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-rw-r--r--demos/3d/platformer/follow_camera.gd80
1 files changed, 0 insertions, 80 deletions
diff --git a/demos/3d/platformer/follow_camera.gd b/demos/3d/platformer/follow_camera.gd
deleted file mode 100644
index d0d531b9a5..0000000000
--- a/demos/3d/platformer/follow_camera.gd
+++ /dev/null
@@ -1,80 +0,0 @@
-
-extends Camera
-
-# Member variables
-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 + delta, 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
- if (delta == Vector3()):
- delta = (pos - target).normalized()*0.0001
-
- 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()
- set_fixed_process(true)
- # This detaches the camera transform from the parent spatial node
- set_as_toplevel(true)