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- # Licensed under the MIT License.
- # Copyright (c) 2018 Jaccomo Lorenz (Maujoe)
- extends Camera
- # User settings:
- # General settings
- export var enabled = true setget set_enabled
- export(int, "Visible", "Hidden", "Caputered, Confined") var mouse_mode = 2
- # Mouslook settings
- export var mouselook = true
- export (float, 0.0, 1.0) var sensitivity = 0.5
- export (float, 0.0, 0.999, 0.001) var smoothness = 0.5 setget set_smoothness
- export(NodePath) var privot setget set_privot
- export var distance = 5.0 setget set_distance
- export var rotate_privot = false
- export var collisions = true setget set_collisions
- export (int, 0, 360) var yaw_limit = 360
- export (int, 0, 360) var pitch_limit = 360
- # Movement settings
- export var movement = true
- export (float, 0.0, 1.0) var acceleration = 1.0
- export (float, 0.0, 0.0, 1.0) var deceleration = 0.1
- export var max_speed = Vector3(1.0, 1.0, 1.0)
- export var local = true
- export var forward_action = "ui_up"
- export var backward_action = "ui_down"
- export var left_action = "ui_left"
- export var right_action = "ui_right"
- export var up_action = "ui_page_up"
- export var down_action = "ui_page_down"
- # Intern variables.
- var _mouse_position = Vector2(0.0, 0.0)
- var _yaw = 0.0
- var _pitch = 0.0
- var _total_yaw = 0.0
- var _total_pitch = 0.0
- var _direction = Vector3(0.0, 0.0, 0.0)
- var _speed = Vector3(0.0, 0.0, 0.0)
- var _gui
- onready var sky_b=get_tree().get_root().get_node("scene/Sky")
- func _ready():
- if privot:
- privot = get_node(privot)
- else:
- privot = null
- set_enabled(enabled)
- var mouse_c=false
- var is_ui=false
- func set_ui_input(event):
- if event is InputEventMouseButton:
- is_ui=!is_ui
- func _input(event):
- if event is InputEventMouseButton:
- mouse_c=!mouse_c
-
- if mouselook and mouse_c and !is_ui:
- if event is InputEventMouseMotion:
- _mouse_position = event.relative
- if movement:
- if event.is_action_pressed(forward_action):
- _direction.z = -1
- elif event.is_action_pressed(backward_action):
- _direction.z = 1
- elif not Input.is_action_pressed(forward_action) and not Input.is_action_pressed(backward_action):
- _direction.z = 0
- if event.is_action_pressed(left_action):
- _direction.x = -1
- elif event.is_action_pressed(right_action):
- _direction.x = 1
- elif not Input.is_action_pressed(left_action) and not Input.is_action_pressed(right_action):
- _direction.x = 0
-
- if event.is_action_pressed(up_action):
- _direction.y = 1
- if event.is_action_pressed(down_action):
- _direction.y = -1
- elif not Input.is_action_pressed(up_action) and not Input.is_action_pressed(down_action):
- _direction.y = 0
- func _process(delta):
- if privot:
- _update_distance()
- if mouselook:
- _update_mouselook()
- if movement:
- _update_movement(delta)
- get_node("../p1/p1/Camera").rotation=self.rotation
- get_node("../p1/p1/Camera").translation=self.translation
- #get_node("../Viewport2/p_main/Camera").rotation=self.rotation
- #get_node("../Viewport2/p_main/Camera").translation=self.translation
-
- func _physics_process(delta):
- # Called when collision are enabled
- _update_distance()
- if mouselook:
- _update_mouselook()
- var space_state = get_world().get_direct_space_state()
- var obstacle = space_state.intersect_ray(privot.get_translation(), get_translation())
- if not obstacle.empty():
- set_translation(obstacle.position)
- func _update_movement(delta):
- var offset = max_speed * acceleration * _direction
-
- _speed.x = clamp(_speed.x + offset.x, -max_speed.x, max_speed.x)
- _speed.y = clamp(_speed.y + offset.y, -max_speed.y, max_speed.y)
- _speed.z = clamp(_speed.z + offset.z, -max_speed.z, max_speed.z)
-
- # Apply deceleration if no input
- if _direction.x == 0:
- _speed.x *= (1.0 - deceleration)
- if _direction.y == 0:
- _speed.y *= (1.0 - deceleration)
- if _direction.z == 0:
- _speed.z *= (1.0 - deceleration)
- if local:
- translate(_speed * delta)
- else:
- global_translate(_speed * delta)
- func _update_mouselook():
- _mouse_position *= sensitivity
- _yaw = _yaw * smoothness + _mouse_position.x * (1.0 - smoothness)
- _pitch = _pitch * smoothness + _mouse_position.y * (1.0 - smoothness)
- _mouse_position = Vector2(0, 0)
- if yaw_limit < 360:
- _yaw = clamp(_yaw, -yaw_limit - _total_yaw, yaw_limit - _total_yaw)
- if pitch_limit < 360:
- _pitch = clamp(_pitch, -pitch_limit - _total_pitch, pitch_limit - _total_pitch)
- _total_yaw += _yaw
- _total_pitch += _pitch
- if privot:
- var target = privot.get_translation()
- var offset = get_translation().distance_to(target)
- set_translation(target)
- rotate_y(deg2rad(-_yaw))
- rotate_object_local(Vector3(1,0,0), deg2rad(-_pitch))
- translate(Vector3(0.0, 0.0, offset))
- if rotate_privot:
- privot.rotate_y(deg2rad(-_yaw))
- else:
- rotate_y(deg2rad(-_yaw))
- rotate_object_local(Vector3(1,0,0), deg2rad(-_pitch))
- func _update_distance():
- var t = privot.get_translation()
- t.z -= distance
- set_translation(t)
- func _update_process_func():
- # Use physics process if collision are enabled
- if collisions and privot:
- set_physics_process(true)
- set_process(false)
- else:
- set_physics_process(false)
- set_process(true)
- func _check_actions(actions=[]):
- if OS.is_debug_build():
- for action in actions:
- if not InputMap.has_action(action):
- print('WARNING: No action "' + action + '"')
- func set_privot(value):
- privot = value
- # TODO: fix parenting.
- # if privot:
- # if get_parent():
- # get_parent().remove_child(self)
- # privot.add_child(self)
- _update_process_func()
- func set_collisions(value):
- collisions = value
- _update_process_func()
- func set_enabled(value):
- enabled = value
- if enabled:
- Input.set_mouse_mode(mouse_mode)
- set_process_input(true)
- _update_process_func()
- else:
- set_process(false)
- set_process_input(false)
- set_physics_process(false)
- func set_smoothness(value):
- smoothness = clamp(value, 0.001, 0.999)
- func set_distance(value):
- distance = max(0, value)
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