2023-10-05 18:02:23 +00:00
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extends Node3D
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@export_range(0.0, 1.0) var sensitivity: float = 0.25
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# Mouse state
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var _mouse_position = Vector2(0.0, 0.0)
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var _total_pitch = 0.0
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var _vel_multiplier = 4
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func _input(event):
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# Receives mouse motion
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if event is InputEventMouseMotion:
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_mouse_position = event.relative
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# Receives mouse button input
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if event is InputEventMouseButton:
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match event.button_index:
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MOUSE_BUTTON_RIGHT: # Only allows rotation if right click down
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED if event.pressed else Input.MOUSE_MODE_VISIBLE)
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MOUSE_BUTTON_WHEEL_UP: # Increases max velocity
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_vel_multiplier = clamp(_vel_multiplier * 1.1, 0.2, 20)
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MOUSE_BUTTON_WHEEL_DOWN: # Decereases max velocity
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_vel_multiplier = clamp(_vel_multiplier / 1.1, 0.2, 20)
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2023-10-28 14:51:33 +00:00
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2023-10-05 18:02:23 +00:00
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# Updates mouselook and movement every frame
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func _process(_update):
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_update_mouselook()
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2023-10-28 14:51:33 +00:00
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var camera = get_node("Camera3D")
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camera.far = 150.0
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2023-10-05 18:02:23 +00:00
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func _update_mouselook():
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# Only rotates mouse if the mouse is captured
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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_mouse_position *= sensitivity
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var yaw = _mouse_position.x
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var pitch = _mouse_position.y
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_mouse_position = Vector2(0, 0)
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# Prevents looking up/down too far
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pitch = clamp(pitch, -20 - _total_pitch, 60 - _total_pitch)
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_total_pitch += pitch
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rotate_y(deg_to_rad(-yaw))
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rotate_object_local(Vector3(1,0,0), deg_to_rad(-pitch))
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