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This provides mouse sensitivity that is independent of the viewport size, without needing to query for project settings. This also inverts the mouse motion direction in the 3D navigation demo to better match expectations, and increases mouse sensitivity in the Window Management demo to be closer to other demos.
109 lines
4.2 KiB
GDScript
109 lines
4.2 KiB
GDScript
extends Node3D
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# Handle the motion of both player cameras as well as communication with the
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# SplitScreen shader to achieve the dynamic split screen effect
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#
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# Cameras are place on the segment joining the two players, either in the middle
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# if players are close enough or at a fixed distance if they are not.
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# In the first case, both cameras being at the same location, only the view of
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# the first one is used for the entire screen thus allowing the players to play
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# on a unsplit screen.
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# In the second case, the screen is split in two with a line perpendicular to the
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# segment joining the two players.
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#
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# The points of customization are:
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# max_separation: the distance between players at which the view starts to split
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# split_line_thickness: the thickness of the split line in pixels
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# split_line_color: color of the split line
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# adaptive_split_line_thickness: if true, the split line thickness will vary
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# depending on the distance between players. If false, the thickness will
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# be constant and equal to split_line_thickness
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@export var max_separation := 20.0
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@export var split_line_thickness := 3.0
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@export var split_line_color := Color.BLACK
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@export var adaptive_split_line_thickness := true
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@onready var player1: CharacterBody3D = $"../Player1"
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@onready var player2: CharacterBody3D = $"../Player2"
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@onready var view: TextureRect = $View
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@onready var viewport1: SubViewport = $Viewport1
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@onready var viewport2: SubViewport = $Viewport2
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@onready var camera1: Camera3D = viewport1.get_node(^"Camera1")
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@onready var camera2: Camera3D = viewport2.get_node(^"Camera2")
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func _ready() -> void:
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_on_size_changed()
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_update_splitscreen()
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get_viewport().size_changed.connect(_on_size_changed)
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view.material.set_shader_parameter("viewport1", viewport1.get_texture())
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view.material.set_shader_parameter("viewport2", viewport2.get_texture())
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func _process(_delta: float) -> void:
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_move_cameras()
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_update_splitscreen()
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func _move_cameras() -> void:
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var position_difference := _get_position_difference_in_world()
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var distance := clampf(_get_horizontal_length(position_difference), 0, max_separation)
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position_difference = position_difference.normalized() * distance
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camera1.position.x = player1.position.x + position_difference.x / 2.0
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camera1.position.z = player1.position.z + position_difference.z / 2.0
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camera2.position.x = player2.position.x - position_difference.x / 2.0
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camera2.position.z = player2.position.z - position_difference.z / 2.0
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func _update_splitscreen() -> void:
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var screen_size := get_viewport().get_visible_rect().size
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var player1_position := camera1.unproject_position(player1.position) / screen_size
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var player2_position := camera2.unproject_position(player2.position) / screen_size
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var thickness := 0.0
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if adaptive_split_line_thickness:
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var position_difference := _get_position_difference_in_world()
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var distance := _get_horizontal_length(position_difference)
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thickness = lerpf(0, split_line_thickness, (distance - max_separation) / max_separation)
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thickness = clampf(thickness, 0, split_line_thickness)
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else:
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thickness = split_line_thickness
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view.material.set_shader_parameter("split_active", _is_split_state())
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view.material.set_shader_parameter("player1_position", player1_position)
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view.material.set_shader_parameter("player2_position", player2_position)
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view.material.set_shader_parameter("split_line_thickness", thickness)
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view.material.set_shader_parameter("split_line_color", split_line_color)
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## Returns `true` if split screen is active (which occurs when players are
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## too far apart from each other), `false` otherwise.
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## Only the horizontal components (x, z) are used for distance computation.
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func _is_split_state() -> bool:
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var position_difference := _get_position_difference_in_world()
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var separation_distance := _get_horizontal_length(position_difference)
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return separation_distance > max_separation
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func _on_size_changed() -> void:
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var screen_size := get_viewport().get_visible_rect().size
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$Viewport1.size = screen_size
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$Viewport2.size = screen_size
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view.material.set_shader_parameter("viewport_size", screen_size)
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func _get_position_difference_in_world() -> Vector3:
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return player2.position - player1.position
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func _get_horizontal_length(vec: Vector3) -> float:
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return Vector2(vec.x, vec.z).length()
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