godot/demos/3d/platformer/follow_camera.gd

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extends Camera
# Member variables
var collision_exception = []
export var min_distance = 0.5
export var max_distance = 4.0
export var angle_v_adjust = 0.0
export var autoturn_ray_aperture = 25
export var autoturn_speed = 50
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var max_height = 2.0
var min_height = 0
func _fixed_process(dt):
var target = get_parent().get_global_transform().origin
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var pos = get_global_transform().origin
var up = Vector3(0, 1, 0)
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var delta = pos - target
# Regular delta follow
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# Check ranges
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if (delta.length() < min_distance):
delta = delta.normalized()*min_distance
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elif (delta.length() > max_distance):
delta = delta.normalized()*max_distance
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# Check upper and lower height
if (delta.y > max_height):
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delta.y = max_height
if (delta.y < min_height):
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delta.y = min_height
# Check autoturn
var ds = PhysicsServer.space_get_direct_state(get_world().get_space())
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var col_left = ds.intersect_ray(target, target + Matrix3(up, deg2rad(autoturn_ray_aperture)).xform(delta), collision_exception)
var col = ds.intersect_ray(target, target + delta, collision_exception)
var col_right = ds.intersect_ray(target, target + Matrix3(up, deg2rad(-autoturn_ray_aperture)).xform(delta), collision_exception)
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if (!col.empty()):
# If main ray was occluded, get camera closer, this is the worst case scenario
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delta = col.position - target
elif (!col_left.empty() and col_right.empty()):
# If only left ray is occluded, turn the camera around to the right
delta = Matrix3(up, deg2rad(-dt*autoturn_speed)).xform(delta)
elif (col_left.empty() and !col_right.empty()):
# If only right ray is occluded, turn the camera around to the left
delta = Matrix3(up, deg2rad(dt*autoturn_speed)).xform(delta)
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else:
# Do nothing otherwise, left and right are occluded but center is not, so do not autoturn
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pass
# Apply lookat
if (delta == Vector3()):
delta = (pos - target).normalized()*0.0001
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pos = target + delta
look_at_from_pos(pos, target, up)
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# Turn a little up or down
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var t = get_transform()
t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis
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set_transform(t)
func _ready():
# Find collision exceptions for ray
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var node = self
while(node):
if (node extends RigidBody):
collision_exception.append(node.get_rid())
break
else:
node = node.get_parent()
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set_fixed_process(true)
# This detaches the camera transform from the parent spatial node
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set_as_toplevel(true)