godot/demos/3d/kinematic_char/follow_camera.gd

58 lines
1.3 KiB
GDScript

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
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)