slightly improve camera input

This commit is contained in:
RandomityGuy 2025-11-16 17:51:45 +00:00
parent ea7db9d322
commit 0f54661809

View file

@ -90,8 +90,8 @@ class CameraInput {
scaleFactor /= Settings.touchSettings.buttonJoystickMultiplier;
}
var inpX = delta.x / scaleFactor;
var inpY = delta.y / scaleFactor;
var inpX = clampInputs(delta.x / scaleFactor);
var inpY = clampInputs(delta.y / scaleFactor);
if (jumpcam) {
if (Math.abs(inpX) < 1.3)
@ -99,9 +99,19 @@ class CameraInput {
if (Math.abs(inpY) < 1.3)
inpY = 0;
}
var dt = MarbleGame.instance.world.timeState.dt;
MarbleGame.instance.world.marble.camera.orbit(applyNonlinearScale(inpX) * dt * 25, applyNonlinearScale(inpY) * dt * 25, true);
// Calculate velocity (per second) instead of per-frame delta
var dt = MarbleGame.instance.world.timeState.dt; // Delta time in seconds
var velocityX = inpX / dt;
var velocityY = inpY / dt;
var velocity = Math.sqrt(velocityX * velocityX + velocityY * velocityY) / 10.0;
// Apply non-linear scaling based on velocity
var scaledVelocity = applyNonlinearScale(velocity);
var velocityMultiplier = velocity > 0 ? scaledVelocity / velocity : 1.0;
MarbleGame.instance.world.marble.camera.orbit((inpX * velocityMultiplier) / 3, (inpY * velocityMultiplier) / 3, true);
if (inpX != 0)
prevMouse.x = e.relX;
if (inpY != 0)
@ -122,8 +132,12 @@ class CameraInput {
}
}
function clampInputs(value:Float) {
return Util.clamp(value, -Settings.touchSettings.cameraSwipeExtent, Settings.touchSettings.cameraSwipeExtent);
}
function applyNonlinearScale(value:Float) {
var clamped = Util.clamp(value, -Settings.touchSettings.cameraSwipeExtent, Settings.touchSettings.cameraSwipeExtent);
var clamped = value;
return Math.abs(clamped) < 3 ? Math.pow(Math.abs(clamped / 2), 2.7) * (clamped >= 0 ? 1 : -1) : clamped;
}