5dbf1809c6
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
718 lines
18 KiB
C++
718 lines
18 KiB
C++
/*************************************************************************/
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/* character_camera.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "character_camera.h"
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#include "physics_body.h"
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#if 0
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void CharacterCamera::_set(const String& p_name, const Variant& p_value) {
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if (p_name=="type")
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set_camera_type((CameraType)((int)(p_value)));
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else if (p_name=="orbit")
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set_orbit(p_value);
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else if (p_name=="height")
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set_height(p_value);
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else if (p_name=="inclination")
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set_inclination(p_value);
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else if (p_name=="max_orbit_x")
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set_max_orbit_x(p_value);
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else if (p_name=="min_orbit_x")
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set_min_orbit_x(p_value);
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else if (p_name=="max_distance")
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set_max_distance(p_value);
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else if (p_name=="min_distance")
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set_min_distance(p_value);
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else if (p_name=="distance")
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set_distance(p_value);
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else if (p_name=="clip")
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set_clip(p_value);
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else if (p_name=="autoturn")
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set_autoturn(p_value);
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else if (p_name=="autoturn_tolerance")
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set_autoturn_tolerance(p_value);
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else if (p_name=="autoturn_speed")
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set_autoturn_speed(p_value);
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}
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Variant CharacterCamera::_get(const String& p_name) const {
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if (p_name=="type")
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return get_camera_type();
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else if (p_name=="orbit")
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return get_orbit();
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else if (p_name=="height")
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return get_height();
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else if (p_name=="inclination")
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return get_inclination();
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else if (p_name=="max_orbit_x")
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return get_max_orbit_x();
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else if (p_name=="min_orbit_x")
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return get_min_orbit_x();
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else if (p_name=="max_distance")
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return get_max_distance();
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else if (p_name=="min_distance")
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return get_min_distance();
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else if (p_name=="distance")
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return get_distance();
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else if (p_name=="clip")
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return has_clip();
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else if (p_name=="autoturn")
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return has_autoturn();
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else if (p_name=="autoturn_tolerance")
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return get_autoturn_tolerance();
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else if (p_name=="autoturn_speed")
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return get_autoturn_speed();
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return Variant();
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}
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void CharacterCamera::_get_property_list( List<PropertyInfo> *p_list) const {
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p_list->push_back( PropertyInfo( Variant::INT, "type", PROPERTY_HINT_ENUM, "Fixed,Follow") );
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p_list->push_back( PropertyInfo( Variant::VECTOR2, "orbit" ) );
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p_list->push_back( PropertyInfo( Variant::REAL, "height", PROPERTY_HINT_RANGE,"-1024,1024,0.01" ) );
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p_list->push_back( PropertyInfo( Variant::REAL, "inclination", PROPERTY_HINT_RANGE,"-90,90,0.01" ) );
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p_list->push_back( PropertyInfo( Variant::REAL, "max_orbit_x", PROPERTY_HINT_RANGE,"-90,90,0.01" ) );
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p_list->push_back( PropertyInfo( Variant::REAL, "min_orbit_x", PROPERTY_HINT_RANGE,"-90,90,0.01" ) );
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p_list->push_back( PropertyInfo( Variant::REAL, "min_distance", PROPERTY_HINT_RANGE,"0,100,0.01" ) );
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p_list->push_back( PropertyInfo( Variant::REAL, "max_distance", PROPERTY_HINT_RANGE,"0,100,0.01" ) );
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p_list->push_back( PropertyInfo( Variant::REAL, "distance", PROPERTY_HINT_RANGE,"0.01,1024,0,01") );
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p_list->push_back( PropertyInfo( Variant::BOOL, "clip") );
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p_list->push_back( PropertyInfo( Variant::BOOL, "autoturn") );
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p_list->push_back( PropertyInfo( Variant::REAL, "autoturn_tolerance", PROPERTY_HINT_RANGE,"1,90,0.01") );
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p_list->push_back( PropertyInfo( Variant::REAL, "autoturn_speed", PROPERTY_HINT_RANGE,"1,90,0.01") );
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}
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void CharacterCamera::_compute_camera() {
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// update the transform with the next proposed transform (camera is 1 logic frame delayed)
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/*
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float time = get_root_node()->get_frame_time();
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Vector3 oldp = accepted.get_origin();
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Vector3 newp = proposed.get_origin();
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float frame_dist = time *
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if (oldp.distance_to(newp) >
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*/
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float time = get_root_node()->get_frame_time();
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if (true) {
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if (clip_ray[0].clipped && clip_ray[1].clipped && clip_ray[2].clipped) {
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//all have been clipped
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proposed.origin=clip_ray[1].clip_pos;
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} else {
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Vector3 rel=proposed.origin-target_pos;
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if (clip_ray[0].clipped && !clip_ray[2].clipped) {
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float distance = target_pos.distance_to(clip_ray[0].clip_pos);
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real_t amount = 1.0-(distance/clip_len);
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amount = CLAMP(amount,0,1);
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rel=Matrix3(Vector3(0,1,0)),
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rotate_orbit(Vector2(0,autoturn_speed*time*amount));
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}
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if (clip_ray[2].clipped && !clip_ray[0].clipped) {
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float distance = target_pos.distance_to(clip_ray[2].clip_pos);
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real_t amount = 1.0-(distance/clip_len);
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amount = CLAMP(amount,0,1);
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rotate_orbit(Vector2(0,-autoturn_speed*time*amount));
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}
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}
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}
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Transform final;
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static float pos_ratio = 0.9;
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static float rot_ratio = 10;
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Vector3 vec1 = accepted.origin;
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Vector3 vec2 = proposed.origin;
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final.origin = vec2.linear_interpolate(vec1, pos_ratio * time);
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Quat q1 = accepted.basis;
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Quat q2 = proposed.basis;
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final.basis = q1.slerp(q2, rot_ratio * time);
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accepted=final;
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_update_camera();
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// calculate the next proposed transform
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Vector3 new_pos;
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Vector3 character_pos = get_global_transform().origin;
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character_pos.y+=height; // height compensate
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if(type==CAMERA_FOLLOW) {
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/* calculate some variables */
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Vector3 rel = follow_pos - character_pos;
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float l = rel.length();
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Vector3 rel_n = (l > 0) ? (rel/l) : Vector3();
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#if 1
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float ang = Math::acos(rel_n.dot( Vector3(0,1,0) ));
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Vector3 tangent = rel_n;
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tangent.y=0; // get rid of y
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if (tangent.length_squared() < CMP_EPSILON2)
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tangent=Vector3(0,0,1); // use Z as tangent if rel is parallel to y
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else
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tangent.normalize();
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/* now start applying the rules */
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//clip distance
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if (l > max_distance)
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l=max_distance;
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if (l < min_distance)
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l=min_distance;
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//fix angle
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float ang_min = Math_PI * 0.5 + Math::deg2rad(min_orbit_x);
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float ang_max = Math_PI * 0.5 + Math::deg2rad(max_orbit_x);
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if (ang<ang_min)
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ang=ang_min;
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if (ang>ang_max)
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ang=ang_max;
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/* finally, rebuild the validated camera position */
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new_pos=Vector3(0,Math::cos(ang),0);
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new_pos+=tangent*Math::sin(ang);
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new_pos*=l;
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new_pos+=character_pos;
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#else
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if (l > max_distance)
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l=max_distance;
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if (l < min_distance)
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l=min_distance;
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new_pos = character_pos + rel_n * l;
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#endif
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follow_pos=new_pos;
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} else if (type==CAMERA_FIXED) {
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if (distance<min_distance)
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distance=min_distance;
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if (distance>max_distance)
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distance=max_distance;
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if (orbit.x<min_orbit_x)
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orbit.x=min_orbit_x;
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if (orbit.x>max_orbit_x)
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orbit.x=max_orbit_x;
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Matrix3 m;
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m.rotate(Vector3(0,1,0),-Math::deg2rad(orbit.y));
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m.rotate(Vector3(1,0,0),-Math::deg2rad(orbit.x));
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new_pos = (m.get_axis(2) * distance) + character_pos;
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if (use_lookat_target) {
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Transform t = get_global_transform();
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Vector3 y = t.basis.get_axis(1).normalized();
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Vector3 z = lookat_target - character_pos;
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z= (z - y * y.dot(z)).normalized();
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orbit.y = -Math::rad2deg(Math::atan2(z.x,z.z)) + 180;
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/*
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Transform t = get_global_transform();
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Vector3 y = t.basis.get_axis(1).normalized();
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Vector3 z = lookat_target - t.origin;
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z= (z - y * y.dot(z)).normalized();
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Vector3 x = z.cross(y).normalized();
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Transform t2;
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t2.basis.set_axis(0,x);
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t2.basis.set_axis(1,y);
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t2.basis.set_axis(2,z);
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t2.origin=t.origin;
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Vector3 local = t2.xform_inv(camera_pos);
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float ang = Math::atan2(local.x,local.y);
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*/
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/*
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Vector3 vec1 = lookat_target - new_pos;
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vec1.normalize();
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Vector3 vec2 = character_pos - new_pos;
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vec2.normalize();
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float dot = vec1.dot(vec2);
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printf("dot %f\n", dot);
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if ( dot < 0.5) {
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rotate_orbit(Vector2(0, 90));
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};
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*/
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};
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}
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Vector3 target;
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if (use_lookat_target) {
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target = lookat_target;
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} else {
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target = character_pos;
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};
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proposed.set_look_at(new_pos,target,Vector3(0,1,0));
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proposed = proposed * Transform(Matrix3(Vector3(1,0,0),Math::deg2rad(inclination)),Vector3()); //inclination
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Vector<RID> exclude;
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exclude.push_back(target_body);
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Vector3 rel = new_pos-target;
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for(int i=0;i<3;i++) {
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PhysicsServer::get_singleton()->query_intersection(clip_ray[i].query,get_world().get_space(),exclude);
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PhysicsServer::get_singleton()->query_intersection_segment(clip_ray[i].query,target,target+Matrix3(Vector3(0,1,0),Math::deg2rad(autoturn_tolerance*(i-1.0))).xform(rel));
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clip_ray[i].clipped=false;
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clip_ray[i].clip_pos=Vector3();
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}
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target_pos=target;
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clip_len=rel.length();
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}
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void CharacterCamera::set_use_lookat_target(bool p_use, const Vector3 &p_lookat) {
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use_lookat_target = p_use;
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lookat_target = p_lookat;
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};
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void CharacterCamera::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_PROCESS: {
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_compute_camera();
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} break;
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case NOTIFICATION_ENTER_SCENE: {
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if (type==CAMERA_FOLLOW) {
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set_orbit(orbit);
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set_distance(distance);
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}
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accepted=get_global_transform();
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proposed=accepted;
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target_body = RID();
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Node* parent = get_parent();
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while (parent) {
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PhysicsBody* p = parent->cast_to<PhysicsBody>();
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if (p) {
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target_body = p->get_body();
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break;
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};
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parent = parent->get_parent();
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};
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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} break;
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case NOTIFICATION_EXIT_SCENE: {
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if (type==CAMERA_FOLLOW) {
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distance=get_distance();
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orbit=get_orbit();
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}
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} break;
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case NOTIFICATION_BECAME_CURRENT: {
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set_process(true);
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} break;
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case NOTIFICATION_LOST_CURRENT: {
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set_process(false);
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} break;
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}
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}
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void CharacterCamera::set_camera_type(CameraType p_camera_type) {
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if (p_camera_type==type)
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return;
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type=p_camera_type;
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// do conversions
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}
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CharacterCamera::CameraType CharacterCamera::get_camera_type() const {
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return type;
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}
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void CharacterCamera::set_orbit(const Vector2& p_orbit) {
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orbit=p_orbit;
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if(type == CAMERA_FOLLOW && is_inside_scene()) {
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Vector3 char_pos = get_global_transform().origin;
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char_pos.y+=height;
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float d = char_pos.distance_to(follow_pos);
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Matrix3 m;
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m.rotate(Vector3(0,1,0),-orbit.y);
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m.rotate(Vector3(1,0,0),-orbit.x);
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follow_pos=char_pos + m.get_axis(2) * d;
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}
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}
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void CharacterCamera::set_orbit_x(float p_x) {
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orbit.x=p_x;
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if(type == CAMERA_FOLLOW && is_inside_scene())
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set_orbit(Vector2( p_x, get_orbit().y ));
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}
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void CharacterCamera::set_orbit_y(float p_y) {
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orbit.y=p_y;
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if(type == CAMERA_FOLLOW && is_inside_scene())
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set_orbit(Vector2( get_orbit().x, p_y ));
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}
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Vector2 CharacterCamera::get_orbit() const {
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if (type == CAMERA_FOLLOW && is_inside_scene()) {
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Vector3 char_pos = get_global_transform().origin;
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char_pos.y+=height;
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Vector3 rel = (follow_pos - char_pos).normalized();
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Vector2 ret_orbit;
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ret_orbit.x = Math::acos( Vector3(0,1,0).dot( rel ) ) - Math_PI * 0.5;
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ret_orbit.y = Math::atan2(rel.x,rel.z);
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return ret_orbit;
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}
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return orbit;
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}
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void CharacterCamera::rotate_orbit(const Vector2& p_relative) {
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if (type == CAMERA_FOLLOW && is_inside_scene()) {
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Matrix3 m;
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m.rotate(Vector3(0,1,0),-Math::deg2rad(p_relative.y));
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m.rotate(Vector3(1,0,0),-Math::deg2rad(p_relative.x));
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Vector3 char_pos = get_global_transform().origin;
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char_pos.y+=height;
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Vector3 rel = (follow_pos - char_pos);
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rel = m.xform(rel);
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follow_pos=char_pos+rel;
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}
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orbit+=p_relative;
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}
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void CharacterCamera::set_height(float p_height) {
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height=p_height;
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}
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float CharacterCamera::get_height() const {
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return height;
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}
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void CharacterCamera::set_max_orbit_x(float p_max) {
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max_orbit_x=p_max;
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}
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float CharacterCamera::get_max_orbit_x() const {
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return max_orbit_x;
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}
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void CharacterCamera::set_min_orbit_x(float p_min) {
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min_orbit_x=p_min;
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}
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float CharacterCamera::get_min_orbit_x() const {
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return min_orbit_x;
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}
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float CharacterCamera::get_min_distance() const {
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return min_distance;
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}
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float CharacterCamera::get_max_distance() const {
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return max_distance;
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}
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void CharacterCamera::set_min_distance(float p_min) {
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min_distance=p_min;
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}
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void CharacterCamera::set_max_distance(float p_max) {
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max_distance = p_max;
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}
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void CharacterCamera::set_distance(float p_distance) {
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if (type == CAMERA_FOLLOW && is_inside_scene()) {
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Vector3 char_pos = get_global_transform().origin;
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char_pos.y+=height;
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Vector3 rel = (follow_pos - char_pos).normalized();
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rel*=p_distance;
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follow_pos=char_pos+rel;
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}
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distance=p_distance;
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}
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float CharacterCamera::get_distance() const {
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if (type == CAMERA_FOLLOW && is_inside_scene()) {
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Vector3 char_pos = get_global_transform().origin;
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char_pos.y+=height;
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return (follow_pos - char_pos).length();
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}
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return distance;
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}
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void CharacterCamera::set_clip(bool p_enabled) {
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clip=p_enabled;
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}
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bool CharacterCamera::has_clip() const {
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return clip;
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}
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void CharacterCamera::set_autoturn(bool p_enabled) {
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autoturn=p_enabled;
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}
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bool CharacterCamera::has_autoturn() const {
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return autoturn;
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}
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void CharacterCamera::set_autoturn_tolerance(float p_degrees) {
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autoturn_tolerance=p_degrees;
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}
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float CharacterCamera::get_autoturn_tolerance() const {
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return autoturn_tolerance;
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}
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void CharacterCamera::set_inclination(float p_degrees) {
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inclination=p_degrees;
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}
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float CharacterCamera::get_inclination() const {
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return inclination;
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}
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void CharacterCamera::set_autoturn_speed(float p_speed) {
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autoturn_speed=p_speed;
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}
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float CharacterCamera::get_autoturn_speed() const {
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return autoturn_speed;
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}
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void CharacterCamera::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_camera_type","type"),&CharacterCamera::set_camera_type);
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ClassDB::bind_method(D_METHOD("get_camera_type"),&CharacterCamera::get_camera_type);
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ClassDB::bind_method(D_METHOD("set_orbit","orbit"),&CharacterCamera::set_orbit);
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ClassDB::bind_method(D_METHOD("get_orbit"),&CharacterCamera::get_orbit);
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ClassDB::bind_method(D_METHOD("set_orbit_x","x"),&CharacterCamera::set_orbit_x);
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ClassDB::bind_method(D_METHOD("set_orbit_y","y"),&CharacterCamera::set_orbit_y);
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ClassDB::bind_method(D_METHOD("set_min_orbit_x","x"),&CharacterCamera::set_min_orbit_x);
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ClassDB::bind_method(D_METHOD("get_min_orbit_x"),&CharacterCamera::get_min_orbit_x);
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ClassDB::bind_method(D_METHOD("set_max_orbit_x","x"),&CharacterCamera::set_max_orbit_x);
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ClassDB::bind_method(D_METHOD("get_max_orbit_x"),&CharacterCamera::get_max_orbit_x);
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|
ClassDB::bind_method(D_METHOD("rotate_orbit"),&CharacterCamera::rotate_orbit);
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|
ClassDB::bind_method(D_METHOD("set_distance","distance"),&CharacterCamera::set_distance);
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|
ClassDB::bind_method(D_METHOD("get_distance"),&CharacterCamera::get_distance);
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|
ClassDB::bind_method(D_METHOD("set_clip","enable"),&CharacterCamera::set_clip);
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|
ClassDB::bind_method(D_METHOD("has_clip"),&CharacterCamera::has_clip);
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|
ClassDB::bind_method(D_METHOD("set_autoturn","enable"),&CharacterCamera::set_autoturn);
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|
ClassDB::bind_method(D_METHOD("has_autoturn"),&CharacterCamera::has_autoturn);
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|
ClassDB::bind_method(D_METHOD("set_autoturn_tolerance","degrees"),&CharacterCamera::set_autoturn_tolerance);
|
|
ClassDB::bind_method(D_METHOD("get_autoturn_tolerance"),&CharacterCamera::get_autoturn_tolerance);
|
|
ClassDB::bind_method(D_METHOD("set_autoturn_speed","speed"),&CharacterCamera::set_autoturn_speed);
|
|
ClassDB::bind_method(D_METHOD("get_autoturn_speed"),&CharacterCamera::get_autoturn_speed);
|
|
ClassDB::bind_method(D_METHOD("set_use_lookat_target","use","lookat"),&CharacterCamera::set_use_lookat_target, DEFVAL(Vector3()));
|
|
|
|
ClassDB::bind_method(D_METHOD("_ray_collision"),&CharacterCamera::_ray_collision);
|
|
|
|
BIND_CONSTANT( CAMERA_FIXED );
|
|
BIND_CONSTANT( CAMERA_FOLLOW );
|
|
}
|
|
|
|
void CharacterCamera::_ray_collision(Vector3 p_point, Vector3 p_normal, int p_subindex, ObjectID p_against,int p_idx) {
|
|
|
|
|
|
clip_ray[p_idx].clip_pos=p_point;
|
|
clip_ray[p_idx].clipped=true;
|
|
};
|
|
|
|
Transform CharacterCamera::get_camera_transform() const {
|
|
|
|
return accepted;
|
|
}
|
|
|
|
|
|
CharacterCamera::CharacterCamera() {
|
|
|
|
|
|
type=CAMERA_FOLLOW;
|
|
height=1;
|
|
|
|
orbit=Vector2(0,0);
|
|
|
|
distance=3;
|
|
min_distance=2;
|
|
max_distance=5;
|
|
|
|
autoturn=false;
|
|
autoturn_tolerance=15;
|
|
autoturn_speed=20;
|
|
|
|
min_orbit_x=-50;
|
|
max_orbit_x=70;
|
|
inclination=0;
|
|
|
|
clip=false;
|
|
use_lookat_target = false;
|
|
|
|
for(int i=0;i<3;i++) {
|
|
clip_ray[i].query=PhysicsServer::get_singleton()->query_create(this, "_ray_collision", i, true);
|
|
clip_ray[i].clipped=false;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
CharacterCamera::~CharacterCamera() {
|
|
|
|
for(int i=0;i<3;i++) {
|
|
PhysicsServer::get_singleton()->free(clip_ray[i].query);
|
|
}
|
|
|
|
|
|
}
|
|
#endif
|