81 lines
1.8 KiB
C#
81 lines
1.8 KiB
C#
using Godot;
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using System;
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public class OrbitCamera : Spatial
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{
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[Export]
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private float _lookSensitivity = 200f;
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[Export]
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private float _zoomSensitivity = 10f;
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[Export]
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private NodePath _cameraPath;
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private Camera _camera = null;
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private Camera Camera
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{
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get
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{
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if (_camera == null)
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{
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_camera = GetNode<Camera>(_cameraPath);
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}
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return _camera;
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}
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}
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private Vector2 _rotation;
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private bool _canRotate = false;
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public override void _Input(InputEvent e)
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{
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if (e is InputEventMouseMotion mouseMotion)
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{
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HandleMouseMovement(mouseMotion);
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}
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if (e is InputEventMouseButton mouseButton)
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{
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HandleMouseButton(mouseButton);
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}
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}
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public override void _Process(float delta)
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{
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Rotation = Vector3.Zero;
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var sensitivity = -1f / _lookSensitivity;
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Rotate(Vector3.Right, _rotation.y * sensitivity);
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Rotate(Vector3.Up, _rotation.x * sensitivity);
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}
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// left click to drag
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private void HandleMouseButton(InputEventMouseButton mouseButton)
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{
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switch ((ButtonList)mouseButton.ButtonIndex)
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{
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case ButtonList.Left:
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_canRotate = mouseButton.Pressed;
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break;
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case ButtonList.WheelUp:
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Zoom(-1);
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break;
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case ButtonList.WheelDown:
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Zoom(1);
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break;
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}
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}
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private void Zoom(float amount)
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{
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Camera.Fov += amount * _zoomSensitivity / Camera.Fov;
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}
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private void HandleMouseMovement(InputEventMouseMotion mouseMotion)
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{
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if (!_canRotate) return;
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var delta = mouseMotion.Relative;
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_rotation += delta;
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}
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}
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