Improved camera

This commit is contained in:
Eduard Urbach 2024-02-12 19:35:37 +01:00
parent cceb6678f5
commit 6a6915ca08
Signed by: akyoto
GPG Key ID: C874F672B1AF20C0
4 changed files with 54 additions and 34 deletions

View File

@ -1,8 +1,6 @@
class_name Camera
extends Camera3D
@export_flags_3d_physics var collision_mask := 1
@export_group("Zoom")
@export var zoom_speed := 0.5
@export var zoom_interpolation := 10.0
@ -10,12 +8,9 @@ extends Camera3D
@export var zoom_max := 8.0
var target_distance: float
var occlusion_distance: float = far
var pivot: Node3D
func _ready():
target_distance = position.z
pivot = get_parent()
Global.camera = self
func _input(event):
@ -33,39 +28,20 @@ func on_distance_changed():
target_distance = clampf(target_distance, zoom_min, zoom_max)
Global.camera_attributes.dof_blur_far_distance = target_distance + 1.0
func is_below_terrain():
return %CameraRays.occlusion_point.y > global_position.y
func _process(delta):
var distance := target_distance
if occlusion_distance < target_distance:
distance = occlusion_distance
if %CameraRays.occlusion_distance < target_distance:
distance = %CameraRays.occlusion_distance - 0.5
if is_below_terrain():
position.z = distance
return
if abs(distance - position.z) < 0.01:
return
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

View File

@ -1,9 +1,10 @@
[gd_scene load_steps=5 format=3 uid="uid://cpdoq0oh84mfw"]
[gd_scene load_steps=6 format=3 uid="uid://cpdoq0oh84mfw"]
[ext_resource type="Script" path="res://camera/FollowPlayer.gd" id="1_48rtd"]
[ext_resource type="Script" path="res://camera/CameraPivot.gd" id="2_dylfm"]
[ext_resource type="Script" path="res://camera/Camera.gd" id="2_pwdc2"]
[ext_resource type="CameraAttributesPractical" uid="uid://b835orxyqq6w5" path="res://camera/CameraPractical.tres" id="3_olar0"]
[ext_resource type="Script" path="res://camera/CameraRays.gd" id="5_5b07p"]
[node name="Follow" type="Marker3D"]
script = ExtResource("1_48rtd")
@ -23,3 +24,7 @@ fov = 45.0
size = 10.0
far = 1000.0
script = ExtResource("2_pwdc2")
[node name="CameraRays" type="Node3D" parent="Pivot"]
unique_name_in_owner = true
script = ExtResource("5_5b07p")

View File

@ -4,3 +4,4 @@
exposure_multiplier = 0.5
dof_blur_far_transition = 50.0
dof_blur_near_enabled = true
dof_blur_near_distance = 1.8

View File

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