extends VBoxContainer const ROT_SPEED = 0.003 const ZOOM_SPEED = 0.5 const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_MIDDLE | MOUSE_BUTTON_MASK_RIGHT @export var camera: Camera3D @export var camera_holder: Node3D @export var rotation_x: Node3D @export var node_to_move: Node3D @export var rigid_body: RigidBody3D @onready var zoom := camera.position.z var base_height: int = ProjectSettings.get_setting("display/window/size/viewport_height") @onready var rot_x := rotation_x.rotation.x @onready var rot_y := camera_holder.rotation.y func _ready() -> void: if OS.has_feature("double"): %HelpLabel.text = "Double precision is enabled in this engine build.\nNo shaking should occur at high coordinate levels\n(±65,536 or more on any axis)." %HelpLabel.add_theme_color_override("font_color", Color(0.667, 1, 0.667)) func _process(delta: float) -> void: %Coordinates.text = "X: [color=#fb9]%f[/color]\nY: [color=#bfa]%f[/color]\nZ: [color=#9cf]%f[/color]" % [node_to_move.position.x, node_to_move.position.y, node_to_move.position.z] if %IncrementX.button_pressed: node_to_move.position.x += 10_000 * delta if %IncrementY.button_pressed: node_to_move.position.y += 100_000 * delta if %IncrementZ.button_pressed: node_to_move.position.z += 1_000_000 * delta func _input(event: InputEvent) -> void: if event is InputEventMouseButton: if event.button_index == MOUSE_BUTTON_WHEEL_UP: zoom -= ZOOM_SPEED if event.button_index == MOUSE_BUTTON_WHEEL_DOWN: zoom += ZOOM_SPEED zoom = clampf(zoom, 4, 15) camera.position.z = zoom if event is InputEventMouseMotion and event.button_mask & MAIN_BUTTONS: # Compensate motion speed to be resolution-independent (based on the window height). var relative_motion: Vector2 = event.relative * DisplayServer.window_get_size().y / base_height rot_y -= relative_motion.x * ROT_SPEED rot_x -= relative_motion.y * ROT_SPEED rot_x = clampf(rot_x, -1.4, 0.16) camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0)) rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0)) func _on_go_to_button_pressed(x_position: int) -> void: if x_position == 0: # Reset all coordinates, not just X. node_to_move.position = Vector3.ZERO else: node_to_move.position.x = x_position func _on_open_documentation_pressed() -> void: OS.shell_open("https://docs.godotengine.org/en/latest/tutorials/physics/large_world_coordinates.html")