extends Node3D ## NEON-25: client-local isometric follow; updates [CameraState] each `_process`. ## Pitch / roll are fixed by presentation exports; **orbit yaw** in state stays **0** while ## [member allow_yaw] is false (no rotate input bound). Future orbit: read relative input here, ## add to `_orbit_yaw_rad`, clamp with [member max_yaw_deg]. const CameraStateScript := preload("res://scripts/camera_state.gd") ## Tuned to match pre-NEON-25 static `Camera3D` at (12,10,12) vs player at (-5,0.9,-5). @export var follow_target_path: NodePath = NodePath("../Player") @export var follow_distance: float = 25.709 @export var pitch_elevation_deg: float = 20.693 @export var presentation_yaw_deg: float = 45.0 @export var focus_vertical_offset: float = 0.0 @export var allow_yaw: bool = false @export var max_yaw_deg: float = 45.0 ## Higher = snappier follow (`1 - exp(-smoothness * delta)`). @export var follow_smoothness: float = 12.0 ## When eye-to-desired distance exceeds this, snap (server snap / huge teleports). @export var snap_distance: float = 24.0 ## Latest [CameraState] tick; same object each frame (see NEON-25 plan). var camera_state: get: return _state var _state = null var _smoothed_eye: Vector3 = Vector3.ZERO var _orbit_yaw_rad: float = 0.0 var _warned_missing_follow_target: bool = false @onready var camera: Camera3D = $Camera3D func _ready() -> void: _state = CameraStateScript.new() if camera == null: push_error("IsometricFollowCamera: expected child Camera3D") return var t: Node3D = _resolve_target() if t != null: if not allow_yaw: _orbit_yaw_rad = 0.0 else: _orbit_yaw_rad = clampf( _orbit_yaw_rad, -deg_to_rad(max_yaw_deg), deg_to_rad(max_yaw_deg) ) var focus0: Vector3 = t.global_position + Vector3(0.0, focus_vertical_offset, 0.0) var yaw0: float = deg_to_rad(presentation_yaw_deg) + _orbit_yaw_rad _smoothed_eye = desired_eye_world( focus0, follow_distance, deg_to_rad(pitch_elevation_deg), yaw0 ) global_position = _smoothed_eye camera.look_at(focus0, Vector3.UP) _sync_camera_state(focus0) else: _smoothed_eye = global_position _warn_missing_follow_target_once() func _process(delta: float) -> void: if camera == null or _state == null: return var target: Node3D = _resolve_target() if target == null: # No eye/state update until the path resolves — avoids chasing a freed or miswired node. _warn_missing_follow_target_once() return _warned_missing_follow_target = false if not allow_yaw: _orbit_yaw_rad = 0.0 else: _orbit_yaw_rad = clampf(_orbit_yaw_rad, -deg_to_rad(max_yaw_deg), deg_to_rad(max_yaw_deg)) var focus: Vector3 = target.global_position + Vector3(0.0, focus_vertical_offset, 0.0) var yaw_total: float = deg_to_rad(presentation_yaw_deg) + _orbit_yaw_rad var desired: Vector3 = desired_eye_world( focus, follow_distance, deg_to_rad(pitch_elevation_deg), yaw_total ) if _smoothed_eye.distance_to(desired) >= snap_distance: _smoothed_eye = desired else: var k: float = 1.0 - exp(-follow_smoothness * delta) _smoothed_eye = _smoothed_eye.lerp(desired, k) global_position = _smoothed_eye camera.look_at(focus, Vector3.UP) _sync_camera_state(focus) func _sync_camera_state(focus: Vector3) -> void: # `CameraState.yaw` = orbit delta only; world-fixed diagonal framing = # `presentation_yaw_deg`. _state.follow_target_path = follow_target_path _state.distance = follow_distance _state.zoom_band_index = 0 _state.focus_world = focus _state.yaw = _orbit_yaw_rad func _resolve_target() -> Node3D: if follow_target_path.is_empty(): return null var n: Node = get_node_or_null(follow_target_path) if n is Node3D: return n as Node3D return null func _warn_missing_follow_target_once() -> void: if _warned_missing_follow_target: return _warned_missing_follow_target = true push_warning( ( "IsometricFollowCamera: follow_target_path is empty or does not resolve to a Node3D; " + "camera not updating." ) ) static func desired_eye_world( focus: Vector3, distance: float, pitch_elevation_rad: float, yaw_rad: float ) -> Vector3: var h: float = distance * cos(pitch_elevation_rad) return focus + Vector3(h * sin(yaw_rad), distance * sin(pitch_elevation_rad), h * cos(yaw_rad))