extends Node3D class_name ViewMovement @export var player : Hero @export_category("Bobbing") @export var head_bob_camera : Camera3D @export var head_bob_focus_raycast : RayCast3D @export var enable_head_bob := true @export var head_bob_amplitude := 0.040 @export var head_bob_frequency := 0.015 @export var target_stabilisation := false @export_category("Tilting") @export var enable_tilt := true @export var tilt_amount := 0.02 func _process(delta: float) -> void: if enable_head_bob: check_motion(delta) if target_stabilisation: head_bob_camera.look_at(focus_target()) if enable_tilt: tilt_cam(delta) func check_motion(delta) -> void: var speed = player.velocity.length_squared() if speed < 2.0: reset_position(delta) return if !player.is_on_floor(): reset_position(delta) return play_motion(sample_lemniscate(Time.get_ticks_msec() * head_bob_frequency), delta) func reset_position(delta) -> void: if head_bob_camera.position != Vector3.ZERO: head_bob_camera.position = lerp(head_bob_camera.position, Vector3.ZERO, 7.0 * delta) func sample_lemniscate(t: float) -> Vector2: var pos := Vector2.ZERO pos.y += sin(t) * head_bob_amplitude pos.x += cos(t / 2.0) * head_bob_amplitude * 2.0 return pos func play_motion(motion: Vector2, delta) -> void: var motion3d = Vector3(motion.x, motion.y, 0.0) head_bob_camera.position = lerp(head_bob_camera.position, motion3d, 7.0 * delta) func focus_target() -> Vector3: if head_bob_focus_raycast.is_colliding(): return head_bob_focus_raycast.get_collision_point() else: return head_bob_focus_raycast.global_position + -head_bob_focus_raycast.global_transform.basis.z * 15.0 func tilt_cam(delta): if player.velocity.length() < 1.0: return var dot = player.velocity.normalized().dot(-global_transform.basis.z) dot = -abs(dot) + 1 var input_vector = Input.get_vector("Move Left", "Move Right", "Move Forward", "Move Backward") head_bob_camera.rotation.z = lerp(head_bob_camera.rotation.z, tilt_amount * dot * -input_vector.x, 8.0 * delta) #head_bob_camera.rotation.x = lerp(head_bob_camera.rotation.x, tilt_amount * dot * input_vector.y, 8.0 * delta)