Created
October 24, 2020 22:23
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Spherical camera mouse controller for Godot
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extends Camera | |
# left mouse = rotate around pivot point | |
# right mouse = move pivot point left/right/up/down | |
# scroll wheel = move towards/away from pivot point | |
export var angular_speed := 1.0 | |
export var movement_speed := 1.0 | |
export var scroll_speed := 1.0 | |
export var pivot := Vector3(0, 0, 0) | |
const UP := Vector3(0, 1, 0) | |
const FORWARD := Vector3(0, 0, -1) | |
func _ready(): | |
look_at(pivot, UP) | |
func _unhandled_input(event): | |
var handled := false | |
if event is InputEventMouseMotion: | |
if Input.is_mouse_button_pressed(BUTTON_LEFT): | |
var delta := -Vector2(deg2rad(event.relative.y), deg2rad(event.relative.x)) * angular_speed | |
var up_angle := global_transform.basis.z.angle_to(UP) | |
delta.x = clamp(up_angle + delta.x, 0.1, PI - 0.1) - up_angle | |
global_translate(-pivot) | |
global_transform = global_transform \ | |
.rotated(global_transform.basis.x, delta.x) \ | |
.rotated(UP, delta.y) | |
global_translate(pivot) | |
handled = true | |
elif Input.is_mouse_button_pressed(BUTTON_RIGHT): | |
var delta = global_transform.basis * Vector3(-event.relative.x, event.relative.y, 0.0) * movement_speed | |
pivot += delta | |
global_translate(delta) | |
handled = true | |
elif event is InputEventMouseButton and event.pressed: | |
var delta := global_transform.origin.distance_to(pivot) * 0.1 * scroll_speed | |
if event.button_index == BUTTON_WHEEL_UP and event.pressed: | |
global_transform = global_transform.translated(FORWARD * delta) | |
handled = true | |
elif event.button_index == BUTTON_WHEEL_DOWN and event.pressed: | |
global_transform = global_transform.translated(-FORWARD * delta) | |
handled = true | |
if handled: | |
get_tree().set_input_as_handled() |
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