e0ce701c8c
-=-=-=-=-=-== -Fix bug in camera follow script -Fix negate operator not working in shader language -Fix uninitialized pointer in raycast query API
96 lines
2.4 KiB
GDScript
96 lines
2.4 KiB
GDScript
|
|
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+delta,collision_exception)
|
|
var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception)
|
|
|
|
if (!col.empty()):
|
|
#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()):
|
|
#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)
|
|
else:
|
|
#do nothing otherwise, left and right are occluded but center is not, so do not autoturn
|
|
pass
|
|
|
|
#apply lookat
|
|
if (delta==Vector3()):
|
|
delta = (pos - target).normalized() * 0.0001
|
|
|
|
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)
|
|
|
|
|
|
|
|
|
|
|
|
|