Improved camera
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38
client/camera/CameraRays.gd
Normal file
38
client/camera/CameraRays.gd
Normal file
@ -0,0 +1,38 @@
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class_name CameraRays
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extends Node3D
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@export_flags_3d_physics var collision_mask := 1
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var occlusion_distance: float = 1000
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var occlusion_point: Vector3
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var pivot: Node3D
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func _ready():
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pivot = get_parent()
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func _physics_process(_delta):
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occlusion_distance = Global.camera.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 := Global.camera.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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occlusion_point = hit_point
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