c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
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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|
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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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|
|
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return autoturn_speed;
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|
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|
}
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|
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void CharacterCamera::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_camera_type","type"),&CharacterCamera::set_camera_type);
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|
ObjectTypeDB::bind_method(_MD("get_camera_type"),&CharacterCamera::get_camera_type);
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|
ObjectTypeDB::bind_method(_MD("set_orbit","orbit"),&CharacterCamera::set_orbit);
|
|
ObjectTypeDB::bind_method(_MD("get_orbit"),&CharacterCamera::get_orbit);
|
|
ObjectTypeDB::bind_method(_MD("set_orbit_x","x"),&CharacterCamera::set_orbit_x);
|
|
ObjectTypeDB::bind_method(_MD("set_orbit_y","y"),&CharacterCamera::set_orbit_y);
|
|
ObjectTypeDB::bind_method(_MD("set_min_orbit_x","x"),&CharacterCamera::set_min_orbit_x);
|
|
ObjectTypeDB::bind_method(_MD("get_min_orbit_x"),&CharacterCamera::get_min_orbit_x);
|
|
ObjectTypeDB::bind_method(_MD("set_max_orbit_x","x"),&CharacterCamera::set_max_orbit_x);
|
|
ObjectTypeDB::bind_method(_MD("get_max_orbit_x"),&CharacterCamera::get_max_orbit_x);
|
|
ObjectTypeDB::bind_method(_MD("rotate_orbit"),&CharacterCamera::rotate_orbit);
|
|
ObjectTypeDB::bind_method(_MD("set_distance","distance"),&CharacterCamera::set_distance);
|
|
ObjectTypeDB::bind_method(_MD("get_distance"),&CharacterCamera::get_distance);
|
|
ObjectTypeDB::bind_method(_MD("set_clip","enable"),&CharacterCamera::set_clip);
|
|
ObjectTypeDB::bind_method(_MD("has_clip"),&CharacterCamera::has_clip);
|
|
ObjectTypeDB::bind_method(_MD("set_autoturn","enable"),&CharacterCamera::set_autoturn);
|
|
ObjectTypeDB::bind_method(_MD("has_autoturn"),&CharacterCamera::has_autoturn);
|
|
ObjectTypeDB::bind_method(_MD("set_autoturn_tolerance","degrees"),&CharacterCamera::set_autoturn_tolerance);
|
|
ObjectTypeDB::bind_method(_MD("get_autoturn_tolerance"),&CharacterCamera::get_autoturn_tolerance);
|
|
ObjectTypeDB::bind_method(_MD("set_autoturn_speed","speed"),&CharacterCamera::set_autoturn_speed);
|
|
ObjectTypeDB::bind_method(_MD("get_autoturn_speed"),&CharacterCamera::get_autoturn_speed);
|
|
ObjectTypeDB::bind_method(_MD("set_use_lookat_target","use","lookat"),&CharacterCamera::set_use_lookat_target, DEFVAL(Vector3()));
|
|
|
|
ObjectTypeDB::bind_method(_MD("_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
|