extends Camera3D

@export var pixel_art_resolution := Vector2(320, 180) # Change to your low-res viewport size

func _process(_delta: float) -> void:
	if projection != Camera3D.PROJECTION_ORTHOGONAL:
		push_warning("Camera snapping script requires Orthogonal projection!")
		return
		
	# 1. Reset offsets to 0 first so they don't compound from the last frame
	h_offset = 0.0
	v_offset = 0.0
	
	# 2. Get the exact 2D screen position of the camera's 3D origin
	var exact_screen_pos := unproject_position(global_position)
	
	# 3. Find the nearest perfect integer pixel coordinate
	var snapped_screen_pos := exact_screen_pos.round()
	
	# 4. Calculate the sub-pixel difference (the floating-point remainder)
	var subpixel_diff := exact_screen_pos - snapped_screen_pos
	
	# 5. Convert 1 pixel into 3D world units based on your orthogonal size
	var units_per_pixel: float = size / pixel_art_resolution.y
	
	# 6. Counteract the movement by shifting the camera's rendering frustum
	# (Y is inverted because Godot's 2D screen Y goes down, but 3D world Y goes up)
	h_offset = subpixel_diff.x * units_per_pixel
	v_offset = -subpixel_diff.y * units_per_pixel
