extends Camera const TRANSLATION_SPEED : float = 0.1 const ROTATION_SPEED : float = 0.025 func _physics_process(delta : float) -> void: if Input.is_action_pressed("camera_forward"): translate(TRANSLATION_SPEED * Vector3(0, 0, -1)) if Input.is_action_pressed("camera_backward"): translate(TRANSLATION_SPEED * Vector3(0, 0, 1)) if Input.is_action_pressed("camera_strafe_up"): translate(TRANSLATION_SPEED * Vector3(0, 1, 0)) if Input.is_action_pressed("camera_strafe_down"): translate(TRANSLATION_SPEED * Vector3(0, -1, 0)) if Input.is_action_pressed("camera_strafe_right"): translate(TRANSLATION_SPEED * Vector3(1, 0, 0)) if Input.is_action_pressed("camera_strafe_left"): translate(TRANSLATION_SPEED * Vector3(-1, 0, 0)) if Input.is_action_pressed("camera_pitch_down"): rotate_object_local(Vector3(1,0,0), -ROTATION_SPEED) if Input.is_action_pressed("camera_pitch_up"): rotate_object_local(Vector3(1,0,0), ROTATION_SPEED) if Input.is_action_pressed("camera_roll_left"): rotate_object_local(Vector3(0,0,1), ROTATION_SPEED) if Input.is_action_pressed("camera_roll_right"): rotate_object_local(Vector3(0,0,1), -ROTATION_SPEED) if Input.is_action_pressed("camera_yaw_left"): rotate_object_local(Vector3(0,1,0), ROTATION_SPEED) if Input.is_action_pressed("camera_yaw_right"): rotate_object_local(Vector3(0,1,0), -ROTATION_SPEED)