Improved camera
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cceb6678f5
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@ -1,8 +1,6 @@
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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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@ -10,12 +8,9 @@ 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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@ -33,39 +28,20 @@ func on_distance_changed():
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target_distance = clampf(target_distance, zoom_min, zoom_max)
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Global.camera_attributes.dof_blur_far_distance = target_distance + 1.0
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func is_below_terrain():
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return %CameraRays.occlusion_point.y > global_position.y
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func _process(delta):
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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 %CameraRays.occlusion_distance < target_distance:
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distance = %CameraRays.occlusion_distance - 0.5
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if is_below_terrain():
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position.z = distance
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return
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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, 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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@ -1,9 +1,10 @@
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[gd_scene load_steps=5 format=3 uid="uid://cpdoq0oh84mfw"]
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[gd_scene load_steps=6 format=3 uid="uid://cpdoq0oh84mfw"]
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[ext_resource type="Script" path="res://camera/FollowPlayer.gd" id="1_48rtd"]
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[ext_resource type="Script" path="res://camera/CameraPivot.gd" id="2_dylfm"]
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[ext_resource type="Script" path="res://camera/Camera.gd" id="2_pwdc2"]
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[ext_resource type="CameraAttributesPractical" uid="uid://b835orxyqq6w5" path="res://camera/CameraPractical.tres" id="3_olar0"]
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[ext_resource type="Script" path="res://camera/CameraRays.gd" id="5_5b07p"]
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[node name="Follow" type="Marker3D"]
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script = ExtResource("1_48rtd")
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@ -23,3 +24,7 @@ fov = 45.0
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size = 10.0
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far = 1000.0
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script = ExtResource("2_pwdc2")
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[node name="CameraRays" type="Node3D" parent="Pivot"]
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unique_name_in_owner = true
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script = ExtResource("5_5b07p")
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@ -4,3 +4,4 @@
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exposure_multiplier = 0.5
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dof_blur_far_transition = 50.0
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dof_blur_near_enabled = true
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dof_blur_near_distance = 1.8
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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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