Files
godot-demo-projects/viewport/dynamic_split_screen/camera_controller.gd
Hugo Locurcio bac1e69164 Use static typing in all demos (#1063)
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.

The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.

Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
2024-06-01 12:12:18 +02:00

110 lines
4.3 KiB
GDScript

extends Node3D
# Handle the motion of both player cameras as well as communication with the
# SplitScreen shader to achieve the dynamic split screen effet
#
# Cameras are place on the segment joining the two players, either in the middle
# if players are close enough or at a fixed distance if they are not.
# In the first case, both cameras being at the same location, only the view of
# the first one is used for the entire screen thus allowing the players to play
# on a unsplit screen.
# In the second case, the screen is split in two with a line perpendicular to the
# segement joining the two players.
#
# The points of customization are:
# max_separation: the distance between players at which the view starts to split
# split_line_thickness: the thickness of the split line in pixels
# split_line_color: color of the split line
# adaptive_split_line_thickness: if true, the split line thickness will vary
# depending on the distance between players. If false, the thickness will
# be constant and equal to split_line_thickness
@export var max_separation := 20.0
@export var split_line_thickness := 3.0
@export var split_line_color := Color.BLACK
@export var adaptive_split_line_thickness := true
@onready var player1: CharacterBody3D = $"../Player1"
@onready var player2: CharacterBody3D = $"../Player2"
@onready var view: TextureRect = $View
@onready var viewport1: SubViewport = $Viewport1
@onready var viewport2: SubViewport = $Viewport2
@onready var camera1: Camera3D = viewport1.get_node(^"Camera1")
@onready var camera2: Camera3D = viewport2.get_node(^"Camera2")
var viewport_base_height := int(ProjectSettings.get_setting("display/window/size/viewport_height"))
func _ready() -> void:
_on_size_changed()
_update_splitscreen()
get_viewport().size_changed.connect(_on_size_changed)
view.material.set_shader_parameter("viewport1", viewport1.get_texture())
view.material.set_shader_parameter("viewport2", viewport2.get_texture())
func _process(_delta: float) -> void:
_move_cameras()
_update_splitscreen()
func _move_cameras() -> void:
var position_difference := _get_position_difference_in_world()
var distance := clampf(_get_horizontal_length(position_difference), 0, max_separation)
position_difference = position_difference.normalized() * distance
camera1.position.x = player1.position.x + position_difference.x / 2.0
camera1.position.z = player1.position.z + position_difference.z / 2.0
camera2.position.x = player2.position.x - position_difference.x / 2.0
camera2.position.z = player2.position.z - position_difference.z / 2.0
func _update_splitscreen() -> void:
var screen_size := get_viewport().get_visible_rect().size
var player1_position := camera1.unproject_position(player1.position) / screen_size
var player2_position := camera2.unproject_position(player2.position) / screen_size
var thickness := 0.0
if adaptive_split_line_thickness:
var position_difference := _get_position_difference_in_world()
var distance := _get_horizontal_length(position_difference)
thickness = lerpf(0, split_line_thickness, (distance - max_separation) / max_separation)
thickness = clampf(thickness, 0, split_line_thickness)
else:
thickness = split_line_thickness
view.material.set_shader_parameter("split_active", _is_split_state())
view.material.set_shader_parameter("player1_position", player1_position)
view.material.set_shader_parameter("player2_position", player2_position)
view.material.set_shader_parameter("split_line_thickness", thickness)
view.material.set_shader_parameter("split_line_color", split_line_color)
## Returns `true` if split screen is active (which occurs when players are
## too far apart from each other), `false` otherwise.
## Only the horizontal components (x, z) are used for distance computation.
func _is_split_state() -> bool:
var position_difference := _get_position_difference_in_world()
var separation_distance := _get_horizontal_length(position_difference)
return separation_distance > max_separation
func _on_size_changed() -> void:
var screen_size := get_viewport().get_visible_rect().size
$Viewport1.size = screen_size
$Viewport2.size = screen_size
view.material.set_shader_parameter("viewport_size", screen_size)
func _get_position_difference_in_world() -> Vector3:
return player2.position - player1.position
func _get_horizontal_length(vec: Vector3) -> float:
return Vector2(vec.x, vec.z).length()