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@@ -0,0 +1,92 @@
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+
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+extends Camera
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+
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+# member variables here, example:
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+# var a=2
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+# var b="textvar"
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+
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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 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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+var max_height = 2.0
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+var min_height = 0
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+
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+func _fixed_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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+ var delta = pos - target
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+
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+ #regular delta follow
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+
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+ #check ranges
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+
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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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+ #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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+ #check autoturn
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+
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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+Matrix3(up,deg2rad(autoturn_ray_aperture)).xform(delta),collision_exception)
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+ var col = ds.intersect_ray(target,target,collision_exception)
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+ var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception)
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+
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+ if (col!=null):
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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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+ elif (col_left!=null and col_right==null):
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+ #if only left ray is occluded, turn the camera around to the right
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+ delta = Matrix3(up,deg2rad(-dt*autoturn_speed)).xform(delta)
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+ elif (col_left==null and col_right!=null):
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+ #if only right ray is occluded, turn the camera around to the left
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+ delta = Matrix3(up,deg2rad(dt*autoturn_speed)).xform(delta)
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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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+ #apply lookat
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+ pos = target + delta
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+
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+ look_at_from_pos(pos,target,up)
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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 = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis
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+ set_transform(t)
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+
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+
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+
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+func _ready():
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+
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+#find collision exceptions for ray
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+ var node = self
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+ while(node):
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+ if (node extends RigidBody):
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+ collision_exception.append(node.get_rid())
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+ break
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+ else:
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+ node=node.get_parent()
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+ # Initalization here
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+ set_fixed_process(true)
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+ #this detaches the camera transform from the parent spatial node
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+ set_as_toplevel(true)
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+
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+
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+
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+
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+
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+
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