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@@ -1,95 +1,80 @@
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extends Camera
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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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+# 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 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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func _fixed_process(dt):
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- var target = get_parent().get_global_transform().origin
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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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+ var up = Vector3(0, 1, 0)
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var delta = pos - target
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- #regular delta follow
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-
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- #check ranges
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+ # Regular delta follow
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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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+ 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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+ delta = delta.normalized()*max_distance
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- #check upper and lower height
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- if ( delta.y > max_height):
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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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+ if (delta.y < min_height):
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delta.y = min_height
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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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+ # Check autoturn
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+ var ds = PhysicsServer.space_get_direct_state(get_world().get_space())
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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+delta,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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+ 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 + delta, 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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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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+ # 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.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 = Matrix3(up,deg2rad(-dt*autoturn_speed)).xform(delta)
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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.empty() and !col_right.empty()):
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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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+ # 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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+ # 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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- #apply lookat
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- if (delta==Vector3()):
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- delta = (pos - target).normalized() * 0.0001
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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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- look_at_from_pos(pos,target,up)
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+ look_at_from_pos(pos, target, up)
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- #turn a little up or down
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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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+ 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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-func _ready():
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-#find collision exceptions for ray
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+func _ready():
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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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+ node = node.get_parent()
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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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+ # 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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