2020-10-06 22:11:14 -04:00

245 lines
6.4 KiB
GDScript

# Licensed under the MIT License.
# Copyright (c) 2018-2020 Jaccomo Lorenz (Maujoe)
extends Camera
# User settings:
# General settings
export var enabled = true setget set_enabled
# See https://docs.godotengine.org/en/latest/classes/class_input.html?highlight=Input#enumerations
export(int, "Visible", "Hidden", "Captured, Confined") var mouse_mode = Input.MOUSE_MODE_CAPTURED
enum Freelook_Modes {MOUSE, INPUT_ACTION, MOUSE_AND_INPUT_ACTION}
# Freelook settings
export var freelook = true
export (Freelook_Modes) var freelook_mode = 2
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 (int, 0, 360) var yaw_limit = 360
export (int, 0, 360) var pitch_limit = 360
# Pivot Settings
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
# 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
# Input Actions
export var rotate_left_action = ""
export var rotate_right_action = ""
export var rotate_up_action = ""
export var rotate_down_action = ""
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"
export var trigger_action = ""
# Gui settings
export var use_gui = true
export var gui_action = "ui_cancel"
# Intern variables.
var _mouse_offset = Vector2()
var _rotation_offset = Vector2()
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
var _triggered=false
const ROTATION_MULTIPLIER = 500
func _ready():
_check_actions([
forward_action,
backward_action,
left_action,
right_action,
gui_action,
up_action,
down_action,
rotate_left_action,
rotate_right_action,
rotate_up_action,
rotate_down_action
])
if privot:
privot = get_node(privot)
else:
privot = null
set_enabled(enabled)
if use_gui:
_gui = preload("camera_control_gui.gd")
_gui = _gui.new(self, gui_action)
add_child(_gui)
func _input(event):
if len(trigger_action)!=0:
if event.is_action_pressed(trigger_action):
_triggered=true
elif event.is_action_released(trigger_action):
_triggered=false
else:
_triggered=true
if freelook and _triggered:
if event is InputEventMouseMotion:
_mouse_offset = event.relative
_rotation_offset.x = Input.get_action_strength(rotate_right_action) - Input.get_action_strength(rotate_left_action)
_rotation_offset.y = Input.get_action_strength(rotate_down_action) - Input.get_action_strength(rotate_up_action)
if movement and _triggered:
_direction.x = Input.get_action_strength(right_action) - Input.get_action_strength(left_action)
_direction.y = Input.get_action_strength(up_action) - Input.get_action_strength(down_action)
_direction.z = Input.get_action_strength(backward_action) - Input.get_action_strength(forward_action)
func _process(delta):
if _triggered:
_update_views(delta)
func _update_views(delta):
if privot:
_update_distance()
if freelook:
_update_rotation(delta)
if movement:
_update_movement(delta)
func _physics_process(delta):
if _triggered:
_update_views_physics(delta)
func _update_views_physics(delta):
# Called when collision are enabled
_update_distance()
if freelook:
_update_rotation(delta)
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_rotation(delta):
var offset = Vector2();
if not freelook_mode == Freelook_Modes.INPUT_ACTION:
offset += _mouse_offset * sensitivity
if not freelook_mode == Freelook_Modes.MOUSE:
offset += _rotation_offset * sensitivity * ROTATION_MULTIPLIER * delta
_mouse_offset = Vector2()
_yaw = _yaw * smoothness + offset.x * (1.0 - smoothness)
_pitch = _pitch * smoothness + offset.y * (1.0 - smoothness)
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 dist = 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, dist))
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
_update_process_func()
if len(trigger_action)!=0:
_update_views(0)
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)