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# Hurry Curry! - a game about cooking
# Copyright 2024 nokoe
# Copyright 2024 tpart
# Copyright 2024 metamuffin
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, version 3 of the License only.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program.  If not, see <https://www.gnu.org/licenses/>.
#
class_name FollowCamera
extends Camera3D

const ROTATE_SPEED: float = 1.5
const ROTATE_WEIGHT: float = 8.0
const ROTATE_UP_SPEED: float = 0.7
const ROTATE_UP_WEIGHT: float = 4.0
const ANGLE_UP_MIN: float = 0.5
const ANGLE_UP_MAX: float = 1.2
const LOOK_WEIGHT: float = 8.0
const MOVE_WEIGHT: float = 2.0
const ZOOM_SPEED: float = 10.0
const ZOOM_WEIGHT: float = 10.0
const MAX_ZOOM: float = 20.0
const MIN_ZOOM: float = 2.0

@export var target: Node3D

var angle_target: float = 0
var angle: float = 0
var angle_up_target: float = 1
var angle_up: float = 1
var ground: Vector3
var camera_distance: float = 10.
var camera_distance_target: float = camera_distance

func _ready():
	if target == null:
		push_warning("target is not set")
	else:
		ground = target.position

func _process(delta):
	if target != null:
		follow(delta)

func _input(event):
	if Input.is_action_just_pressed("reset"):
		angle_target = 0
		angle_up_target = 1
		camera_distance_target = 10

func follow(delta):
	angle_target += Input.get_axis("rotate_left", "rotate_right") * (
		ROTATE_SPEED * delta * (-1 if Global.get_setting("invert_camera") else 1)
	)
	angle = Global.interpolate_angle(angle, angle_target, delta * ROTATE_WEIGHT)

	angle_up_target += Input.get_axis("rotate_down", "rotate_up") * (
		ROTATE_UP_SPEED * delta * (-1 if Global.get_setting("invert_camera") else 1)
	)
	angle_up_target = clamp(angle_up_target, ANGLE_UP_MIN, ANGLE_UP_MAX)
	angle_up = Global.interpolate_angle(angle_up, angle_up_target, delta * ROTATE_UP_WEIGHT)

	var offset = Vector3(0, sin(angle_up) * camera_distance, cos(angle_up) * camera_distance).rotated(Vector3.UP, angle)

	var new_transform = transform
	new_transform.origin = target.position + offset
	new_transform = new_transform.looking_at(target.position)

	if Global.get_setting("interpolate_camera_rotation"):
		transform.basis = Basis.from_euler(Vector3(
			Global.interpolate_angle(transform.basis.get_euler().x, new_transform.basis.get_euler().x, delta * LOOK_WEIGHT),
			Global.interpolate_angle(transform.basis.get_euler().y, new_transform.basis.get_euler().y, delta * LOOK_WEIGHT),
			Global.interpolate_angle(transform.basis.get_euler().z, new_transform.basis.get_euler().z, delta * LOOK_WEIGHT)
		))
	else:
		transform.basis = new_transform.basis
	ground = Global.interpolate(ground, target.position, delta * MOVE_WEIGHT)

	camera_distance_target += Input.get_axis("zoom_in", "zoom_out") * ZOOM_SPEED * delta
	camera_distance_target = clamp(camera_distance_target, MIN_ZOOM, MAX_ZOOM)

	camera_distance = Global.interpolate(camera_distance, camera_distance_target, delta * ZOOM_WEIGHT)

	position = ground + offset