class_name CameraGimbal extends Node3D @export var rotation_speed = (PI / 180) * 120 @export var shift_lock = false var locked_mouse_positon = Vector2(0,0) var mouse_locked = false var mouse_x_velocity = 0 var mouse_y_velocity = 0 func reset(): basis = Basis() $InnerGimbal.basis = Basis() func rotate_camera_y(y, delta): rotate_object_local(Vector3.UP, y * rotation_speed * delta) func rotate_camera_x(x, 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_x_velocity = event.velocity.x mouse_y_velocity = event.velocity.y func _process(delta): # rotate outer gimbal around y axis var y = 0 var x = 0 if Input.is_action_just_pressed("shift_lock"): if shift_lock == true: shift_lock = false else: shift_lock = true elif Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT) or shift_lock == true: if mouse_locked == false: mouse_locked = true locked_mouse_positon = get_viewport().get_mouse_position() Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) if mouse_x_velocity > 200 or mouse_x_velocity < -200: y -= clamp(mouse_x_velocity / 500,-5,5) if mouse_y_velocity > 200 or mouse_y_velocity < -200: x -= clamp(mouse_y_velocity / 1000,-5,5) else: Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) mouse_locked = false rotate_camera_y(y, delta) rotate_camera_x(x, delta) # reset gimbals if Input.is_action_pressed("cam_reset"): reset()