class_name CameraGimbal extends Node3D @export var rotation_speed = (PI / 180) * 120 @export var default_zoom = 8 # is mouse captured by game permanently? # (i.e. not just holding right click) var locked = false var mouse_velocity = Vector2.ZERO var current_zoom = default_zoom var zoom_min = 4 var zoom_max = 80 var zoom_speed = 20 func _lock(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _unlock(): Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) mouse_velocity = Vector2.ZERO func lock(): _lock() locked = true # optional API function for nodes that want # to unlock the mouse for a period of time func unlock(): _unlock() locked = false func reset(): basis = Basis() $InnerGimbal.basis = Basis() current_zoom = default_zoom # y is before x because the outer gimbal is # in charge of rotating the y axis func rotate_camera(delta): var y = 0 var x = 0 if mouse_velocity.x > 5 or mouse_velocity.x < -5: y -= clamp(mouse_velocity.x / 12.5, -10, 10) if mouse_velocity.y > 5 or mouse_velocity.y < -5: x -= clamp(mouse_velocity.y / 12.5, -10, 10) rotate_object_local(Vector3.UP, y * rotation_speed * delta) $InnerGimbal.rotate_object_local( Vector3.RIGHT, x * rotation_speed * delta) $InnerGimbal.rotation.x = clamp($InnerGimbal.rotation.x, -0.8, 0.7) func _input(event): if event is InputEventMouseMotion: mouse_velocity = event.relative elif event.is_action_pressed("cam_zoom_out"): current_zoom += 1 elif event.is_action_pressed("cam_zoom_in"): current_zoom -= 1 current_zoom = clamp(current_zoom, zoom_min, zoom_max) func _process(delta): # rotate camera if locked: rotate_camera(delta) else: if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT): _lock() rotate_camera(delta) else: _unlock() # zoom in/out var pos = Vector3($InnerGimbal/Camera3D.position) pos.y = lerp(pos.y, float(current_zoom), zoom_speed * delta) pos.z = lerp(pos.z, float(current_zoom), zoom_speed * delta) $InnerGimbal/Camera3D.position = pos # reset camera if Input.is_action_pressed("cam_reset"): reset() func _ready(): lock()