Some changes
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@@ -1,51 +1,66 @@
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class_name OverworldCamera extends Camera3D
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enum TargetType {
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FREE,
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FOLLOW_NODE
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}
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const COLLISION_MARGIN:float = 0.3
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enum FollowType {
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INSTANT,
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SMOOTH
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}
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@export_category("Follow Target")
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@export_category("Target")
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@export var targetNode:Node3D = null
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@export var targetType:TargetType = TargetType.FOLLOW_NODE
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@export var targetPosition:Vector3 = Vector3.ZERO
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@export var pivotOffset:Vector3 = Vector3(0, 1.2, 0)
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@export_category("Follow Settings")
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@export var targetOffset:Vector3 = Vector3.ZERO
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@export var positionOffset:Vector3 = Vector3(3, 10, 0)
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@export var pixelPerfect:bool = true
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@export_category("Orbit")
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@export var distance:float = 10.0
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@export var minDistance:float = 1.5
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@export var orbitSensitivity:float = 120.0
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@export var pitchMin:float = -10.0
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@export var pitchMax:float = 70.0
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func getTargetLookAt() -> Vector3:
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var targetPos:Vector3
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if TargetType.FREE:
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targetPos = self.targetPosition
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elif TargetType.FOLLOW_NODE:
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if targetNode == null:
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targetPos = self.global_transform.origin + self.global_transform.basis.z
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else:
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targetPos = targetNode.global_transform.origin
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@export_category("Collision")
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@export_flags_3d_physics var collisionMask:int = 1
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targetPos += targetOffset
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return targetPos
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var _yaw:float = 0.0
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var _pitch:float = 30.0
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func getTargetPosition() -> Vector3:
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var targetPos = getTargetLookAt()
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targetPos += positionOffset
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return targetPos
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func _process(delta:float) -> void:
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if targetNode == null:
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return
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func _process(_delta: float) -> void:
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var targetPos = getTargetPosition()
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global_transform.origin = targetPos
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var lookAt = getTargetLookAt()
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look_at(lookAt, Vector3.UP)
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var orbitInput:Vector2 = Input.get_vector(
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"camera_orbit_left", "camera_orbit_right",
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"camera_orbit_up", "camera_orbit_down"
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)
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_yaw += orbitInput.x * orbitSensitivity * delta
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# Invert Y so stick-up = camera rises (bird's-eye)
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_pitch -= orbitInput.y * orbitSensitivity * delta
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_pitch = clamp(_pitch, pitchMin, pitchMax)
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func _enter_tree() -> void:
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var targetPos = getTargetPosition()
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global_transform.origin = targetPos
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var lookAt = getTargetLookAt()
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look_at(lookAt, Vector3.UP)
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var pivot:Vector3 = targetNode.global_transform.origin + pivotOffset
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var yawRad:float = deg_to_rad(_yaw)
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var pitchRad:float = deg_to_rad(_pitch)
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var dir:Vector3 = Vector3(
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sin(yawRad) * cos(pitchRad),
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sin(pitchRad),
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cos(yawRad) * cos(pitchRad)
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)
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var desired:Vector3 = pivot + dir * distance
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var actual:Vector3 = _resolveCollision(pivot, desired)
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global_transform.origin = actual
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look_at(pivot, Vector3.UP)
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# Cast a ray from the pivot to the desired camera position.
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# If terrain blocks the shot, pull the camera in to just in front of the hit.
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func _resolveCollision(pivot:Vector3, desired:Vector3) -> Vector3:
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var space:PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
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var query:PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(pivot, desired)
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query.collision_mask = collisionMask
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var hit:Dictionary = space.intersect_ray(query)
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if hit.is_empty():
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return desired
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var hitDir:Vector3 = (desired - pivot).normalized()
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var pulled:Vector3 = hit["position"] - hitDir * COLLISION_MARGIN
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var pulledDist:float = (pulled - pivot).length()
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if pulledDist < minDistance:
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return pivot + hitDir * minDistance
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return pulled
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