8639cecf4c
The scripts were streamlined using more or less the following conventions: - space after a comma in lists of arguments - space around weak operators (+, -), no space around strong operators (*, /) - space after a comment start (#) - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now) - function blocks separate by two newlines The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
57 lines
1.3 KiB
GDScript
57 lines
1.3 KiB
GDScript
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extends Camera
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# member variables
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var collision_exception = []
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export var min_distance = 0.5
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export var max_distance = 4.0
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export var angle_v_adjust = 0.0
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export var autoturn_ray_aperture = 25
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export var autoturn_speed = 50
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var max_height = 2.0
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var min_height = 0
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func _fixed_process(dt):
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var target = get_parent().get_global_transform().origin
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var pos = get_global_transform().origin
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var up = Vector3(0, 1, 0)
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var delta = pos - target
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# regular delta follow
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# check ranges
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if (delta.length() < min_distance):
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delta = delta.normalized()*min_distance
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elif (delta.length() > max_distance):
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delta = delta.normalized()*max_distance
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# check upper and lower height
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if ( delta.y > max_height):
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delta.y = max_height
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if ( delta.y < min_height):
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delta.y = min_height
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pos = target + delta
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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()
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t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis
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set_transform(t)
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func _ready():
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# find collision exceptions for ray
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var node = self
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while(node):
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if (node extends RigidBody):
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collision_exception.append(node.get_rid())
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break
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else:
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node = node.get_parent()
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set_fixed_process(true)
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# this detaches the camera transform from the parent spatial node
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set_as_toplevel(true)
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