class_name EightDirectionSprite3D extends Sprite3D func _process(_delta: float) -> void: var cam: Camera3D = get_viewport().get_camera_3d() if !cam: return var tile_size: int = texture.region.size.x #stupid algorithm for dummy game developers var camera_look_dir_3D: Vector3 = cam.global_position.direction_to(global_position).normalized() var a: Vector2 = Vector2(global_transform.basis.z.x, global_transform.basis.z.z).normalized() var b: Vector2 = Vector2(camera_look_dir_3D.x, camera_look_dir_3D.z).normalized() var dot: float = a.x * b.x + a.y * b.y var det: float = a.x * b.y - a.y * b.x var final: float = rad_to_deg(atan2(det, dot)) + 180 var t: Rect2 = texture.region if final > 337.5 or final < 22.5: t = Rect2(tile_size * 4, t.position.y, tile_size, tile_size) elif final > 22.5 and final < 67.5: t = Rect2(tile_size * 5, t.position.y, tile_size, tile_size) elif final > 67.5 and final < 112.5: t = Rect2(tile_size * 6, t.position.y, tile_size, tile_size) elif final > 112.5 and final < 157.5: t = Rect2(tile_size * 7, t.position.y, tile_size, tile_size) elif final > 157.5 and final < 202.5: t = Rect2(0, t.position.y, tile_size, tile_size) elif final > 202.5 and final < 247.5: t = Rect2(tile_size * 1, t.position.y, tile_size, tile_size) elif final > 247.5 and final < 292.5: t = Rect2(tile_size * 2, t.position.y, tile_size, tile_size) elif final > 292.5 and final < 337.5: t = Rect2(tile_size * 3, t.position.y, tile_size, tile_size) texture.region = t