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public partial class CameraController : SpringArm3D
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{
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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 MovementSmoothing { get; set; } = 8.0f;
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[Export] public float PitchMinimum { get; set; } = -85;
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[Export] public float PitchMaximum { get; set; } = -25;
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// FIXME: Fix the "snappyness" when moving slowly.
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// TODO: Add a "soft" minimum / maximum for pitch.
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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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Vector3 _offset;
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Node3D _player;
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public override void _Ready()
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{
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_offset = Position;
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_player = this.GetParentOrThrow<Node3D>();
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Transform = _player.GlobalTransform.Translated(_offset);
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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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delta *= Tau / 360; // degrees to radians
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var (pitch, yaw, _) = Rotation;
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yaw += delta.X;
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pitch += delta.Y;
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pitch = Clamp(pitch, DegToRad(PitchMinimum), DegToRad(PitchMaximum));
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Rotation = new(pitch, yaw, 0);
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}
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public override void _Process(double delta)
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{
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Position = Position.Damp(_offset + _player.GlobalPosition, MovementSmoothing, delta);
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}
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}
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