Created
August 8, 2019 18:59
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simple godot camera control almost like in editor
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extends Camera | |
export var speed = 5 | |
export var max_speed = 20 | |
export var wheel_speed = 5 | |
export var fov_speed = 20 | |
export var size_factor = 0.1 | |
export var rotate_speed_x = 0.01 | |
export var rotate_speed_y = 0.01 | |
func _unhandled_input(event): | |
var kevent := event as InputEventKey | |
var mbutton := event as InputEventMouseButton | |
var mmotion :InputEventMouseMotion = event as InputEventMouseMotion | |
if Input.is_mouse_button_pressed(BUTTON_RIGHT): | |
if mmotion: | |
var x = mmotion.relative.x | |
var y = mmotion.relative.y | |
rotation.x = clamp(rotation.x + y * rotate_speed_y, -PI/2 + 0.001, PI/2) | |
rotation.y = rotation.y - x * rotate_speed_x | |
if mbutton: | |
var dir = 0 | |
if Input.is_mouse_button_pressed(BUTTON_WHEEL_UP): | |
dir += 1 | |
if Input.is_mouse_button_pressed(BUTTON_WHEEL_DOWN): | |
dir -= 1 | |
if Input.is_key_pressed(KEY_CONTROL): | |
speed = clamp(speed + dir, 1, max_speed) | |
else: | |
translate(Vector3.FORWARD * dir * wheel_speed) | |
func _process(delta): | |
if Input.is_mouse_button_pressed(BUTTON_RIGHT): | |
var vec = Vector3.ZERO | |
if Input.is_key_pressed(KEY_W): vec += Vector3.FORWARD | |
if Input.is_key_pressed(KEY_A): vec += Vector3.LEFT | |
if Input.is_key_pressed(KEY_S): vec += Vector3.BACK | |
if Input.is_key_pressed(KEY_D): vec += Vector3.RIGHT | |
if Input.is_key_pressed(KEY_CONTROL): | |
fov = clamp(fov + vec.z * fov_speed * delta, 1, 179) | |
size = clamp(size * (1 + (vec.x * size_factor * delta)), 0.001, INF) | |
else: | |
translate(vec * speed * delta) |
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