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przygody-pana-cegly/addons/phantom_camera/scripts/resources/phantom_camera_noise_3d.gd
2025-03-01 19:52:43 +01:00

302 lines
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GDScript
Vendored

@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