godot-demo-projects/3d/kinematic_character/follow_camera.gd

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extends Camera
# Member variables
var collision_exception = []
export var min_distance = 0.5
export var max_distance = 4.0
export var angle_v_adjust = 0.0
export var autoturn_ray_aperture = 25
export var autoturn_speed = 50
var max_height = 2.0
var min_height = 0
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func _physics_process(dt):
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var target = get_parent().global_transform.origin
var pos = global_transform.origin
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:
delta = delta.normalized() * min_distance
elif delta.length() > max_distance:
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
look_at_from_position(pos, target, up)
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# Turn a little up or down
var t = transform
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t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust)) * t.basis
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transform = t
func _ready():
# Find collision exceptions for ray
var node = self
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while node:
if node is RigidBody:
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collision_exception.append(node.get_rid())
break
else:
node = node.get_parent()
# This detaches the camera transform from the parent spatial node
set_as_toplevel(true)