extends Node3D var _rotation_target_x : Vector3 var _rotation_target_y : Vector3 @export var _cam : Camera3D @export var _ray : RayCast3D # Called when the node enters the scene tree for the first time. func _ready() -> void: _rotation_target_y = self.rotation _rotation_target_x = _cam.rotation Input.mouse_mode = Input.MOUSE_MODE_CAPTURED # TODO: Interpolation. # TODO: Hiding/Popping animation. func _physics_process(_delta: float) -> void: var wmark := get_parent_node_3d().get_node("WallMark") as Sprite3D var fmark := get_parent_node_3d().get_node("FloorMark") as Sprite3D # Walls. if _ray.is_colliding() and (_ray.get_collider() as StaticBody3D).get_collision_layer_value(3): var normflat := Vector3(_ray.get_collision_normal().x, 0, _ray.get_collision_normal().z) var posflat := Vector3(_ray.get_collision_point().x, 0, _ray.get_collision_point().z) wmark.look_at_from_position(posflat, posflat + normflat, Vector3.UP) wmark.position = posflat + normflat wmark.show() else: wmark.hide() # Floor. if _ray.is_colliding() and (_ray.get_collider() as StaticBody3D).get_collision_layer_value(2): var posflat := Vector3(_ray.get_collision_point().x, 0, _ray.get_collision_point().z) fmark.position = posflat fmark.show() else: fmark.hide() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: self.rotation.y = lerp_angle(_rotation_target_y.y, _rotation_target_y.y, 1.0 - exp(-30 * delta)) _cam.rotation.x = lerp_angle(_cam.rotation.x, _rotation_target_x.x, 1.0 - exp(-20 * delta)) func _input(event: InputEvent) -> void: if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: var motion := event as InputEventMouseMotion var preserve := rotation rotation = _rotation_target_y self.rotate_y(deg_to_rad(motion.relative.x) * -0.25) _rotation_target_y = rotation rotation = preserve preserve = _cam.rotation _cam.rotate_x(deg_to_rad(motion.relative.y) * -0.2) var camera_rot := _cam.rotation_degrees camera_rot.x = clamp(camera_rot.x, -30, 30) _cam.rotation_degrees = camera_rot _rotation_target_x = _cam.rotation _cam.rotation = preserve