Move to physics based mouse input and try bugfix for basis reset

This commit is contained in:
olof.pettersson
2025-11-06 16:15:53 +01:00
parent 0cd9ebdd04
commit 29851ea167
2 changed files with 14 additions and 9 deletions

View File

@ -141,7 +141,7 @@ func _orient_pawn(delta: float):
# 2. Smoothly Interpolate Towards Target Basis
var current_basis = pawn.global_basis
var new_basis = current_basis.slerp(target_basis, delta * orientation_speed).orthonormalized()
var new_basis = current_basis.slerp(target_basis, delta * orientation_speed).get_rotation_quaternion()
# Store the body's yaw *before* applying the new basis
var _old_body_yaw = current_basis.get_euler().y

View File

@ -6,6 +6,7 @@ class_name PlayerController3D
# --- Mouse Sensitivity ---
@export var mouse_sensitivity: float = 0.002 # Radians per pixel motion
var _mouse_motion_input: Vector2 = Vector2.ZERO
class KeyInput:
var pressed: bool = false
@ -24,19 +25,23 @@ func _unhandled_input(event: InputEvent):
# Handle mouse motion input directly here
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
# Calculate yaw and pitch based on mouse movement
var yaw_input = event.relative.x
var pitch_input = -event.relative.y
var sensitivity_modified_mouse_input = Vector2(yaw_input, pitch_input) * mouse_sensitivity
# Send rotation input via RPC immediately
server_process_rotation_input.rpc_id(multiplayer.get_unique_id(), sensitivity_modified_mouse_input)
_mouse_motion_input += Vector2(event.relative.x, -event.relative.y)
func _physics_process(_delta):
if not is_multiplayer_authority() or not is_instance_valid(possessed_pawn):
return
if _mouse_motion_input != Vector2.ZERO:
# Calculate yaw and pitch based on mouse movement
var sensitivity_modified_mouse_input = Vector2(_mouse_motion_input.x, _mouse_motion_input.y) * mouse_sensitivity
# Send rotation input via RPC immediately
server_process_rotation_input.rpc_id(multiplayer.get_unique_id(), sensitivity_modified_mouse_input)
# Reset the buffer
_mouse_motion_input = Vector2.ZERO
var move_vec = Input.get_vector("move_left_3d", "move_right_3d", "move_backward_3d", "move_forward_3d")
var roll_input = Input.get_action_strength("roll_right_3d") - Input.get_action_strength("roll_left_3d")
var vertical_input = Input.get_action_strength("move_up_3d") - Input.get_action_strength("move_down_3d")