Files
demo-game/scripts/orientation_gizmo.gd
T
skrueckenandCursor 130532c4c9 Use frontal steering-wheel roll for Space Shooter movement.
Drop the interactive accel calibration and map left/right ship motion from absolute pod roll while held facing the player.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-09-26 13:46:34 +02:00

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extends SubViewportContainer
class_name OrientationGizmo
const MIN_ACCEL_LEN := 1000.0
const SMOOTH := 0.25
const VIEW_SIZE := Vector2(220, 220)
const ACTIVE_MODULATE := Color(1, 1, 1, 1)
const IDLE_MODULATE := Color(0.55, 0.58, 0.65, 0.85)
## Mesh TOP = local −Y.
## Flat accel ≈ +Z → side view, TOP at top of screen
## Facing accel ≈ −Y → TOP face toward camera
## Steer accel ≈ −X → facing + roll left (steering wheel)
var _basis_flat: Basis = Basis(Quaternion(Vector3.RIGHT, PI))
var _basis_facing: Basis = Basis(Quaternion(Vector3.RIGHT, -PI * 0.5))
@onready var _viewport: SubViewport = $SubViewport
@onready var _camera: Camera3D = $SubViewport/Camera3D
@onready var _pod: Node3D = $SubViewport/Pod
var _has_sample := false
var _target_basis := Basis.IDENTITY
func _ready() -> void:
custom_minimum_size = VIEW_SIZE
stretch = true
_viewport.own_world_3d = true
_viewport.transparent_bg = true
_viewport.size = Vector2i(VIEW_SIZE)
_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
_camera.projection = Camera3D.PROJECTION_ORTHOGONAL
_camera.size = 2.6
_camera.near = 0.05
_camera.far = 50.0
_camera.position = Vector3(0.0, 0.0, 3.2)
_camera.look_at(Vector3.ZERO, Vector3.UP)
clear()
func set_accel(v: Vector3) -> void:
if v.length() < MIN_ACCEL_LEN:
return
_has_sample = true
modulate = ACTIVE_MODULATE
_target_basis = _basis_from_accel(v)
func clear() -> void:
_has_sample = false
_target_basis = _basis_flat
if _pod != null:
_pod.basis = _basis_flat
modulate = IDLE_MODULATE
func _process(_delta: float) -> void:
if not _has_sample:
return
_pod.basis = _pod.basis.slerp(_target_basis, SMOOTH)
## Lenkrad-Roll in Radiant (links positiv). 0 wenn liegend oder in der Deadzone.
static func steer_roll(accel: Vector3, deadzone_rad: float = deg_to_rad(12.0)) -> float:
if accel.length() < MIN_ACCEL_LEN:
return 0.0
var n := accel.normalized()
var face_t := clampf(1.0 - maxf(n.z, 0.0), 0.0, 1.0)
if face_t < 0.25:
return 0.0
var roll := atan2(-n.x, -n.y)
if absf(roll) <= deadzone_rad:
return 0.0
return signf(roll) * (absf(roll) - deadzone_rad) * face_t
func _basis_from_accel(accel: Vector3) -> Basis:
var n := accel.normalized()
# 0 = liegend (+Z), 1 = aufgerichtet / gedreht (wenig +Z)
var face_t := clampf(1.0 - maxf(n.z, 0.0), 0.0, 1.0)
var b := _basis_flat.slerp(_basis_facing, face_t)
var roll := atan2(-n.x, -n.y)
return Basis(Quaternion(Vector3.BACK, roll * face_t)) * b