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godot-demo-projects/3d/occlusion_culling_mesh_lod/camera.gd
2025-10-11 05:03:59 -07:00

45 lines
1.2 KiB
GDScript

extends Camera3D
const MOUSE_SENSITIVITY = 0.002
const MOVE_SPEED = 1.5
var rot := Vector3()
var velocity := Vector3()
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _input(input_event: InputEvent) -> void:
# Mouse look (only if the mouse is captured).
if input_event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
# Horizontal mouse look.
rot.y -= input_event.screen_relative.x * MOUSE_SENSITIVITY
# Vertical mouse look.
rot.x = clamp(rot.x - input_event.screen_relative.y * MOUSE_SENSITIVITY, -1.57, 1.57)
transform.basis = Basis.from_euler(rot)
if input_event.is_action_pressed(&"toggle_mouse_capture"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _process(delta: float) -> void:
var motion := Vector3(
Input.get_axis(&"move_left", &"move_right"),
0,
Input.get_axis(&"move_forward", &"move_back")
)
# Normalize motion to prevent diagonal movement from being
# `sqrt(2)` times faster than straight movement.
motion = motion.normalized()
velocity += MOVE_SPEED * delta * (transform.basis * motion)
velocity *= 0.85
position += velocity