diff options
Diffstat (limited to 'demos/3d/platformer/follow_camera.gd')
-rw-r--r-- | demos/3d/platformer/follow_camera.gd | 80 |
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) |