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camera_3d.gd
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extends Camera3D
@export var move_speed: float = 10.0
@export var zoom_speed: float = 10.0
@export var min_zoom: float = 10.0
@export var max_zoom: float = 100.0
@export var camera_angle: Vector3 = Vector3(20, 45, 0) # Adjustable camera angle
var _target_position: Vector3 = Vector3.ZERO
var _target_zoom: float = 50.0
func _ready():
projection = Camera3D.PROJECTION_ORTHOGONAL
size = _target_zoom
near = 0.001
far = 1000.0
_update_camera_transform()
func _process(delta: float):
var input_dir = Vector3.ZERO
input_dir.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
input_dir.z = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
# Adjust input direction based on camera orientation
var camera_basis = global_transform.basis
var adjusted_input = camera_basis.x * input_dir.x + camera_basis.z * input_dir.z
adjusted_input.y = 0 # Ensure no vertical movement
_target_position += adjusted_input.normalized() * move_speed * delta
var zoom_input = Input.get_action_strength("ui_page_down") - Input.get_action_strength("ui_page_up")
_target_zoom = clamp(_target_zoom + zoom_input * zoom_speed * delta, min_zoom, max_zoom)
global_position = global_position.lerp(_target_position, delta * 5.0)
size = lerp(size, _target_zoom, delta * 5.0)
func _input(event: InputEvent):
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
_target_zoom = clamp(_target_zoom - zoom_speed * 0.1, min_zoom, max_zoom)
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
_target_zoom = clamp(_target_zoom + zoom_speed * 0.1, min_zoom, max_zoom)
func _update_camera_transform():
var angle_rad = camera_angle * PI / 180.0
var distance = 100
# Calculate camera position
var pos = Vector3(
sin(angle_rad.y) * distance,
sin(angle_rad.x) * distance,
cos(angle_rad.y) * distance
)
# Look at the origin from the calculated position
look_at_from_position(pos, Vector3.ZERO, Vector3.UP)
# Rotate the camera to achieve the desired angle
rotate_object_local(Vector3.RIGHT, -angle_rad.x)