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author | Juan Linietsky <reduzio@gmail.com> | 2014-09-16 21:19:54 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-09-16 21:19:54 -0300 |
commit | f00f4b9296a827ac1014cc2cc84b0dfbb4cac497 (patch) | |
tree | 57da76829a89ceb42d258865a3a4afb3cf51d5d4 /demos | |
parent | 642c63319eb7471c9accc0c50dfffef5d72c0078 (diff) |
CollisionPolygon (3D)
Workaround for round() on PC.
Diffstat (limited to 'demos')
-rw-r--r-- | demos/3d/platformer/follow_camera.gd | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/demos/3d/platformer/follow_camera.gd b/demos/3d/platformer/follow_camera.gd index 0b9ff9bbb2..60eef5787a 100644 --- a/demos/3d/platformer/follow_camera.gd +++ b/demos/3d/platformer/follow_camera.gd @@ -45,13 +45,13 @@ func _fixed_process(dt): 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 (!col.empty()): #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): + 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==null and col_right!=null): + 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: |