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

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2014-02-10 01:10:30 +00:00
extends Camera
# member variables here, example:
# var a=2
# var b="textvar"
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
var max_height = 2.0
var min_height = 0
func _fixed_process(dt):
var target = get_parent().get_global_transform().origin
var pos = get_global_transform().origin
var up = Vector3(0,1,0)
var delta = pos - target
#regular delta follow
#check ranges
if (delta.length() < min_distance):
delta = delta.normalized() * min_distance
elif (delta.length() > max_distance):
delta = delta.normalized() * max_distance
#check upper and lower height
if ( delta.y > max_height):
delta.y = max_height
if ( delta.y < min_height):
delta.y = min_height
#check autoturn
var ds = PhysicsServer.space_get_direct_state( get_world().get_space() )
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,collision_exception)
var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception)
if (!col.empty()):
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#if main ray was occluded, get camera closer, this is the worst case scenario
delta = col.position - target
elif (!col_left.empty() and col_right.empty()):
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#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()):
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#if only right ray is occluded, turn the camera around to the left
delta = Matrix3(up,deg2rad(dt*autoturn_speed)).xform(delta)
else:
#do nothing otherwise, left and right are occluded but center is not, so do not autoturn
pass
#apply lookat
pos = target + delta
look_at_from_pos(pos,target,up)
#turn a little up or down
var t = get_transform()
t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis
set_transform(t)
func _ready():
#find collision exceptions for ray
var node = self
while(node):
if (node extends RigidBody):
collision_exception.append(node.get_rid())
break
else:
node=node.get_parent()
# Initalization here
set_fixed_process(true)
#this detaches the camera transform from the parent spatial node
set_as_toplevel(true)