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authorJuan Linietsky <reduzio@gmail.com>2014-09-17 23:23:42 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-09-17 23:23:42 -0300
commite0ce701c8c5216fa95d0931927e3e1570c40f3ae (patch)
tree0c24aa607d2383d793919d41f42f7127ad19c98c /demos/3d
parent990f6cf50e96213a4b1a2961e61a9b922cd75d71 (diff)
More Bugfix...
-=-=-=-=-=-== -Fix bug in camera follow script -Fix negate operator not working in shader language -Fix uninitialized pointer in raycast query API
Diffstat (limited to 'demos/3d')
-rw-r--r--demos/3d/kinematic_char/follow_camera.gd25
-rw-r--r--demos/3d/platformer/follow_camera.gd5
2 files changed, 5 insertions, 25 deletions
diff --git a/demos/3d/kinematic_char/follow_camera.gd b/demos/3d/kinematic_char/follow_camera.gd
index 60eef5787a..cf7172d7bb 100644
--- a/demos/3d/kinematic_char/follow_camera.gd
+++ b/demos/3d/kinematic_char/follow_camera.gd
@@ -24,7 +24,7 @@ func _fixed_process(dt):
#regular delta follow
#check ranges
-
+
if (delta.length() < min_distance):
delta = delta.normalized() * min_distance
elif (delta.length() > max_distance):
@@ -36,29 +36,6 @@ func _fixed_process(dt):
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.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 = Matrix3(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 = 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)
diff --git a/demos/3d/platformer/follow_camera.gd b/demos/3d/platformer/follow_camera.gd
index 60eef5787a..3d18327df0 100644
--- a/demos/3d/platformer/follow_camera.gd
+++ b/demos/3d/platformer/follow_camera.gd
@@ -42,7 +42,7 @@ func _fixed_process(dt):
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 = ds.intersect_ray(target,target+delta,collision_exception)
var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception)
if (!col.empty()):
@@ -59,6 +59,9 @@ func _fixed_process(dt):
pass
#apply lookat
+ if (delta==Vector3()):
+ delta = (pos - target).normalized() * 0.0001
+
pos = target + delta
look_at_from_pos(pos,target,up)