godot-demo-projects/3d/platformer/player/follow_camera.gd

77 lines
2.3 KiB
GDScript

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)