245 lines
6.4 KiB
GDScript
245 lines
6.4 KiB
GDScript
# Licensed under the MIT License.
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# Copyright (c) 2018-2020 Jaccomo Lorenz (Maujoe)
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extends Camera
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# User settings:
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# General settings
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export var enabled = true setget set_enabled
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# See https://docs.godotengine.org/en/latest/classes/class_input.html?highlight=Input#enumerations
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export(int, "Visible", "Hidden", "Captured, Confined") var mouse_mode = Input.MOUSE_MODE_CAPTURED
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enum Freelook_Modes {MOUSE, INPUT_ACTION, MOUSE_AND_INPUT_ACTION}
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# Freelook settings
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export var freelook = true
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export (Freelook_Modes) var freelook_mode = 2
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export (float, 0.0, 1.0) var sensitivity = 0.5
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export (float, 0.0, 0.999, 0.001) var smoothness = 0.5 setget set_smoothness
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export (int, 0, 360) var yaw_limit = 360
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export (int, 0, 360) var pitch_limit = 360
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# Pivot Settings
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export(NodePath) var privot setget set_privot
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export var distance = 5.0 setget set_distance
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export var rotate_privot = false
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export var collisions = true setget set_collisions
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# Movement settings
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export var movement = true
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export (float, 0.0, 1.0) var acceleration = 1.0
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export (float, 0.0, 0.0, 1.0) var deceleration = 0.1
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export var max_speed = Vector3(1.0, 1.0, 1.0)
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export var local = true
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# Input Actions
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export var rotate_left_action = ""
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export var rotate_right_action = ""
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export var rotate_up_action = ""
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export var rotate_down_action = ""
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export var forward_action = "ui_up"
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export var backward_action = "ui_down"
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export var left_action = "ui_left"
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export var right_action = "ui_right"
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export var up_action = "ui_page_up"
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export var down_action = "ui_page_down"
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export var trigger_action = ""
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# Gui settings
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export var use_gui = true
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export var gui_action = "ui_cancel"
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# Intern variables.
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var _mouse_offset = Vector2()
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var _rotation_offset = Vector2()
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var _yaw = 0.0
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var _pitch = 0.0
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var _total_yaw = 0.0
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var _total_pitch = 0.0
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var _direction = Vector3(0.0, 0.0, 0.0)
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var _speed = Vector3(0.0, 0.0, 0.0)
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var _gui
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var _triggered=false
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const ROTATION_MULTIPLIER = 500
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func _ready():
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_check_actions([
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forward_action,
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backward_action,
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left_action,
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right_action,
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gui_action,
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up_action,
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down_action,
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rotate_left_action,
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rotate_right_action,
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rotate_up_action,
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rotate_down_action
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])
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if privot:
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privot = get_node(privot)
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else:
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privot = null
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set_enabled(enabled)
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if use_gui:
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_gui = preload("camera_control_gui.gd")
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_gui = _gui.new(self, gui_action)
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add_child(_gui)
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func _input(event):
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if len(trigger_action)!=0:
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if event.is_action_pressed(trigger_action):
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_triggered=true
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elif event.is_action_released(trigger_action):
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_triggered=false
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else:
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_triggered=true
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if freelook and _triggered:
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if event is InputEventMouseMotion:
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_mouse_offset = event.relative
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_rotation_offset.x = Input.get_action_strength(rotate_right_action) - Input.get_action_strength(rotate_left_action)
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_rotation_offset.y = Input.get_action_strength(rotate_down_action) - Input.get_action_strength(rotate_up_action)
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if movement and _triggered:
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_direction.x = Input.get_action_strength(right_action) - Input.get_action_strength(left_action)
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_direction.y = Input.get_action_strength(up_action) - Input.get_action_strength(down_action)
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_direction.z = Input.get_action_strength(backward_action) - Input.get_action_strength(forward_action)
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func _process(delta):
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if _triggered:
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_update_views(delta)
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func _update_views(delta):
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if privot:
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_update_distance()
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if freelook:
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_update_rotation(delta)
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if movement:
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_update_movement(delta)
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func _physics_process(delta):
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if _triggered:
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_update_views_physics(delta)
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func _update_views_physics(delta):
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# Called when collision are enabled
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_update_distance()
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if freelook:
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_update_rotation(delta)
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var space_state = get_world().get_direct_space_state()
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var obstacle = space_state.intersect_ray(privot.get_translation(), get_translation())
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if not obstacle.empty():
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set_translation(obstacle.position)
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func _update_movement(delta):
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var offset = max_speed * acceleration * _direction
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_speed.x = clamp(_speed.x + offset.x, -max_speed.x, max_speed.x)
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_speed.y = clamp(_speed.y + offset.y, -max_speed.y, max_speed.y)
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_speed.z = clamp(_speed.z + offset.z, -max_speed.z, max_speed.z)
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# Apply deceleration if no input
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if _direction.x == 0:
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_speed.x *= (1.0 - deceleration)
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if _direction.y == 0:
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_speed.y *= (1.0 - deceleration)
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if _direction.z == 0:
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_speed.z *= (1.0 - deceleration)
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if local:
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translate(_speed * delta)
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else:
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global_translate(_speed * delta)
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func _update_rotation(delta):
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var offset = Vector2();
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if not freelook_mode == Freelook_Modes.INPUT_ACTION:
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offset += _mouse_offset * sensitivity
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if not freelook_mode == Freelook_Modes.MOUSE:
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offset += _rotation_offset * sensitivity * ROTATION_MULTIPLIER * delta
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_mouse_offset = Vector2()
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_yaw = _yaw * smoothness + offset.x * (1.0 - smoothness)
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_pitch = _pitch * smoothness + offset.y * (1.0 - smoothness)
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if yaw_limit < 360:
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_yaw = clamp(_yaw, -yaw_limit - _total_yaw, yaw_limit - _total_yaw)
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if pitch_limit < 360:
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_pitch = clamp(_pitch, -pitch_limit - _total_pitch, pitch_limit - _total_pitch)
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_total_yaw += _yaw
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_total_pitch += _pitch
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if privot:
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var target = privot.get_translation()
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var dist = get_translation().distance_to(target)
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set_translation(target)
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rotate_y(deg2rad(-_yaw))
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rotate_object_local(Vector3(1,0,0), deg2rad(-_pitch))
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translate(Vector3(0.0, 0.0, dist))
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if rotate_privot:
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privot.rotate_y(deg2rad(-_yaw))
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else:
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rotate_y(deg2rad(-_yaw))
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rotate_object_local(Vector3(1,0,0), deg2rad(-_pitch))
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func _update_distance():
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var t = privot.get_translation()
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t.z -= distance
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set_translation(t)
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func _update_process_func():
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# Use physics process if collision are enabled
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if collisions and privot:
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set_physics_process(true)
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set_process(false)
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else:
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set_physics_process(false)
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set_process(true)
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func _check_actions(actions=[]):
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if OS.is_debug_build():
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for action in actions:
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if not InputMap.has_action(action):
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print('WARNING: No action "' + action + '"')
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func set_privot(value):
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privot = value
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_update_process_func()
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if len(trigger_action)!=0:
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_update_views(0)
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func set_collisions(value):
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collisions = value
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_update_process_func()
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func set_enabled(value):
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enabled = value
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if enabled:
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Input.set_mouse_mode(mouse_mode)
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set_process_input(true)
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_update_process_func()
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else:
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set_process(false)
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set_process_input(false)
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set_physics_process(false)
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func set_smoothness(value):
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smoothness = clamp(value, 0.001, 0.999)
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func set_distance(value):
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distance = max(0, value)
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