extends Camera export var min_distance = 0.5 export var max_distance = 3.5 export var angle_v_adjust = 0.0 export var autoturn_ray_aperture = 25 export var autoturn_speed = 50 var collision_exception = [] var max_height = 2.0 var min_height = 0 func _ready(): # Find collision exceptions for ray. var node = self while node: if node is RigidBody: collision_exception.append(node.get_rid()) break else: node = node.get_parent() set_physics_process(true) # This detaches the camera transform from the parent spatial node. set_as_toplevel(true) func _physics_process(dt): var target = get_parent().get_global_transform().origin var pos = get_global_transform().origin 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 + Basis(Vector3.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 + Basis(Vector3.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 = Basis(Vector3.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 = Basis(Vector3.UP, deg2rad(dt *autoturn_speed)).xform(delta) # Do nothing otherwise, left and right are occluded but center is not, so do not autoturn. # Apply lookat. if delta == Vector3(): delta = (pos - target).normalized() * 0.0001 pos = target + delta look_at_from_position(pos, target, Vector3.UP) # Turn a little up or down. var t = get_transform() t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust)) * t.basis set_transform(t)