30 lines
1.1 KiB
GDScript
30 lines
1.1 KiB
GDScript
extends Camera3D
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@export var pixel_art_resolution := Vector2(320, 180) # Change to your low-res viewport size
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func _process(_delta: float) -> void:
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if projection != Camera3D.PROJECTION_ORTHOGONAL:
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push_warning("Camera snapping script requires Orthogonal projection!")
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return
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# 1. Reset offsets to 0 first so they don't compound from the last frame
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h_offset = 0.0
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v_offset = 0.0
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# 2. Get the exact 2D screen position of the camera's 3D origin
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var exact_screen_pos := unproject_position(global_position)
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# 3. Find the nearest perfect integer pixel coordinate
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var snapped_screen_pos := exact_screen_pos.round()
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# 4. Calculate the sub-pixel difference (the floating-point remainder)
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var subpixel_diff := exact_screen_pos - snapped_screen_pos
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# 5. Convert 1 pixel into 3D world units based on your orthogonal size
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var units_per_pixel: float = size / pixel_art_resolution.y
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# 6. Counteract the movement by shifting the camera's rendering frustum
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# (Y is inverted because Godot's 2D screen Y goes down, but 3D world Y goes up)
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h_offset = subpixel_diff.x * units_per_pixel
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v_offset = -subpixel_diff.y * units_per_pixel
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