Merge pull request #25 from DanielKinsman/invert_pitch

Option to invert mouse/joystick y axis (pitch)
This commit is contained in:
Zakarya
2024-07-23 19:03:48 -07:00
committed by GitHub

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@ -22,6 +22,8 @@ extends CharacterBody3D
@export var jump_velocity : float = 4.5 @export var jump_velocity : float = 4.5
## How far the player turns when the mouse is moved. ## How far the player turns when the mouse is moved.
@export var mouse_sensitivity : float = 0.1 @export var mouse_sensitivity : float = 0.1
## Mouse/joystick invert y
@export var invert_pitch_control := false
## Wether the player can use movement inputs. Does not stop outside forces or jumping. See Jumping Enabled. ## Wether the player can use movement inputs. Does not stop outside forces or jumping. See Jumping Enabled.
@export var immobile : bool = false @export var immobile : bool = false
## The reticle file to import at runtime. By default are in res://addons/fpc/reticles/. Set to an empty string to remove. ## The reticle file to import at runtime. By default are in res://addons/fpc/reticles/. Set to an empty string to remove.
@ -239,12 +241,12 @@ func handle_movement(delta, input_dir):
func handle_head_rotation(): func handle_head_rotation():
HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity
HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity * (-1.0 if invert_pitch_control else 1.0)
# Uncomment for controller support # Uncomment for controller support
#var controller_view_rotation = Input.get_vector(LOOK_DOWN, LOOK_UP, LOOK_RIGHT, LOOK_LEFT) * controller_sensitivity # These are inverted because of the nature of 3D rotation. #var controller_view_rotation = Input.get_vector(LOOK_DOWN, LOOK_UP, LOOK_RIGHT, LOOK_LEFT) * controller_sensitivity # These are inverted because of the nature of 3D rotation.
#HEAD.rotation.x += controller_view_rotation.x #HEAD.rotation.x += controller_view_rotation.x
#HEAD.rotation.y += controller_view_rotation.y #HEAD.rotation.y += controller_view_rotation.y * (-1.0 if invert_pitch_control else 1.0)
mouseInput = Vector2(0,0) mouseInput = Vector2(0,0)
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90)) HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))