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public partial class CameraController : Camera3D
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{
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[ExportCategory("Follow")]
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[Export] public float FollowDistance { get; set; } = 1.2f;
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[Export] public float FollowYOffset { get; set; } = 1.0f;
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[Export] public float FollowSmoothing { get; set; } = 12.0f;
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[ExportCategory("Rotation")]
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[Export] public Vector2 MouseSensitivity { get; set; } = new(0.2f, 0.2f); // Degrees per pixel.
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[Export] public float PitchMinimum { get; set; } = 20;
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[Export] public float PitchMaximum { get; set; } = 65;
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[Export] public float PitchSmoothing { get; set; } = 12.0f;
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// TODO: Gradually return to maximum spring length.
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// TODO: Turn player transparent as the camera moves closer.
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public static bool IsMouseCaptured
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=> Input.MouseMode == Input.MouseModeEnum.Captured;
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Node3D _player;
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Vector3 _smoothPlayerPos;
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public override void _Ready()
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{
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_player = this.GetParentOrThrow<Node3D>();
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_smoothPlayerPos = _player.GlobalPosition;
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Transform = _player.GlobalTransform.Translated(new(0.0f, FollowYOffset, 0.0f));
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}
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public override void _Input(InputEvent ev)
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{
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if (IsMouseCaptured && ev.IsActionPressed("ui_cancel")) {
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// When escape is pressed, release the mouse.
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Input.MouseMode = Input.MouseModeEnum.Visible;
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GetViewport().SetInputAsHandled();
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}
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}
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public override void _UnhandledInput(InputEvent ev)
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{
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switch (ev) {
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case InputEventMouseButton { ButtonIndex: MouseButton.Left, Pressed: true } when !IsMouseCaptured:
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// When left mouse button is pressed, capture the mouse.
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Input.MouseMode = Input.MouseModeEnum.Captured;
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GetViewport().SetInputAsHandled();
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break;
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case InputEventMouseMotion motion when IsMouseCaptured:
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ApplyRotation(-motion.Relative * MouseSensitivity);
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break;
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}
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}
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void ApplyRotation(Vector2 delta)
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{
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var (pitch, yaw, _) = RotationDegrees;
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pitch += delta.Y;
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yaw += delta.X;
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RotationDegrees = new(pitch, yaw, 0);
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}
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public override void _PhysicsProcess(double delta)
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{
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_smoothPlayerPos = _smoothPlayerPos.Damp(_player.GlobalPosition, FollowSmoothing, delta);
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var target = _smoothPlayerPos
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+ Basis.Z * FollowDistance
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+ Vector3.Up * FollowYOffset;
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Position = OffsetRayIntersection(_smoothPlayerPos, target, 0.2f);
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}
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Vector3 OffsetRayIntersection(Vector3 from, Vector3 to, float margin)
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{
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const PhysicsLayer CollisionMask = PhysicsLayer.Terrain
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| PhysicsLayer.Objects;
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var query = PhysicsRayQueryParameters3D.Create(from, to, (uint)CollisionMask);
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var result = GetWorld3D().DirectSpaceState.IntersectRay(query);
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if (result.Count > 0) {
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var hit = (Vector3)result["position"];
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var safeDistance = Max(0, from.DistanceTo(hit) - margin);
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return from + (to - from).Normalized() * safeDistance;
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} else {
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// No intersection occured,
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return to;
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}
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}
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public override void _Process(double delta)
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{
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var pitch = RotationDegrees.X;
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var (min, max) = (-PitchMaximum, -PitchMinimum);
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if (pitch < min) pitch = pitch.Damp(min, PitchSmoothing, delta);
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if (pitch > max) pitch = pitch.Damp(max, PitchSmoothing, delta);
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RotationDegrees = RotationDegrees with { X = pitch };
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}
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}
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