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)