ile-de-test/assets/creatures/CameraControllerMain.gd

44 lines
1.3 KiB
GDScript

extends Node3D
@export_range(0.0, 1.0) var sensitivity: float = 0.25
# Mouse state
var _mouse_position = Vector2(0.0, 0.0)
#var _total_pitch = 0.0
var _vel_multiplier = 4
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:
MOUSE_BUTTON_RIGHT: # Only allows rotation if right click down
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED if event.pressed else Input.MOUSE_MODE_VISIBLE)
MOUSE_BUTTON_WHEEL_UP: # Increases max velocity
_vel_multiplier = clamp(_vel_multiplier * 1.1, 0.2, 20)
MOUSE_BUTTON_WHEEL_DOWN: # Decereases max velocity
_vel_multiplier = clamp(_vel_multiplier / 1.1, 0.2, 20)
# Updates mouselook and movement every frame
func _process(_update):
_update_mouselook()
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(deg_to_rad(-yaw))
#rotate_object_local(Vector3(1,0,0), deg_to_rad(-pitch))