parameters.from = camera.global_position parameters.to = camera.project_ray_normal(get_viewport().size / 2.0) * 1000 var result = get_world_3d().direct_space_state.intersect_ray(parameters) 说了这么多终于说到获得结果了。比较奇葩的是intersect_ray返回的是一个字典,具体包含哪些内容在文档中有说。
接受部噪声、坐标、大小设置func_init(noise:FastNoiseLite,x:int,z:int,chunk_size:int=32)->void:...
红色框指示为用户视口大小,每一帧检测八个射线向量所在点位置的tile是否填充,如果某个向量所指tile没有填充,则对该矩形整体进行填充: var center_position = Game.current_camera.get_camera_screen_center() + Vector2(0,half_brick_size) var center_tile = self.world_to_map(center_position) var top_left...
update_internals() # 定位镜头 camera.offset = %current_tile_map.get_used_rect().position * 16 ## 生成房间地图 func generate_rooms_map( room_coords_to_data_map: Dictionary, tile_map: TileMap, map_list: Array, ): GLog.info("开始生成地图房间") var max_number = map_list....
Incorrect Camera2D movement in embedded game window with stretch mode enabled #103441 closed Mar 12, 2025 change_scene_to_packed takes 2 frames until the new scene is usable #104007 closed Mar 12, 2025 Accessing `TEXTURE_PIXEL_SIZE` in a light() function leads to shader compilation er...
接着,先调整Viewport的size(这是倍镜画面的分辨率)并且将Viewport下的Camera的fov更改:到Sprite3D属性面板中,把材质改为Viewport材质:再把它调整到倍镜后端:最后来到player的脚本中:在_process()函数中添加如下代码就是获取Viewport下的Camera的全局变换,并将其设置为ker的全局变换这样,ker指哪,这个Camera就会看哪了(...
var texture_id :RID = rs.viewport_get_texture(viewport_id) # 对应viewport 最后一帧渲染的画面 func _ready() -> void: rs.canvas_item_set_parent(surface_id, get_canvas_item()) # 下面三个方法是必须的 rs.viewport_set_size(viewport_id, 400, 400) # 设置尺寸 ...
Font.get_wordwrap_string_size() method to return the rectangle size needed to draw a word-wrapped text. Camera.get_camera_rid() method to retrieve a Camera's RID. Array.slice() method to duplicate a subset of an Array and return it. The GraphEdit box selection colors can now be change...
screen_size = get_viewport_rect().size func _physics_process(delta): velocity.y += delta * GRAVITY if Input.is_action_pressed("ui_left"): velocity.x = -WALK_SPEED elif Input.is_action_pressed("ui_right"): velocity.x = WALK_SPEED ...
onready var _windowSize := self.get_viewport_rect().size # 跟踪的目标 var targets := [] func _process(delta: float) -> void: if targets.size() <= 1: _camera.zoom = lerp(_camera.zoom, Vector2.ONE, 2.0 * delta) return