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https://github.com/Relintai/pandemonium_demo_projects.git
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75 lines
2.3 KiB
GDScript
75 lines
2.3 KiB
GDScript
extends Camera
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const MAX_HEIGHT = 2.0
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const MIN_HEIGHT = 0
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export var min_distance = 0.5
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export var max_distance = 3.5
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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 collision_exception = []
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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 is 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_physics_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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func _physics_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 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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delta.y = clamp(delta.y, MIN_HEIGHT, MAX_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 + Basis(Vector3.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 + Basis(Vector3.UP, deg2rad(-autoturn_ray_aperture)).xform(delta), collision_exception)
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if not 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 not 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 = Basis(Vector3.UP, deg2rad(-dt * autoturn_speed)).xform(delta)
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elif col_left.empty() and not 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 = Basis(Vector3.UP, deg2rad(dt *autoturn_speed)).xform(delta)
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# Do nothing otherwise, left and right are occluded but center is not, so do not autoturn.
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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_position(pos, target, Vector3.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 = Basis(t.basis[0], deg2rad(angle_v_adjust)) * t.basis
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set_transform(t)
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