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 = 5.5
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export var angle_v_adjust = 0.0
var max_height = 2.0
var min_height = 0
onready var target_node: Spatial = get_parent()
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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
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# Regular delta follow
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# 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
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# Check upper and lower height
if delta_pos.y > max_height:
delta_pos.y = max_height
if delta_pos.y < min_height:
delta_pos.y = min_height
camera_pos = target_pos + delta_pos
look_at_from_position(camera_pos, target_pos, Vector3.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