Cinematic camera
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@ -2,25 +2,35 @@ extends CharacterBody3D
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@export var camera: Camera3D
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@export var camera: Camera3D
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@export var SPEED = 4.0
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var SPEED = 2.0
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const JUMP_VELOCITY = 4.5
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const JUMP_VELOCITY = 4.5
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const MOUSE_SENSITIVITY = 0.004
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const MOUSE_SENSITIVITY = 0.004
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const ROTATION_SPEED := 4.0 # How fast to interpolate (higher = snappier)
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var target_rotation := Vector2.ZERO # x = pitch, y = yaw
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func _ready() -> void:
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func _ready() -> void:
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assert(camera != null, "Forgot to set camera in editor")
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assert(camera != null, "Forgot to set camera in editor")
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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## Implements [member Portal3D.ON_TELEPORT_CALLBACK]
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# Initialize target rotation from current rotation
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func on_teleport(portal: Portal3D) -> void:
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target_rotation.y = rotation.y
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print("on_teleport: player position - ",self.global_position)
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target_rotation.x = camera.rotation.x
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func _unhandled_input(event: InputEvent) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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target_rotation.y -= event.relative.x * MOUSE_SENSITIVITY
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rotate_y(-event.screen_relative.x * MOUSE_SENSITIVITY)
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target_rotation.x -= event.relative.y * MOUSE_SENSITIVITY
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camera.rotate_x(-event.screen_relative.y * MOUSE_SENSITIVITY)
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target_rotation.x = clamp(target_rotation.x, deg_to_rad(-80), deg_to_rad(80))
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camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-80), deg_to_rad(80))
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func _process(delta: float) -> void:
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# Smoothly interpolate current rotation toward target
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rotation.y = lerp_angle(rotation.y, target_rotation.y, delta * ROTATION_SPEED)
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camera.rotation.x = lerp_angle(camera.rotation.x, target_rotation.x, delta * ROTATION_SPEED)
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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var right: Vector3 = (global_transform.basis.x * Vector3(1, 0, 1)).normalized()
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var right: Vector3 = (global_transform.basis.x * Vector3(1, 0, 1)).normalized()
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var forward: Vector3 = (-global_transform.basis.z * Vector3(1, 0, 1)).normalized()
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var forward: Vector3 = (-global_transform.basis.z * Vector3(1, 0, 1)).normalized()
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