@tool extends Camera3D @export var home: Node3D @export var target: Node3D @export var portal_mesh: MeshInstance3D: set(v): portal_mesh = v if v != null: print("set: portal_mesh", v) var mat = v.mesh.surface_get_material(0) as ShaderMaterial mat.set_shader_parameter("albedo", get_parent().get_texture()) @export var player_camera: Node3D @export_tool_button("Grab editor camera", "Camera3D") var _tb_grab_editor_camera: Callable = _grab_editor_camera func _ready() -> void: if home == null: var p = get_parent() while p is not Node3D: p = p.get_parent() home = p print(name + ": home = " + home.name) var env: Environment = get_world_3d().environment.duplicate() env.tonemap_mode = Environment.TONE_MAPPER_LINEAR env.tonemap_exposure = 1 self.environment = env # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: if not check(): return var player_to_home = home.global_transform.affine_inverse() * player_camera.global_transform var flipped = player_to_home.rotated(Vector3.UP, PI) var relative_to_target = target.global_transform * flipped self.global_transform = relative_to_target func check() -> bool: return target != null and \ player_camera != null and \ home != null and \ portal_mesh != null func _grab_editor_camera() -> void: if Engine.is_editor_hint(): print("Grabbing editor camera") player_camera = EditorInterface.get_editor_viewport_3d(0).get_camera_3d() else: print("Not in editor - cannot grab editor camera!")