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								using System.Diagnostics;
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								using System.Collections;
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								using System.Collections.Generic;
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								using System;
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								using Godot;
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								namespace Rokojori
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								{  
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								  [Tool]
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								  [GlobalClass]
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								  public partial class MouseEditorCamera:VirtualCamera3D
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								  {
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								    [Export]
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								    public Vector3 target;
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											2024-07-25 05:40:31 +00:00
										 
									 
								 
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								    [Export]
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								    public float yaw = 0;
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								    [Export]
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								    public float pitch = 0; 
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								    [Export]
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								    public float distance = 10; 
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								    float _smoothDistance = 10;
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								    public float smoothDistance => _smoothDistance;
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								    [Export] 
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								    public float minPitch = -89;
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								    [Export] 
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								    public float maxPitch = 89;
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								    [Export]
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								    public float minDistance = 0.001f;
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								    [Export]
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								    public float maxDistance = 200f;
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								    [Export( PropertyHint.Range, "0,600")]
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											2025-04-25 12:02:53 +00:00
										 
									 
								 
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								    public Smoothing zoomSmoothing;
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								    public Vector3 moveDirection = Vector3.Zero;
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								    [Export]
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								    public MouseEditorCameraInputSettings keyboardMouseInputs;
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								    [Export]
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								    public MouseEditorCameraInputSettings controllerInputs;
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								    float _cachedDistance = -1;
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								    public void CacheDistance()
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								    {
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								      if ( _cachedDistance < 0 )
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								      {
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								        return;
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								      }
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								      _cachedDistance = distance;
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								      GlobalPosition = target;
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								      distance = minDistance;
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								      this.LogInfo( "Cached Distance", _cachedDistance );
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								    }
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								    public void RestoreDistance()
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								    {
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								      if ( _cachedDistance < 0 )
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								      {
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								        return;
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								      }
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								      this.LogInfo( "Restored Distance", _cachedDistance );
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								      target = GlobalPosition + GlobalBasis.Z * _cachedDistance;
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								      distance = _cachedDistance;
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								      _cachedDistance = -1;
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								    }
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								    [Export]
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								    public float running = 0;
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								    public override void _Process( double delta )
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								    {
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								      keyboardMouseInputs?.Orbit( this );
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								      controllerInputs?.Orbit( this );
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								      keyboardMouseInputs?.Pan( this );
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								      controllerInputs?.Pan( this );
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								      keyboardMouseInputs?.Zoom( this );
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								      controllerInputs?.Zoom( this );
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								      moveDirection = Vector3.Zero;
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								      keyboardMouseInputs?.Move( this );
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								      controllerInputs?.Move( this );
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								      Apply( (float) delta );
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								      if ( ! hasMotionDelta )
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								      {
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								        _motionDelta.X = 0;
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								        _motionDelta.Y = 0;
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								      }
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								      hasMotionDelta = false;   
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								    }
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								    bool hasMotionDelta = false;
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								    Vector2 _motionDelta = Vector2.Zero;
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								    public Vector2 motionDelta => _motionDelta;
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								    public override void _Input( InputEvent inputEvent )
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								    {     
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								      var mouseMotionEvent = inputEvent as InputEventMouseMotion;
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								      if ( mouseMotionEvent == null )
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								      {
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								        return;
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								      }
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								      _motionDelta = mouseMotionEvent.ScreenRelative;
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								      hasMotionDelta = true;      
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								    }
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								    void Apply( float delta )
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								    {
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								      _smoothDistance = Smoothing.Apply( zoomSmoothing, distance, delta );
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								      GlobalRotation = new Vector3( Mathf.DegToRad( pitch ), Mathf.DegToRad( yaw ), 0 );
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								      var forward = Math3D.GetGlobalForward( this ) * _smoothDistance;
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								      target -= moveDirection * delta;
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								      GlobalPosition = target + forward;
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								    }
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								  }
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								}
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