extends Camera # member variables here, example: # var a=2 # var b="textvar" 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 func _fixed_process(dt): var target = get_parent().get_global_transform().origin var pos = get_global_transform().origin var up = Vector3(0,1,0) var delta = pos - target #regular delta follow #check ranges if (delta.length() < min_distance): delta = delta.normalized() * min_distance elif (delta.length() > max_distance): delta = delta.normalized() * max_distance #check upper and lower height if ( delta.y > max_height): delta.y = max_height if ( delta.y < min_height): delta.y = min_height #check autoturn var ds = PhysicsServer.space_get_direct_state( get_world().get_space() ) var col_left = ds.intersect_ray(target,target+Matrix3(up,deg2rad(autoturn_ray_aperture)).xform(delta),collision_exception) var col = ds.intersect_ray(target,target+delta,collision_exception) var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception) if (!col.empty()): #if main ray was occluded, get camera closer, this is the worst case scenario delta = col.position - target elif (!col_left.empty() and col_right.empty()): #if only left ray is occluded, turn the camera around to the right delta = Matrix3(up,deg2rad(-dt*autoturn_speed)).xform(delta) elif (col_left.empty() and !col_right.empty()): #if only right ray is occluded, turn the camera around to the left delta = Matrix3(up,deg2rad(dt*autoturn_speed)).xform(delta) else: #do nothing otherwise, left and right are occluded but center is not, so do not autoturn pass #apply lookat if (delta==Vector3()): delta = (pos - target).normalized() * 0.0001 pos = target + delta look_at_from_pos(pos,target,up) #turn a little up or down var t = get_transform() t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis set_transform(t) func _ready(): #find collision exceptions for ray var node = self while(node): if (node extends RigidBody): collision_exception.append(node.get_rid()) break else: node=node.get_parent() # Initalization here set_fixed_process(true) #this detaches the camera transform from the parent spatial node set_as_toplevel(true)