fix camera

This commit is contained in:
RandomityGuy 2023-07-12 01:17:52 +05:30
parent e37795a80d
commit 52276538e3

View file

@ -123,6 +123,17 @@ class CameraController extends Object {
var deltaposX = mouseX * scaleFactor;
var deltaposY = mouseY * (Settings.controlsSettings.invertYAxis ? -1 : 1) * scaleFactor;
if (deltaposX != 0 || deltaposY != 0) {
var absX = Math.abs(deltaposX);
var absY = Math.abs(deltaposY);
var len = Math.sqrt(deltaposX * deltaposX + deltaposY * deltaposY);
var max = Math.max(absX, absY);
if (max > 0.01) {
deltaposX *= len / max;
deltaposY *= len / max;
}
}
if (!Settings.controlsSettings.alwaysFreeLook && !Key.isDown(Settings.controlsSettings.freelook)) {
deltaposY = 0;
}
@ -159,7 +170,7 @@ class CameraController extends Object {
// camera.position.add(cameraVerticalTranslation);
var camera = level.scene.camera;
var lerpt = hxd.Math.min(1, 1 - Math.pow(0.6, dt * 600));
var lerpt = Math.pow(0.5, dt / 0.032); // Math.min(1, 1 - Math.pow(0.6, dt / 0.032)); // hxd.Math.min(1, 1 - Math.pow(0.6, dt * 600));
var cameraPitchDelta = (Key.isDown(Settings.controlsSettings.camBackward) ? 1 : 0)
- (Key.isDown(Settings.controlsSettings.camForward) ? 1 : 0)
@ -167,11 +178,10 @@ class CameraController extends Object {
if (Settings.gamepadSettings.invertYAxis)
cameraPitchDelta = -cameraPitchDelta;
nextCameraPitch += 0.75 * 5 * cameraPitchDelta * dt * Settings.gamepadSettings.cameraSensitivity;
var cameraYawDelta = (Key.isDown(Settings.controlsSettings.camRight) ? 1 : 0)
- (Key.isDown(Settings.controlsSettings.camLeft) ? 1 : 0)
var cameraYawDelta = (Key.isDown(Settings.controlsSettings.camRight) ? 1 : 0) - (Key.isDown(Settings.controlsSettings.camLeft) ? 1 : 0)
+ Gamepad.getAxis(Settings.gamepadSettings.cameraXAxis);
if (Settings.gamepadSettings.invertXAxis)
cameraYawDelta = -cameraYawDelta;
if (Settings.gamepadSettings.invertXAxis)
cameraYawDelta = -cameraYawDelta;
nextCameraYaw += 0.75 * 5 * cameraYawDelta * dt * Settings.gamepadSettings.cameraSensitivity;
nextCameraPitch = Math.max(-Math.PI / 2 + Math.PI / 4, Math.min(Math.PI / 2 - 0.0001, nextCameraPitch));