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authorJuan Linietsky <reduzio@gmail.com>2014-09-02 23:13:40 -0300
committerDana Olson <dana@shineuponthee.com>2014-09-15 17:43:28 -0400
commit247e7ed716a4c0bd5140c2b2a938f7118e84fb14 (patch)
tree2487f84d19ea60c4140c085164219a893a4f8566 /demos/3d/kinematic_char/follow_camera.gd
parentdbae857b293231882307c52217e9569a17da0f23 (diff)
3D Physics and Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
Diffstat (limited to 'demos/3d/kinematic_char/follow_camera.gd')
-rw-r--r--demos/3d/kinematic_char/follow_camera.gd92
1 files changed, 92 insertions, 0 deletions
diff --git a/demos/3d/kinematic_char/follow_camera.gd b/demos/3d/kinematic_char/follow_camera.gd
new file mode 100644
index 0000000000..0b9ff9bbb2
--- /dev/null
+++ b/demos/3d/kinematic_char/follow_camera.gd
@@ -0,0 +1,92 @@
+
+extends Camera
+
+# member variables here, example:
+# var a=2
+# var b="textvar"
+
+var collision_exception=[]
+export var min_distance=0.5
+export var max_distance=4.0
+export var angle_v_adjust=0.0
+export var autoturn_ray_aperture=25
+export var autoturn_speed=50
+var max_height = 2.0
+var min_height = 0
+
+func _fixed_process(dt):
+ var target = get_parent().get_global_transform().origin
+ var pos = get_global_transform().origin
+ var up = Vector3(0,1,0)
+
+ 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+Matrix3(up,deg2rad(autoturn_ray_aperture)).xform(delta),collision_exception)
+ var col = ds.intersect_ray(target,target,collision_exception)
+ var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception)
+
+ if (col!=null):
+ #if main ray was occluded, get camera closer, this is the worst case scenario
+ delta = col.position - target
+ elif (col_left!=null and col_right==null):
+ #if only left ray is occluded, turn the camera around to the right
+ delta = Matrix3(up,deg2rad(-dt*autoturn_speed)).xform(delta)
+ elif (col_left==null and col_right!=null):
+ #if only right ray is occluded, turn the camera around to the left
+ delta = Matrix3(up,deg2rad(dt*autoturn_speed)).xform(delta)
+ else:
+ #do nothing otherwise, left and right are occluded but center is not, so do not autoturn
+ pass
+
+ #apply lookat
+ pos = target + delta
+
+ look_at_from_pos(pos,target,up)
+
+ #turn a little up or down
+ var t = get_transform()
+ t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis
+ set_transform(t)
+
+
+
+func _ready():
+
+#find collision exceptions for ray
+ var node = self
+ while(node):
+ if (node extends RigidBody):
+ collision_exception.append(node.get_rid())
+ break
+ else:
+ node=node.get_parent()
+ # Initalization here
+ set_fixed_process(true)
+ #this detaches the camera transform from the parent spatial node
+ set_as_toplevel(true)
+
+
+
+
+
+