extends Spatial const ROT_MOD = 500 const ROT_DECLINE = 0.1 var _viewRot = false var _prev_mouse_pos var _velx = 0 var _vely = 0 var _torso : RigidBody # Called when the node enters the scene tree for the first time. func _ready(): PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY, 0) _torso = get_node("Torso") func _process(delta): if _viewRot: var mouse_pos = get_viewport().get_mouse_position() _velx = (mouse_pos.x - _prev_mouse_pos.x) * delta _vely = (mouse_pos.y - _prev_mouse_pos.y) * delta _prev_mouse_pos = mouse_pos if not(_velx < 0.001 and _velx > -0.001) or not(_vely < 0.001 and _vely > -0.001) or _viewRot: _torso.rotate_x(_vely * ROT_MOD * delta * PI/180 - global_transform.basis.get_euler().x) _torso.rotate_y(_velx * ROT_MOD * delta * PI/180 - global_transform.basis.get_euler().y) var decline = (1 - ROT_DECLINE * (delta*100)) if decline > 1: decline = 1 elif decline < 0: decline = 0 _velx *= decline _vely *= decline func _physics_process(delta): pass # Get the camera #var camera = get_node("GUI/HBoxC/ViewportContainer/Viewport/Camera") #var mouse_pos = get_viewport().get_mouse_position() # Project mouse into a 3D ray #var ray_origin = camera.project_ray_origin(mouse_pos) #var ray_direction = camera.project_ray_normal(mouse_pos) # Cast a ray #var from = ray_origin #var to = ray_origin + ray_direction * 1000.0 #var space_state = get_world().get_direct_space_state() #var hit = space_state.intersect_ray(from, to) #print("test") #if hit.size() != 0: # collider will be the node you hit #print(hit.collider) #pass func _input(event): if event is InputEventMouseButton: if event.pressed: print("Mouse Click at: ", event.position) _prev_mouse_pos = event.position _viewRot = true else: print("mouse unpressed at: ", event.position) _viewRot = false