Files
project-thor/demo/src/CameraManager.gd
Nikolai Fesenko 85d50d3bd4 new terrain plugin
2025-08-13 21:08:35 +02:00

30 lines
947 B
GDScript

extends Node3D
const CAMERA_MAX_PITCH: float = deg_to_rad(70)
const CAMERA_MIN_PITCH: float = deg_to_rad(-89.9)
const CAMERA_RATIO: float = .625
@export var mouse_sensitivity: float = .002
@export var mouse_y_inversion: float = -1.0
@onready var _camera_yaw: Node3D = self
@onready var _camera_pitch: Node3D = %Arm
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _input(p_event: InputEvent) -> void:
if p_event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
rotate_camera(p_event.relative)
get_viewport().set_input_as_handled()
return
func rotate_camera(p_relative:Vector2) -> void:
_camera_yaw.rotation.y -= p_relative.x * mouse_sensitivity
_camera_yaw.orthonormalize()
_camera_pitch.rotation.x += p_relative.y * mouse_sensitivity * CAMERA_RATIO * mouse_y_inversion
_camera_pitch.rotation.x = clamp(_camera_pitch.rotation.x, CAMERA_MIN_PITCH, CAMERA_MAX_PITCH)