Improved camera
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@ -1,5 +1,8 @@
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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")
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@export var zoom_speed := 0.5
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@export var zoom_interpolation := 10.0
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@ -7,9 +10,12 @@ extends Camera3D
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@export var zoom_max := 8.0
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var target_distance: float
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var occlusion_distance: float = far
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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):
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@ -28,7 +34,38 @@ func on_distance_changed():
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Global.camera_attributes.dof_blur_far_distance = target_distance + 1.0
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func _process(delta):
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if abs(target_distance - position.z) < 0.01:
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var distance := target_distance
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if occlusion_distance < target_distance:
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distance = occlusion_distance
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if abs(distance - position.z) < 0.01:
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return
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position.z = lerpf(position.z, target_distance, zoom_interpolation * delta)
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position.z = lerpf(position.z, distance, zoom_interpolation * delta)
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func _physics_process(_delta):
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occlusion_distance = far
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var corner: Vector2 = get_viewport().get_visible_rect().size
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var space_state = get_world_3d().direct_space_state
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send_ray(space_state, Vector2(0, 0))
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send_ray(space_state, Vector2(corner.x, 0))
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send_ray(space_state, Vector2(0, corner.y))
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send_ray(space_state, Vector2(corner.x, corner.y))
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send_ray(space_state, Vector2(corner.x / 2, corner.y / 2))
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func send_ray(space_state: PhysicsDirectSpaceState3D, pos: Vector2):
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var from := pivot.global_position
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var to := project_position(pos, -1)
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var query = PhysicsRayQueryParameters3D.create(from, to, collision_mask)
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var result = space_state.intersect_ray(query)
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if result:
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var hit_point: Vector3 = result.position
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var diff := hit_point - pivot.global_position
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var distance := diff.length()
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if distance < occlusion_distance:
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occlusion_distance = distance
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