@tool @icon("res://addons/phantom_camera/icons/phantom_camera_noise_resource.svg") class_name PhantomCameraNoise3D extends Resource ## A resource type used to apply noise, or shake, to [Camera3D]s that have a [PhantomCameraHost] as a child. ## ## Is a resource type that defines, calculates and outputs the noise values to a [Camera3D] through active ## [PhantomCamera3D].[br] ## It can be applied to either [PhantomCameraNoiseEmitter3D] or a [PhantomCamera3D] noise property directly #region Exported Properties ## Defines the size of the noise pattern.[br] ## Higher values will increase the range the noise can reach. @export_range(0, 100, 0.001, "or_greater") var amplitude: float = 10: set = set_amplitude, get = get_amplitude ## Sets the density of the noise pattern.[br] ## Higher values will result in more erratic noise. @export_range(0, 10, 0.001, "or_greater") var frequency: float = 0.2: set = set_frequency, get = get_frequency ## If true, randomizes the noise pattern every time the noise is run.[br] ## If disabled, [member seed] can be used to define a fixed noise pattern. @export var randomize_noise_seed: bool = true: set = set_randomize_noise_seed, get = get_randomize_noise_seed ## Sets a predetermined seed noise value.[br] ## Useful if wanting to achieve a persistent noise pattern every time the noise is emitted. @export var noise_seed: int = 0: set = set_noise_seed, get = get_noise_seed ## Enables noise changes to the [Camera3D]'s rotation. @export var rotational_noise: bool = true: set = set_rotational_noise, get = get_rotational_noise ## Enables noise changes to the camera's position.[br][br] ## [b]Important[/b][br]This can cause geometry clipping if the camera gets too close while this is active. @export var positional_noise: bool = false: set = set_positional_noise, get = get_positional_noise @export_group("Rotational Multiplier") ## Multiplies rotational noise amount in the X-axis.[br] ## Set the value to [param 0] to disable noise in the axis. @export_range(0, 1, 0.001, "or_greater") var rotational_multiplier_x: float = 1: set = set_rotational_multiplier_x, get = get_rotational_multiplier_x ## Multiplies rotational noise amount in the Y-axis.[br] ## Set the value to [param 0] to disable noise in the axis. @export_range(0, 1, 0.001, "or_greater") var rotational_multiplier_y: float = 1: set = set_rotational_multiplier_y, get = get_rotational_multiplier_y ## Multiplies rotational noise amount in the Z-axis.[br] ## Set the value to [param 0] to disable noise in the axis. @export_range(0, 1, 0.001, "or_greater") var rotational_multiplier_z: float = 1: set = set_rotational_multiplier_z, get = get_rotational_multiplier_z @export_group("Positional Multiplier") ## Multiplies positional noise amount in the X-axis.[br] ## Set the value to [param 0] to disable noise in the axis.[br] ## [b]Note:[/b] Rotational Offset is recommended to avoid potential camera clipping with the environment. @export_range(0, 1, 0.001, "or_greater") var positional_multiplier_x: float = 1: set = set_positional_multiplier_x, get = get_positional_multiplier_x ## Multiplies positional noise amount in the Y-axis.[br] ## Set the value to [param 0] to disable noise in the axis.[br] ## [b]Note:[/b] Rotational Offset is recommended to avoid potential camera clipping with the environment. @export_range(0, 1, 0.001, "or_greater") var positional_multiplier_y: float = 1: set = set_positional_multiplier_y, get = get_positional_multiplier_y ## Multiplies positional noise amount in the Z-axis.[br] ## Set the value to [param 0] to disable noise in the axis.[br] ## [b]Note:[/b] Rotational Offset is recommended to avoid potential camera clipping with the environment. @export_range(0, 1, 0.001, "or_greater") var positional_multiplier_z: float = 1: set = set_positional_multiplier_z, get = get_positional_multiplier_z #endregion #region Private Variables var _noise_algorithm: FastNoiseLite = FastNoiseLite.new() var _noise_rotational_multiplier: Vector3 = Vector3( rotational_multiplier_x, rotational_multiplier_y, rotational_multiplier_z, ) var _noise_positional_multiplier: Vector3 = Vector3( positional_multiplier_x, positional_multiplier_y, positional_multiplier_z, ) var _trauma: float = 0.0: set(value): _trauma = value if _trauma == 0.0: _noise_time = 0.0 var _noise_time: float = 0.0 #endregion #region Private Functions func _init(): _noise_algorithm.noise_type = FastNoiseLite.TYPE_PERLIN if randomize_noise_seed: _noise_algorithm.seed = randi() _noise_algorithm.frequency = frequency func _validate_property(property: Dictionary) -> void: if randomize_noise_seed and property.name == "noise_seed": property.usage = PROPERTY_USAGE_NO_EDITOR if not rotational_noise: match property.name: "rotational_multiplier_x", \ "rotational_multiplier_y", \ "rotational_multiplier_z": property.usage = PROPERTY_USAGE_NO_EDITOR if not positional_noise: match property.name: "positional_multiplier_x", \ "positional_multiplier_y", \ "positional_multiplier_z": property.usage = PROPERTY_USAGE_NO_EDITOR func _get_noise_from_seed(noise_seed: int) -> float: return _noise_algorithm.get_noise_2d(noise_seed, _noise_time) * amplitude func set_trauma(value: float) -> void: _trauma = value #endregion #region Public Functions func get_noise_transform(delta: float) -> Transform3D: var output_rotation: Vector3 = Vector3.ZERO var output_position: Vector3 = Vector3.ZERO _noise_time += delta _trauma = maxf(_trauma, 0.0) for i in 3: if rotational_noise: output_rotation[i] = deg_to_rad( _noise_rotational_multiplier[i] * pow(_trauma, 2) * _get_noise_from_seed(i + noise_seed) ) if positional_noise: output_position[i] += _noise_positional_multiplier[i] / 10 * \ pow(_trauma, 2) * _get_noise_from_seed(i + noise_seed) return Transform3D(Quaternion.from_euler(output_rotation), output_position) func reset_noise_time() -> void: _noise_time = 0 #endregion #region Setters & Getters ## Sets the [member amplitude] value. func set_amplitude(value: float) -> void: amplitude =value ## Returns the [member amplitude] value. func get_amplitude() -> float: return amplitude ## Sets the [member frequency] value. func set_frequency(value: float) -> void: frequency = value _noise_algorithm.frequency = value ## Returns the [member frequency] value. func get_frequency() -> float: return frequency ## Sets the [member randomize_seed] value. func set_randomize_noise_seed(value: int) -> void: randomize_noise_seed = value if value: _noise_algorithm.seed = randi() notify_property_list_changed() ## Returns the [member randomize_seed] value. func get_randomize_noise_seed() -> int: return randomize_noise_seed ## Sets the [member randomize_seed] value. func set_noise_seed(value: int) -> void: noise_seed = value ## Returns the [member seed] value. func get_noise_seed() -> int: return noise_seed ## Sets the [member positional_noise] value. func set_positional_noise(value: bool) -> void: positional_noise = value notify_property_list_changed() ## Returns the [member positional_noise] value. func get_positional_noise() -> bool: return positional_noise ## Sets the [member rotational_noise] value. func set_rotational_noise(value: bool) -> void: rotational_noise = value notify_property_list_changed() ## Returns the [member rotational_noise] value. func get_rotational_noise() -> bool: return rotational_noise ## Sets the [member positional_multiplier_x] value. func set_positional_multiplier_x(value: float) -> void: positional_multiplier_x = value _noise_positional_multiplier.x = value ## Returns the [member positional_multiplier_x] value. func get_positional_multiplier_x() -> float: return positional_multiplier_x ## Sets the [member positional_multiplier_y] value. func set_positional_multiplier_y(value: float) -> void: positional_multiplier_y = value _noise_positional_multiplier.y = value ## Returns the [member positional_multiplier_y] value. func get_positional_multiplier_y() -> float: return positional_multiplier_y ## Sets the [member positional_multiplier_z] value. func set_positional_multiplier_z(value: float) -> void: positional_multiplier_z = value _noise_positional_multiplier.z = value ## Returns the [member positional_multiplier_z] value. func get_positional_multiplier_z() -> float: return positional_multiplier_z ## Sets the [member rotational_multiplier_x] value. func set_rotational_multiplier_x(value: float) -> void: rotational_multiplier_x = value _noise_rotational_multiplier.x = value ## Returns the [member rotational_multiplier_x] value. func get_rotational_multiplier_x() -> float: return rotational_multiplier_x ## Sets the [member rotational_multiplier_y] value. func set_rotational_multiplier_y(value: float) -> void: rotational_multiplier_y = value _noise_rotational_multiplier.y = value ## Returns the [member rotational_multiplier_y] value. func get_rotational_multiplier_y() -> float: return rotational_multiplier_y ## Sets the [member rotational_multiplier_z] value. func set_rotational_multiplier_z(value: float) -> void: rotational_multiplier_z = value _noise_rotational_multiplier.z = value ## Returns the [member rotational_multiplier_z] value. func get_rotational_multiplier_z() -> float: return rotational_multiplier_z #endregion