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freelook camera test
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# original: https://godotengine.org/asset-library/asset/701 | |
extends Camera | |
export(float, 0.0, 1.0) var sensitivity = 0.25 | |
# Mouse state | |
var _mouse_position = Vector2(0.0, 0.0) | |
var _total_pitch = 0.0 | |
# Movement state | |
var _direction = Vector3(0.0, 0.0, 0.0) | |
var _velocity = Vector3(0.0, 0.0, 0.0) | |
var _acceleration = 30 | |
var _deceleration = -10 | |
var _vel_multiplier = 4 | |
# Keyboard state | |
var _w = false | |
var _s = false | |
var _a = false | |
var _d = false | |
var _q = false | |
var _e = false | |
func _ready(): | |
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) | |
func _input(event): | |
# Receives mouse motion | |
if event is InputEventMouseMotion: | |
_mouse_position = event.relative | |
# Receives mouse button input | |
if event is InputEventMouseButton: | |
match event.button_index: | |
BUTTON_RIGHT: # Only allows rotation if right click down | |
pass | |
# Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED if event.pressed else Input.MOUSE_MODE_VISIBLE) | |
BUTTON_WHEEL_UP: # Increases max velocity | |
_vel_multiplier = clamp(_vel_multiplier * 1.1, 0.2, 20) | |
BUTTON_WHEEL_DOWN: # Decereases max velocity | |
_vel_multiplier = clamp(_vel_multiplier / 1.1, 0.2, 20) | |
# Receives key input | |
if event is InputEventKey: | |
match event.scancode: | |
KEY_W: | |
_w = event.pressed | |
KEY_S: | |
_s = event.pressed | |
KEY_A: | |
_a = event.pressed | |
KEY_D: | |
_d = event.pressed | |
KEY_Q: | |
_q = event.pressed | |
KEY_E: | |
_e = event.pressed | |
# Updates mouselook and movement every frame | |
func _process(delta): | |
_update_mouselook() | |
_update_movement(delta) | |
# Updates camera movement | |
func _update_movement(delta): | |
# Computes desired direction from key states | |
_direction = Vector3(_d as float - _a as float, | |
_e as float - _q as float, | |
_s as float - _w as float) | |
# Computes the change in velocity due to desired direction and "drag" | |
# The "drag" is a constant acceleration on the camera to bring it's velocity to 0 | |
var offset = _direction.normalized() * _acceleration * _vel_multiplier * delta \ | |
+ _velocity.normalized() * _deceleration * _vel_multiplier * delta | |
# Checks if we should bother translating the camera | |
if _direction == Vector3.ZERO and offset.length_squared() > _velocity.length_squared(): | |
# Sets the velocity to 0 to prevent jittering due to imperfect deceleration | |
_velocity = Vector3.ZERO | |
else: | |
# Clamps speed to stay within maximum value (_vel_multiplier) | |
_velocity.x = clamp(_velocity.x + offset.x, -_vel_multiplier, _vel_multiplier) | |
_velocity.y = clamp(_velocity.y + offset.y, -_vel_multiplier, _vel_multiplier) | |
_velocity.z = clamp(_velocity.z + offset.z, -_vel_multiplier, _vel_multiplier) | |
# translation = lerp(translation, _velocity * delta, 1.0) | |
# translation = lerp(translation, translation+_velocity * delta, _acceleration*0.1) | |
# translation+=_velocity*delta | |
translate(_velocity * delta) | |
# Updates mouse look | |
func _update_mouselook(): | |
# Only rotates mouse if the mouse is captured | |
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: | |
_mouse_position *= sensitivity | |
var yaw = _mouse_position.x | |
var pitch = _mouse_position.y | |
_mouse_position = Vector2(0, 0) | |
# Prevents looking up/down too far | |
pitch = clamp(pitch, -90 - _total_pitch, 90 - _total_pitch) | |
_total_pitch += pitch | |
rotate_y(deg2rad(-yaw)) | |
rotate_object_local(Vector3(1,0,0), deg2rad(-pitch)) |
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