pandemonium_demo_projects/3d/rigidbody_character/player/follow_camera.gd

42 lines
1.1 KiB
GDScript

extends Camera
var collision_exception = []
export var min_distance = 0.5
export var max_distance = 3.0
export var angle_v_adjust = 0.0
var max_height = 2.0
var min_height = 0
onready var target_node: Spatial = get_parent()
func _ready():
collision_exception.append(target_node.get_parent().get_rid())
# Detaches the camera transform from the parent spatial node
set_as_toplevel(true)
func _physics_process(_delta):
var target_pos: Vector3 = target_node.global_transform.origin
var camera_pos: Vector3 = global_transform.origin
var delta_pos: Vector3 = camera_pos - target_pos
# Regular delta follow
# Check ranges
if delta_pos.length() < min_distance:
delta_pos = delta_pos.normalized() * min_distance
elif delta_pos.length() > max_distance:
delta_pos = delta_pos.normalized() * max_distance
# Check upper and lower height
delta_pos.y = clamp(delta_pos.y, min_height, max_height)
camera_pos = target_pos + delta_pos
look_at_from_position(camera_pos, target_pos, Vector3.UP)
# Turn a little up or down
var t = transform
t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust)) * t.basis
transform = t