diff options
Diffstat (limited to 'demos/3d/platformer/follow_camera.gd')
-rw-r--r-- | demos/3d/platformer/follow_camera.gd | 89 |
1 files changed, 37 insertions, 52 deletions
diff --git a/demos/3d/platformer/follow_camera.gd b/demos/3d/platformer/follow_camera.gd index 3d18327df0..d0d531b9a5 100644 --- a/demos/3d/platformer/follow_camera.gd +++ b/demos/3d/platformer/follow_camera.gd @@ -1,95 +1,80 @@ 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 +# 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 target = get_parent().get_global_transform().origin var pos = get_global_transform().origin - var up = Vector3(0,1,0) + var up = Vector3(0, 1, 0) var delta = pos - target - #regular delta follow - - #check ranges + # Regular delta follow + # Check ranges if (delta.length() < min_distance): - delta = delta.normalized() * min_distance + delta = delta.normalized()*min_distance elif (delta.length() > max_distance): - delta = delta.normalized() * max_distance + delta = delta.normalized()*max_distance - #check upper and lower height - if ( delta.y > max_height): + # Check upper and lower height + if (delta.y > max_height): delta.y = max_height - if ( delta.y < min_height): + if (delta.y < min_height): delta.y = min_height - #check autoturn - - var ds = PhysicsServer.space_get_direct_state( get_world().get_space() ) - + # 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) + 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 + # 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) + # 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) + # 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 + # 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 + # Apply lookat + if (delta == Vector3()): + delta = (pos - target).normalized()*0.0001 pos = target + delta - look_at_from_pos(pos,target,up) + look_at_from_pos(pos, target, up) - #turn a little up or down + # Turn a little up or down var t = get_transform() - t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis + t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis set_transform(t) - - -func _ready(): -#find collision exceptions for ray +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 + node = node.get_parent() set_fixed_process(true) - #this detaches the camera transform from the parent spatial node + # This detaches the camera transform from the parent spatial node set_as_toplevel(true) - - - - - - |