
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{
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@@ -81,7 +90,8 @@ public partial class HeadSystem : Node3D
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_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
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_fpRig = GetNode<Node3D>("FPRig");
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_fpRigInitialPosition = _fpRig.GlobalPosition;
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_fpDisplacedRig = GetNode<Node3D>("FPRig/Sword");
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_fpDisplacedRigInitialRotation = _fpDisplacedRig.Rotation;
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_slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
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_slidingNoise.SetFrequency(SlidingJitterFrequency);
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@@ -167,16 +177,41 @@ public partial class HeadSystem : Node3D
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_fpRig.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
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// Apply bobbing
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_fpRig.Position += newPositionForRig;
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// Rotate the whole rig based on movement input
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var newRigRotation = _fpRig.Rotation;
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var camTilt = Mathf.Lerp(_fpRig.Rotation.Z, cameraIncline*WeaponMoveRotation, delta*WeaponAdjustmentSpeed);
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newRigRotation.Z = (float) camTilt;
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// var lookInputLerped = lookDir.Lerp(Vector2.Zero, (float) delta * WeaponAdjustmentSpeed);
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// Rotate the whole rig based on camera rotation input
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newRigRotation.X = Mathf.Lerp(newRigRotation.X, -lookDir.Y*WeaponSway, (float) delta*WeaponAdjustmentSpeed);
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newRigRotation.Y = Mathf.Lerp(newRigRotation.Y, -lookDir.X*WeaponSway, (float) delta*WeaponAdjustmentSpeed);
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// Apply
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_fpRig.Rotation = newRigRotation;
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// Compute displaced rig adjustments, starting with movement input
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var newDisplacedRigRotation = _fpDisplacedRig.Rotation;
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var howMuchForward = ComputeHowMuchInputForward(playerInput);
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var howMuchSideways = ComputeHowMuchInputSideways(playerInput);
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var displacedCamTiltForward = Mathf.Lerp(newDisplacedRigRotation.Z,
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_fpDisplacedRigInitialRotation.Z + howMuchForward*DisplacedWeaponMoveRotation,
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delta*DisplacedWeaponAdjustmentSpeed);
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var displacedCamTiltSide = Mathf.Lerp(newDisplacedRigRotation.X,
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_fpDisplacedRigInitialRotation.X - howMuchSideways*DisplacedWeaponMoveRotation,
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delta*DisplacedWeaponAdjustmentSpeed);
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newDisplacedRigRotation.X = (float) displacedCamTiltSide;
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newDisplacedRigRotation.Z = (float) displacedCamTiltForward;
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var displacedSwayY = Mathf.Lerp(newDisplacedRigRotation.Y,
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_fpDisplacedRigInitialRotation.Y - lookDir.X*DisplacedWeaponSway,
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delta*DisplacedWeaponAdjustmentSpeed);
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newDisplacedRigRotation.Y = (float) displacedSwayY;
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// Apply
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_fpDisplacedRig.Rotation = newDisplacedRigRotation;
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// Camera adjustments
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float velocityClamped = Mathf.Clamp(playerVelocity.Length(), 0.5f, FovMaxedOutSpeed);
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@@ -200,6 +235,20 @@ public partial class HeadSystem : Node3D
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return crossProduct.Length()*Mathf.Sign(crossProduct.Y);
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}
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public float ComputeHowMuchInputForward(Vector3 playerInput)
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{
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var forwardAngle = GetForwardHorizontalVector().AngleTo(playerInput);
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var forwardRemapped = Mathf.Remap(forwardAngle, 0, Mathf.Pi, -1, 1);
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return playerInput.Length() > 0 ? forwardRemapped : 0;
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}
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public float ComputeHowMuchInputSideways(Vector3 playerInput)
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{
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var rightAngle = GetForwardHorizontalVector().Cross(Vector3.Up).Normalized().AngleTo(playerInput);
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var forwardRemapped = Mathf.Remap(rightAngle, 0, Mathf.Pi, -1, 1);
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return playerInput.Length() > 0 ? forwardRemapped : 0;
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}
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public Vector3 GetForwardHorizontalVector()
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{
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return GetGlobalTransform().Basis.Z;
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