Godot 4.5.1
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@@ -10,18 +10,18 @@ const CAMERA_PIXEL_SCALE = 1.0
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var angle = 0.0
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func _process(delta: float) -> void:
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if !camera || !target:
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return
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# Follow target
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# camera.global_transform.origin = target.global_transform.origin
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if !camera || !target:
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return
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# Follow target
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# camera.global_transform.origin = target.global_transform.origin
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# # Spin around origin.
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# var rotation_speed = 1 # Radians per second
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# angle += rotation_speed * delta
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# var radius = 3.0
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# var offset = Vector3(radius * sin(angle), 2.0, radius * cos(angle))
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# camera.global_transform.origin += offset
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# # Spin around origin.
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# var rotation_speed = 1 # Radians per second
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# angle += rotation_speed * delta
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# var radius = 3.0
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# var offset = Vector3(radius * sin(angle), 2.0, radius * cos(angle))
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# camera.global_transform.origin += offset
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# # Look at target
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# camera.look_at(target.global_transform.origin, Vector3.UP)
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# # Look at target
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# camera.look_at(target.global_transform.origin, Vector3.UP)
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