Improved third person camera
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@ -1,47 +1,141 @@
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class_name Camera
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extends Camera3D
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@export var center_offset := Vector3(0, 1.4, 0)
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var center: Vector3
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var look_offset: Vector3
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var target_position: Vector3
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@export_group("Collision")
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@export var min_height_above_ground: float = 0
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@export_flags_3d_physics var collision_mask := 1
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var occlusion: Dictionary
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var occlusion_distance := 0.0
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@export_group("Rotation")
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@export var sensitivity: float = 0.2
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@export var min_angle_x: float = -80.0
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@export var max_angle_x: float = 45.0
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var angle_x: float
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var angle_y: float
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var look_enabled: bool
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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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@export var zoom_min := 2.0
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@export var zoom_min := 2.5
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@export var zoom_max := 8.0
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var distance: float
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var target_distance: float
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func _ready():
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target_distance = position.z
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distance = 7.5
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target_distance = distance
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sensitivity = deg_to_rad(sensitivity)
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min_angle_x = deg_to_rad(min_angle_x)
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max_angle_x = deg_to_rad(max_angle_x)
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Global.camera = self
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update_look_offset()
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func _unhandled_input(event):
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if !event.is_action("look"):
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return
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match event.is_pressed():
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true:
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DisplayServer.mouse_set_mode(DisplayServer.MOUSE_MODE_CAPTURED)
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look_enabled = true
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false:
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DisplayServer.mouse_set_mode(DisplayServer.MOUSE_MODE_VISIBLE)
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look_enabled = false
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func _input(event):
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if event.is_action_pressed("zoom_in", true):
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target_distance -= zoom_speed
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on_distance_changed()
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get_viewport().set_input_as_handled()
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return
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if event.is_action_pressed("zoom_out", true):
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target_distance += zoom_speed
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on_distance_changed()
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get_viewport().set_input_as_handled()
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return
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if !look_enabled:
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return
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if not event is InputEventMouseMotion:
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return
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angle_x -= event.relative.y * sensitivity
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angle_y -= event.relative.x * sensitivity
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angle_x = clampf(angle_x, min_angle_x, max_angle_x)
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update_look_offset()
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func _process(delta):
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if !Global.player:
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return
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center = Global.player.position + center_offset
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distance = Math.dampf(distance, target_distance, zoom_interpolation * delta)
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target_position = center + look_offset * distance
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if min_height_above_ground > 0:
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var result := check_terrain()
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if result && target_position.y - result.position.y < min_height_above_ground:
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target_position.y = result.position.y + min_height_above_ground
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global_position = target_position
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check_occlusion()
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if occlusion_distance < distance:
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global_position = center + look_offset * occlusion_distance
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look_at(center)
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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 update_look_offset():
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look_offset = get_offset(Vector3.BACK)
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func _process(delta):
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var distance := target_distance
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func get_offset(vec: Vector3) -> Vector3:
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vec = vec.rotated(Vector3.RIGHT, angle_x)
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vec = vec.rotated(Vector3.UP, angle_y)
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return vec
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if %CameraRays.occlusion_distance < target_distance:
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distance = %CameraRays.occlusion_distance - 0.5
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func check_terrain() -> Dictionary:
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var space := get_world_3d().direct_space_state
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var from := Vector3(target_position.x, 100, target_position.z)
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var to := Vector3(target_position.x, -100, target_position.z)
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var query := PhysicsRayQueryParameters3D.create(from, to, collision_mask)
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return space.intersect_ray(query)
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if is_below_terrain():
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position.z = distance
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return
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func check_occlusion():
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occlusion_distance = INF
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var rect := get_viewport().get_visible_rect()
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var space := get_world_3d().direct_space_state
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send_ray_to_screen(rect.position, space)
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send_ray_to_screen(Vector2(rect.end.x, rect.position.y), space)
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send_ray_to_screen(rect.get_center(), space)
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send_ray_to_screen(Vector2(rect.position.x, rect.end.y), space)
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send_ray_to_screen(rect.end, space)
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if abs(distance - position.z) < 0.01:
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func send_ray_to_screen(point: Vector2, space: PhysicsDirectSpaceState3D):
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var screen_position := project_position(point, near)
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var query := PhysicsRayQueryParameters3D.create(center, screen_position, collision_mask)
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var hit := space.intersect_ray(query)
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if !hit:
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return
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position.z = Math.dampf(position.z, distance, zoom_interpolation * delta)
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var hit_point := hit.position as Vector3
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var hit_distance := (hit_point - center).length()
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if hit_distance < occlusion_distance:
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occlusion = hit
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occlusion_distance = hit_distance
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