function ClassicCamera.SetCameraMovementMode(I,Q)BaseCamera.SetCameraMovementMode(I,Q)I.isFollowCamera=Q==Enum.ComputerCameraMovementMode.Follow end function ClassicCamera.Test(Q) end function ClassicCamera.Update(Q)local I=tick()local v=I-Q.lastUpdate local X=workspace.CurrentCamera local M=X.CFrame local O=X.Focus local r=nil if Q.resetCameraAngle then local I=Q:GetHumanoidRootPart()if I then r=(I.CFrame*INITIAL_CAMERA_ANGLE).lookVector else r=INITIAL_CAMERA_ANGLE.lookVector end Q.resetCameraAngle=false end local A=PlayersService.LocalPlayer local d=Q:GetHumanoid()local W=X.CameraSubject local n=W and W:IsA("\086\101\104\105\099\108\101\083\101\097\116")local i=W and W:IsA("\083\107\097\116\101\098\111\097\114\100\080\108\097\116\102\111\114\109")local w=d and d:GetState()==Enum.HumanoidStateType.Climbing if Q.lastUpdate==nil or v>1 then Q.lastCameraTransform=nil end if Q.lastUpdate then local I=Q:UpdateGamepad()if Q:ShouldUseVRRotation()then Q.rotateInput=Q.rotateInput+Q:GetVRRotationInput()else local X=math.min(.1,v)if I~=ZERO_VECTOR2 then Q.rotateInput=Q.rotateInput+I*X end local M=0 if not(n or i)then M=M+(Q.turningLeft and-120 or 0)M=M+(Q.turningRight and 120 or 0)end if M~=0 then Q.rotateInput=Q.rotateInput+Vector2.new(math.rad(M*X),0)end end end if Q.userPanningTheCamera then tweenSpeed=0 Q.lastUserPanCamera=tick()end local J=I-Q.lastUserPanCamera<TIME_BEFORE_AUTO_ROTATE local t=Q:GetSubjectPosition()if t and(A and X)then local I=Q:GetCameraToSubjectDistance()if I<.5 then I=.5 end if Q:GetIsMouseLocked()and not Q:IsInFirstPerson()then local I=Q:CalculateNewLookCFrame(r)local v=Q:GetMouseLockOffset()local X=(v.X*I.rightVector+v.Y*I.upVector)+v.Z*I.lookVector if Util.IsFiniteVector3(X)then t=t+X end else if not Q.userPanningTheCamera and Q.lastCameraTransform then local I=Q:IsInFirstPerson()if(n or i or Q.isFollowCamera and w)and(Q.lastUpdate and(d and d.Torso))then if I then if Q.lastSubjectCFrame and((n or i)and W:IsA("\066\097\115\101\080\097\114\116"))then local I=-Util.GetAngleBetweenXZVectors(Q.lastSubjectCFrame.lookVector,W.CFrame.lookVector)if Util.IsFinite(I)then Q.rotateInput=Q.rotateInput+Vector2.new(I,0)end tweenSpeed=0 end elseif not J then local I=d.Torso.CFrame.lookVector if i then I=W.CFrame.lookVector end tweenSpeed=Util.Clamp(0,tweenMaxSpeed,tweenSpeed+tweenAcceleration*v)local X=Util.Clamp(0,1,tweenSpeed*v)if Q:IsInFirstPerson()and not(Q.isFollowCamera and Q.isClimbing)then X=1 end local M=Util.GetAngleBetweenXZVectors(I,Q:GetCameraLookVector())if Util.IsFinite(M)and math.abs(M)>.0001 then Q.rotateInput=Q.rotateInput+Vector2.new(M*X,0)end end elseif Q.isFollowCamera and(not(I or J)and not VRService.VREnabled)then local I=-(Q.lastCameraTransform.p-t)local X=Util.GetAngleBetweenXZVectors(I,Q:GetCameraLookVector())local M=.4 if Util.IsFinite(X)and(math.abs(X)>.0001 and math.abs(X)>M*v)then Q.rotateInput=Q.rotateInput+Vector2.new(X,0)end end end end if not Q.isFollowCamera then local A=VRService.VREnabled if A then O=Q:GetVRFocus(t,v)else O=CFrame.new(t)end local d=O.p if A and not Q:IsInFirstPerson()then local v=Q:GetCameraHeight()local O=t-X.CFrame.p local r=O.magnitude if r>I or Q.rotateInput.x~=0 then local A=math.min(r,I)O=Q:CalculateNewLookVectorVR()*A local W=d-O local n=X.CFrame.lookVector if Q.rotateInput.x~=0 then n=O end local i=Vector3.new(W.x+n.x,W.y,W.z+n.z)Q.rotateInput=ZERO_VECTOR2 M=CFrame.new(W,i)+Vector3.new(0,v,0)end else local v=Q:CalculateNewLookVector(r)Q.rotateInput=ZERO_VECTOR2 M=CFrame.new(d-I*v,d)end else local X=Q:CalculateNewLookVector(r)Q.rotateInput=ZERO_VECTOR2 if VRService.VREnabled then O=Q:GetVRFocus(t,v)else O=CFrame.new(t)end M=CFrame.new(O.p-I*X,O.p)+Vector3.new(0,Q:GetCameraHeight(),0)end Q.lastCameraTransform=M Q.lastCameraFocus=O if(n or i)and W:IsA("\066\097\115\101\080\097\114\116")then Q.lastSubjectCFrame=W.CFrame else Q.lastSubjectCFrame=nil end end Q.lastUpdate=I return M,O end function ClassicCamera.EnterFirstPerson(Q)Q.inFirstPerson=true Q:UpdateMouseBehavior()end function ClassicCamera.LeaveFirstPerson(Q)Q.inFirstPerson=false Q:UpdateMouseBehavior()end return ClassicCamera

function ClassicCamera:SetCameraMovementMode( cameraMovementMode )
	BaseCamera.SetCameraMovementMode(self,cameraMovementMode)
	self.isFollowCamera = cameraMovementMode == Enum.ComputerCameraMovementMode.Follow
end

function ClassicCamera:Test()
end

function ClassicCamera:Update()
	local now = tick()
	local timeDelta = (now - self.lastUpdate)

	local camera = 	workspace.CurrentCamera
	local newCameraCFrame = camera.CFrame
	local newCameraFocus = camera.Focus
	local overrideCameraLookVector = nil
	if self.resetCameraAngle then
		local rootPart = self:GetHumanoidRootPart()
		if rootPart then
			overrideCameraLookVector = (rootPart.CFrame * INITIAL_CAMERA_ANGLE).lookVector
		else
			overrideCameraLookVector = INITIAL_CAMERA_ANGLE.lookVector
		end
		self.resetCameraAngle = false
	end

	local player = PlayersService.LocalPlayer
	local humanoid = self:GetHumanoid()
	local cameraSubject = camera.CameraSubject
	local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat')
	local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform')
	local isClimbing = humanoid and humanoid:GetState() == Enum.HumanoidStateType.Climbing

	if self.lastUpdate == nil or timeDelta > 1 then
		self.lastCameraTransform = nil
	end

	if self.lastUpdate then
		local gamepadRotation = self:UpdateGamepad()

		if self:ShouldUseVRRotation() then
			self.rotateInput = self.rotateInput + self:GetVRRotationInput()
		else
			-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from
			local delta = math.min(0.1, timeDelta)

			if gamepadRotation ~= ZERO_VECTOR2 then
				self.rotateInput = self.rotateInput + (gamepadRotation * delta)
			end

			local angle = 0
			if not (isInVehicle or isOnASkateboard) then
				angle = angle + (self.turningLeft and -120 or 0)
				angle = angle + (self.turningRight and 120 or 0)
			end

			if angle ~= 0 then
				self.rotateInput = self.rotateInput +  Vector2.new(math.rad(angle * delta), 0)
			end
		end
	end

	-- Reset tween speed if user is panning
	if self.userPanningTheCamera then
		tweenSpeed = 0
		self.lastUserPanCamera = tick()
	end

	local userRecentlyPannedCamera = now - self.lastUserPanCamera < TIME_BEFORE_AUTO_ROTATE
	local subjectPosition = self:GetSubjectPosition()

	if subjectPosition and player and camera then
		local zoom = self:GetCameraToSubjectDistance()
		if zoom < 0.5 then
			zoom = 0.5
		end

		if self:GetIsMouseLocked() and not self:IsInFirstPerson() then
			-- We need to use the right vector of the camera after rotation, not before
			local newLookCFrame = self:CalculateNewLookCFrame(overrideCameraLookVector)

			local offset = self:GetMouseLockOffset()
			local cameraRelativeOffset = offset.X * newLookCFrame.rightVector + offset.Y * newLookCFrame.upVector + offset.Z * newLookCFrame.lookVector

			--offset can be NAN, NAN, NAN if newLookVector has only y component
			if Util.IsFiniteVector3(cameraRelativeOffset) then
				subjectPosition = subjectPosition + cameraRelativeOffset
			end
		else
			if not self.userPanningTheCamera and self.lastCameraTransform then

				local isInFirstPerson = self:IsInFirstPerson()

				if (isInVehicle or isOnASkateboard or (self.isFollowCamera and isClimbing)) and self.lastUpdate and humanoid and humanoid.Torso then
					if isInFirstPerson then
						if self.lastSubjectCFrame and (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then
							local y = -Util.GetAngleBetweenXZVectors(self.lastSubjectCFrame.lookVector, cameraSubject.CFrame.lookVector)
							if Util.IsFinite(y) then
								self.rotateInput = self.rotateInput + Vector2.new(y, 0)
							end
							tweenSpeed = 0
						end
					elseif not userRecentlyPannedCamera then
						local forwardVector = humanoid.Torso.CFrame.lookVector
						if isOnASkateboard then
							forwardVector = cameraSubject.CFrame.lookVector
						end

						tweenSpeed = Util.Clamp(0, tweenMaxSpeed, tweenSpeed + tweenAcceleration * timeDelta)

						local percent = Util.Clamp(0, 1, tweenSpeed * timeDelta)
						if self:IsInFirstPerson() and not (self.isFollowCamera and self.isClimbing) then
							percent = 1
						end

						local y = Util.GetAngleBetweenXZVectors(forwardVector, self:GetCameraLookVector())
						if Util.IsFinite(y) and math.abs(y) > 0.0001 then
							self.rotateInput = self.rotateInput + Vector2.new(y * percent, 0)
						end
					end

				elseif self.isFollowCamera and (not (isInFirstPerson or userRecentlyPannedCamera) and not VRService.VREnabled) then
					-- Logic that was unique to the old FollowCamera module
					local lastVec = -(self.lastCameraTransform.p - subjectPosition)

					local y = Util.GetAngleBetweenXZVectors(lastVec, self:GetCameraLookVector())

					-- This cutoff is to decide if the humanoid's angle of movement,
					-- relative to the camera's look vector, is enough that
					-- we want the camera to be following them. The point is to provide
					-- a sizable dead zone to allow more precise forward movements.
					local thetaCutoff = 0.4

					-- Check for NaNs
					if Util.IsFinite(y) and math.abs(y) > 0.0001 and math.abs(y) > thetaCutoff * timeDelta then
						self.rotateInput = self.rotateInput + Vector2.new(y, 0)
					end
				end
			end
		end

		if not self.isFollowCamera then
			local VREnabled = VRService.VREnabled

			if VREnabled then
				newCameraFocus = self:GetVRFocus(subjectPosition, timeDelta)
			else
				newCameraFocus = CFrame.new(subjectPosition)
			end

			local cameraFocusP = newCameraFocus.p
			if VREnabled and not self:IsInFirstPerson() then
				local cameraHeight = self:GetCameraHeight()
				local vecToSubject = (subjectPosition - camera.CFrame.p)
				local distToSubject = vecToSubject.magnitude

				-- Only move the camera if it exceeded a maximum distance to the subject in VR
				if distToSubject > zoom or self.rotateInput.x ~= 0 then
					local desiredDist = math.min(distToSubject, zoom)
					vecToSubject = self:CalculateNewLookVectorVR() * desiredDist
					local newPos = cameraFocusP - vecToSubject
					local desiredLookDir = camera.CFrame.lookVector
					if self.rotateInput.x ~= 0 then
						desiredLookDir = vecToSubject
					end
					local lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z)
					self.rotateInput = ZERO_VECTOR2

					newCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0)
				end
			else
				local newLookVector = self:CalculateNewLookVector(overrideCameraLookVector)
				self.rotateInput = ZERO_VECTOR2
				newCameraCFrame = CFrame.new(cameraFocusP - (zoom * newLookVector), cameraFocusP)
			end
		else -- is FollowCamera
			local newLookVector = self:CalculateNewLookVector(overrideCameraLookVector)
			self.rotateInput = ZERO_VECTOR2

			if VRService.VREnabled then
				newCameraFocus = self:GetVRFocus(subjectPosition, timeDelta)
			else
				newCameraFocus = CFrame.new(subjectPosition)
			end
			newCameraCFrame = CFrame.new(newCameraFocus.p - (zoom * newLookVector), newCameraFocus.p) + Vector3.new(0, self:GetCameraHeight(), 0)
		end

		self.lastCameraTransform = newCameraCFrame
		self.lastCameraFocus = newCameraFocus
		if (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then
			self.lastSubjectCFrame = cameraSubject.CFrame
		else
			self.lastSubjectCFrame = nil
		end
	end

	self.lastUpdate = now
	return newCameraCFrame, newCameraFocus
end

function ClassicCamera:EnterFirstPerson()
	self.inFirstPerson = true
	self:UpdateMouseBehavior()
end

function ClassicCamera:LeaveFirstPerson()
	self.inFirstPerson = false
	self:UpdateMouseBehavior()
end

return ClassicCamera
