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