e0ce701c8c
-=-=-=-=-=-== -Fix bug in camera follow script -Fix negate operator not working in shader language -Fix uninitialized pointer in raycast query API
95 lines
2.4 KiB
GDScript
95 lines
2.4 KiB
GDScript
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extends Camera
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# member variables here, example:
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# var a=2
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# var b="textvar"
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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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#check autoturn
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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)
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var col = ds.intersect_ray(target,target+delta,collision_exception)
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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()):
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#if main ray was occluded, get camera closer, this is the worst case scenario
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delta = col.position - target
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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
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delta = Matrix3(up,deg2rad(-dt*autoturn_speed)).xform(delta)
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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
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delta = Matrix3(up,deg2rad(dt*autoturn_speed)).xform(delta)
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else:
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#do nothing otherwise, left and right are occluded but center is not, so do not autoturn
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pass
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#apply lookat
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if (delta==Vector3()):
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delta = (pos - target).normalized() * 0.0001
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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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# Initalization here
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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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