feat: setup initial repo and smallest working scene
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@@ -0,0 +1,58 @@
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extends Node3D
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@export var target: Node3D
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@export var follow_offset := Vector3(0, 10, 8)
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@export var follow_speed := 12.0
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@export var mouse_sensitivity := 0.002
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@export var deadzone_right := 3.0
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@export var deadzone_forward := 3.0
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var yaw := 0.0
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var focus_position := Vector3.ZERO
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func _ready() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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if target:
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focus_position = target.global_position
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global_position = focus_position + follow_offset
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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yaw -= event.relative.x * mouse_sensitivity
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if event.is_action_pressed("ui_cancel"):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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func _process(delta: float) -> void:
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if target == null:
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return
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rotation = Vector3(deg_to_rad(-55), yaw, 0)
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var target_pos := target.global_position
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var diff := target_pos - focus_position
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# Camera-relative horizontal axes
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var cam_right := Vector3.RIGHT.rotated(Vector3.UP, yaw).normalized()
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var cam_forward := Vector3.FORWARD.rotated(Vector3.UP, yaw).normalized()
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var diff_right := diff.dot(cam_right)
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var diff_forward := diff.dot(cam_forward)
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if abs(diff_right) > deadzone_right:
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focus_position += cam_right * (diff_right - sign(diff_right) * deadzone_right)
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if abs(diff_forward) > deadzone_forward:
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focus_position += cam_forward * (diff_forward - sign(diff_forward) * deadzone_forward)
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var rotated_offset := follow_offset.rotated(Vector3.UP, yaw)
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var desired_position := focus_position + rotated_offset
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global_position = global_position.lerp(
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desired_position,
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1.0 - exp(-follow_speed * delta)
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)
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