Josh Posted June 6, 2016 Share Posted June 6, 2016 Attach this to any camera in the editor and you can fly around and look at things:: Script.movespeed=5.0--float "Move speed" Script.movementsmoothing = 0.3--float "Move smoothness" Script.radius = 0.5--float "Radius" Script.lookspeed = 0.1--float "Look speed" Script.looksmoothing = 0.5--float "Look smoothness" function Script:Start() local window = Window:GetCurrent() self.mousepos = window:GetMousePosition() self.camerarotation = self.entity:GetRotation() if (self.entity:GetMass()==0) then self.entity:SetMass(1) end self.entity:SetGravityMode(false) if type(self.entity.SetElasticity)=="SetBuoyancyMode" then self.entity:SetBuoyancyMode(false) end self.entity:SetCollisionType(Collision.Projectile) if self.entity:GetShape()==nil then local shape = Shape:Sphere(0,0,0, 0,0,0, self.radius*2,self.radius*2,self.radius*2) self.entity:SetShape(shape) shape:Release() end self.entity:SetFriction(0,0) if type(self.entity.SetElasticity)=="function" then self.entity:SetElasticity(0) end self.entity:SetSweptCollisionMode(true) end function Script:UpdateWorld() local window = Window:GetCurrent() local cx = Math:Round(context:GetWidth()/2) local cy = Math:Round(context:GetHeight()/2) local mpos = window:GetMousePosition() window:SetMousePosition(cx,cy) if self.started then mpos = mpos * self.looksmoothing + self.mousepos * (1-self.looksmoothing) local dx = (mpos.x - cx) * self.lookspeed local dy = (mpos.y - cy) * self.lookspeed self.camerarotation.x = self.camerarotation.x + dy self.camerarotation.y = self.camerarotation.y + dx self.mousepos = mpos else self.mousepos = Vec3(cx,cy,0) self.started=true end end function Script:UpdatePhysics() local move=0 local strafe=0 local ascension=0 local window = Window:GetCurrent() if window:KeyDown(Key.W) or window:KeyDown(Key.Up) then move = move + self.movespeed end if window:KeyDown(Key.S) or window:KeyDown(Key.Down) then move = move - self.movespeed end if window:KeyDown(Key.D) or window:KeyDown(Key.Right) then strafe = strafe + self.movespeed end if window:KeyDown(Key.A) or window:KeyDown(Key.Left) then strafe = strafe - self.movespeed end if window:KeyDown(Key.Q) or window:KeyDown(Key.PageDown) then ascension = ascension - self.movespeed end if window:KeyDown(Key.E) or window:KeyDown(Key.PageUp) then ascension = ascension + self.movespeed end local currentvelocity = self.entity:GetVelocity(false) local desiredvelocity = Vec3(strafe,0,move) + Transform:Vector(0,ascension,0,nil,self.entity) local velocity = currentvelocity * self.movementsmoothing + desiredvelocity * (1.0-self.movementsmoothing) self.entity:AddForce((desiredvelocity - currentvelocity) * self.entity:GetMass() / self.movementsmoothing,false) self.entity:PhysicsSetRotation(self.camerarotation.x,self.camerarotation.y,self.camerarotation.z) end 5 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted June 6, 2016 Share Posted June 6, 2016 Gonna convert this to C++, thanks. Mine acted like a editor camera so this should be better. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
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