Implementing Mouse-Based Zoom in Godot 3D Camera
Understanding the Basics
Implementing zoom functionality in a Godot 3D camera system involves modifying the camera’s fov
(field of view) or changing its position relative to the target object. This provides a dynamic way to control the perspective of the scene using mouse inputs.
Setting Up the Camera Control
First, ensure your scene contains a Camera
node as the active camera. Attach a script to this node to handle input and camera adjustments.
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Script for Zoom Function
The following GDScript snippet provides a basic implementation of zooming using the mouse wheel:
extends Camera
# Define zoom limits
var zoom_limit_min = 5
var zoom_limit_max = 50
# Zoom sensitivity factor
var zoom_sensitivity = 0.1
func _process(delta):
# Set field of view based on zoom amount
var scroll_y = Input.get_mouse_button_mask()
if Input.is_action_just_pressed("ui_up"):
adjust_zoom(-1)
elif Input.is_action_just_pressed("ui_down"):
adjust_zoom(1)
func adjust_zoom(scroll_direction):
# Calculate new fov
fov -= zoom_sensitivity * scroll_direction
# Clamp the fov between the limits
fov = clamp(fov, zoom_limit_min, zoom_limit_max)
Explanation
- The
_process
function checks for mouse wheel input and callsadjust_zoom
with the scroll direction as an argument. adjust_zoom
updates the camera’sfov
based on the input, constrained by predefined limits to prevent excessive zooming.
Enhancing the System
For a more polished solution, consider incorporating smooth transitions and adding support for orbiting around a focal point. This can be achieved using code like:
func smooth_zoom(target_fov, delta_time):
fov = lerp(fov, target_fov, delta_time * 5) # Adjust the speed factor
By using the lerp
function, you ensure smooth interpolation between the current FOV and the target FOV over time, improving user experience with smooth zoom motions.