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@@ -4,7 +4,7 @@ extends Camera
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# Member variables
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var collision_exception = []
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export var min_distance = 0.5
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-export var max_distance = 4.0
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+export var max_distance = 3.5
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export var angle_v_adjust = 0.0
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export var autoturn_ray_aperture = 25
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export var autoturn_speed = 50
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@@ -15,33 +15,33 @@ func _physics_process(dt):
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var target = get_parent().get_global_transform().origin
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var pos = get_global_transform().origin
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var up = Vector3(0, 1, 0)
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-
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+
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var delta = pos - target
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-
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+
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# Regular delta follow
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-
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+
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# Check ranges
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if delta.length() < min_distance:
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delta = delta.normalized() * min_distance
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elif delta.length() > max_distance:
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delta = delta.normalized() * max_distance
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-
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+
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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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-
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+
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# Check autoturn
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var ds = PhysicsServer.space_get_direct_state(get_world().get_space())
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-
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+
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var col_left = ds.intersect_ray(target, target + Basis(up, deg2rad(autoturn_ray_aperture)).xform(delta), collision_exception)
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var col = ds.intersect_ray(target, target + delta, collision_exception)
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var col_right = ds.intersect_ray(target, target + Basis(up, deg2rad(-autoturn_ray_aperture)).xform(delta), collision_exception)
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-
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+
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if !col.empty():
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# If main ray was occluded, get camera closer, this is the worst case scenario
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- delta = col.position - target
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+ delta = col.position - target
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elif !col_left.empty() and col_right.empty():
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# If only left ray is occluded, turn the camera around to the right
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delta = Basis(up, deg2rad(-dt * autoturn_speed)).xform(delta)
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@@ -51,15 +51,15 @@ func _physics_process(dt):
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else:
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# Do nothing otherwise, left and right are occluded but center is not, so do not autoturn
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pass
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-
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+
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# Apply lookat
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if delta == Vector3():
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delta = (pos - target).normalized() * 0.0001
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pos = target + delta
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-
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+
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look_at_from_position(pos, target, up)
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-
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+
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# Turn a little up or down
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var t = get_transform()
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t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust)) * t.basis
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