generated from krampus/template-godot4
Using orbital camera shot tracking
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class_name OrbitalCamera extends Node3D
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const POSITION_ACCELERATION := 4.0
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@export var target: Node3D
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@export var angular_speed := 0.01
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@onready var camera: Camera3D = %Camera
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static var scene := preload("res://src/player/orbital_camera/orbital_camera.tscn")
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func _physics_process(delta: float) -> void:
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# Update position
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global_position = global_position.lerp(target.global_position, delta * POSITION_ACCELERATION)
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# Update rotation
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camera.look_at(target.global_position)
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# Update phase angle
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rotation.y += angular_speed
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static func create(_target: Node3D) -> OrbitalCamera:
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var instance: OrbitalCamera = scene.instantiate()
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instance.target = _target
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return instance
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[gd_scene load_steps=2 format=3 uid="uid://de5onfk2tyr1d"]
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[ext_resource type="Script" path="res://src/player/orbital_camera/orbital_camera.gd" id="1_nvlic"]
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[node name="OrbitalCamera" type="Node3D"]
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script = ExtResource("1_nvlic")
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[node name="Pitch" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.913545, 0.406737, 0, -0.406737, 0.913545, 0, 0, 0)
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[node name="Camera" type="Camera3D" parent="Pitch"]
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unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 3)
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current = true
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