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GDScript3
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class_name Camera
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extends Camera3D
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@export_flags_3d_physics var collision_mask := 1
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@export_group("Zoom")
@export var zoom_speed := 0.5
@export var zoom_interpolation := 10.0
@export var zoom_min := 2.0
@export var zoom_max := 8.0
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var target_distance: float
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var occlusion_distance: float = far
var pivot: Node3D
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func _ready():
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target_distance = position.z
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pivot = get_parent()
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Global.camera = self
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func _input(event):
if event.is_action_pressed("zoom_in", true):
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target_distance -= zoom_speed
on_distance_changed()
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get_viewport().set_input_as_handled()
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if event.is_action_pressed("zoom_out", true):
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target_distance += zoom_speed
on_distance_changed()
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get_viewport().set_input_as_handled()
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func on_distance_changed():
target_distance = clampf(target_distance, zoom_min, zoom_max)
Global.camera_attributes.dof_blur_far_distance = target_distance + 1.0
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func _process(delta):
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var distance := target_distance
if occlusion_distance < target_distance:
distance = occlusion_distance
if abs(distance - position.z) < 0.01:
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return
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position.z = lerpf(position.z, distance, zoom_interpolation * delta)
func _physics_process(_delta):
occlusion_distance = far
var corner: Vector2 = get_viewport().get_visible_rect().size
var space_state = get_world_3d().direct_space_state
send_ray(space_state, Vector2(0, 0))
send_ray(space_state, Vector2(corner.x, 0))
send_ray(space_state, Vector2(0, corner.y))
send_ray(space_state, Vector2(corner.x, corner.y))
send_ray(space_state, Vector2(corner.x / 2, corner.y / 2))
func send_ray(space_state: PhysicsDirectSpaceState3D, pos: Vector2):
var from := pivot.global_position
var to := project_position(pos, -1)
var query = PhysicsRayQueryParameters3D.create(from, to, collision_mask)
var result = space_state.intersect_ray(query)
if result:
var hit_point: Vector3 = result.position
var diff := hit_point - pivot.global_position
var distance := diff.length()
if distance < occlusion_distance:
occlusion_distance = distance