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extends Spatial | |
onready var camera_arm: = $Arm | |
export(float) var move_speed: = 10 | |
export(float) var move_weight: = 3.2 | |
export(float) var rotate_speed: = 1 | |
export(float) var rotate_weight: = 5.1 | |
export(Vector3) var up_dir: = Vector3.UP | |
var _move_velocity: = Vector3.ZERO | |
var _rotate_velocity: = 0.0 | |
func _process(delta): | |
var longitudinal_dir: = Vector3(camera_arm.global_transform.basis.z.x, 0, camera_arm.global_transform.basis.z.z) | |
var lateral_dir: Vector3 = camera_arm.global_transform.basis.x | |
var dir = (Input.get_action_strength("camera_backward") - Input.get_action_strength("camera_forward")) * longitudinal_dir\ | |
+ (Input.get_action_strength("camera_right") - Input.get_action_strength("camera_left")) * lateral_dir | |
var ang_dir = Input.get_action_strength("camera_anticlockwise") - Input.get_action_strength("camera_clockwise") | |
_update_movement(dir, delta) | |
_update_rotation(ang_dir, delta) | |
func _update_movement(dir: Vector3, delta: float) -> void: | |
var n1 = _move_velocity + (move_speed * dir) * (move_weight * move_weight) * delta | |
var n2 = 1 + move_weight * delta | |
_move_velocity = n1 / (n2 * n2) | |
translate(_move_velocity * delta) | |
func _update_rotation(dir: float, delta: float) -> void: | |
var n1 = _rotate_velocity + (rotate_speed * dir) * (rotate_weight * rotate_weight) * delta | |
var n2 = 1 + rotate_weight * delta | |
_rotate_velocity = n1 / (n2 * n2) | |
camera_arm.rotate(up_dir, _rotate_velocity * delta) |
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[gd_scene load_steps=2 format=2] | |
[ext_resource path="res://camera/CameraController.gd" type="Script" id=1] | |
[node name="CameraController" type="Spatial"] | |
script = ExtResource( 1 ) | |
[node name="Arm" type="Spatial" parent="."] | |
transform = Transform( 0.707107, -0.612373, 0.353553, 0, 0.5, 0.866025, -0.707107, -0.612372, 0.353553, 0, 0, 0 ) | |
[node name="Camera" type="Camera" parent="Arm"] | |
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 7 ) |
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