This commit is contained in:
alex-kumpula 2023-11-12 02:53:20 -07:00
commit dfb805e218
17 changed files with 414 additions and 3 deletions

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blends/cake.blend (Stored with Git LFS) Normal file

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blends/cake_albedo.png (Stored with Git LFS) Normal file

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blends/cake_normals.png (Stored with Git LFS) Normal file

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godot/cake.glb (Stored with Git LFS) Normal file

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godot/cake.glb.import Normal file
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@ -0,0 +1,53 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://djj412h1ien4o"
path="res://.godot/imported/cake.glb-e60e073e8642f273d1a78ec90c85894b.scn"
[deps]
source_file="res://cake.glb"
dest_files=["res://.godot/imported/cake.glb-e60e073e8642f273d1a78ec90c85894b.scn"]
[params]
nodes/root_type="Node3D"
nodes/root_name="Scene Root"
nodes/apply_root_scale=true
nodes/root_scale=1.0
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
import_script/path="res://physics/import_billiard.gd"
_subresources={
"materials": {
"cake": {
"use_external/enabled": true,
"use_external/path": "res://cake.tres"
},
"candles": {
"use_external/enabled": true,
"use_external/path": "res://candles.tres"
}
},
"nodes": {
"PATH:cake2": {
"generate/physics": true,
"physics/body_type": 1,
"physics/shape_type": 5,
"primitive/height": 0.244,
"primitive/position": Vector3(0, 0.042, 0),
"primitive/radius": 0.219
}
}
}
gltf/embedded_image_handling=1

12
godot/cake.tres Normal file
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[gd_resource type="StandardMaterial3D" load_steps=3 format=3 uid="uid://b8htfw5f1a4wf"]
[ext_resource type="Texture2D" uid="uid://dhyh1g25bmhtf" path="res://cake_cake_albedo.png" id="1_jefwg"]
[ext_resource type="Texture2D" uid="uid://cer3pk0fspi1c" path="res://cake_cake_normals.png" id="2_55xkl"]
[resource]
resource_name = "cake"
vertex_color_use_as_albedo = true
albedo_texture = ExtResource("1_jefwg")
roughness = 0.5
normal_enabled = true
normal_texture = ExtResource("2_55xkl")

8
godot/cake.tscn Normal file
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@ -0,0 +1,8 @@
[gd_scene load_steps=2 format=3 uid="uid://cx4ohbn84hmc3"]
[ext_resource type="PackedScene" uid="uid://djj412h1ien4o" path="res://cake.glb" id="1_q3mni"]
[node name="cake" instance=ExtResource("1_q3mni")]
[node name="CollisionShape3D" parent="." index="4"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0367587, 0)

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godot/cake_cake_albedo.png (Stored with Git LFS) Normal file

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@ -0,0 +1,36 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dhyh1g25bmhtf"
path.bptc="res://.godot/imported/cake_cake_albedo.png-8e7e933b04d67a69b2a262d9cdfe2bb0.bptc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
generator_parameters={}
[deps]
source_file="res://cake_cake_albedo.png"
dest_files=["res://.godot/imported/cake_cake_albedo.png-8e7e933b04d67a69b2a262d9cdfe2bb0.bptc.ctex"]
[params]
compress/mode=2
compress/high_quality=true
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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godot/cake_cake_normals.png (Stored with Git LFS) Normal file

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@ -0,0 +1,36 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cer3pk0fspi1c"
path.bptc="res://.godot/imported/cake_cake_normals.png-85023f0c4cf5997d4101eb078e7a1400.bptc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
generator_parameters={}
[deps]
source_file="res://cake_cake_normals.png"
dest_files=["res://.godot/imported/cake_cake_normals.png-85023f0c4cf5997d4101eb078e7a1400.bptc.ctex"]
[params]
compress/mode=2
compress/high_quality=true
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=1
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=1
roughness/src_normal="res://cake_cake_normals.png"
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

8
godot/candles.tres Normal file
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[gd_resource type="StandardMaterial3D" format=3 uid="uid://li4gdaji6poj"]
[resource]
resource_name = "candles"
cull_mode = 2
vertex_color_use_as_albedo = true
albedo_color = Color(0.453326, 0, 0.0696221, 1)
roughness = 0.5

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@ -11,7 +11,7 @@ void vertex() {
void fragment() {
float scale = 50.0;
float speed = 1000.0;
float f = random2(round(UV * scale)/scale + round(TIME*speed)/speed);
float f = random2(UV + round(TIME*speed)/speed);
if (f > 0.1) {
discard;
}

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@ -36,7 +36,7 @@ func change_all_materials(mesh: MeshInstance3D):
layer2.render_priority = 30
layer0.no_depth_test = true
layer0.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_DEPTH_PRE_PASS
layer0.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_HASH
layer0.grow = true
layer0.grow_amount = -0.001
layer0.albedo_color = layer0.albedo_color.darkened(0.5)

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@ -43,3 +43,10 @@ charge={
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
[physics]
3d/default_linear_damp=5.0
3d/default_angular_damp=5.0
3d/time_before_sleep=0.1
3d/solver/solver_iterations=128

229
godot/smoother.gd Normal file
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# MIT LICENSE
#
# Copyright 2022 Anatol Bogun
#
# Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
# associated documentation files (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge, publish, distribute,
# sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all copies or
# substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT
# NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
# DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
class_name Smoother extends Node
## Smoother Node
## Version: 1.0.4
##
## A node type that smoothes scene nodes' properties by interpolating _physics_process steps.
##
## For documentation please visit https://github.com/anatolbogun/godot-smoother-node .
## Node properties that are interpolated.
## Defaults to ["position"], even if not displayed in the inspector.
@export var properties:Array[String] = ["position"]
## Apply interpolation to this node's parent.
@export var smooth_parent: = true :
set (value):
if value == false:
# remove parent from _properties in case this gets toggled on and off during runtime
_properties.erase(get_parent())
smooth_parent = value
## Apply interpolation to the recursive children of this node's parent.
@export var recursive: = true
## Explicitly include node paths in addition to the nodes that are included by other Smoother
## settings.
@export var includes:Array[NodePath] = []
## Explicitly exclude node paths.
## This will exclude nodes that would otherwise be included by other settings.
@export var excludes:Array[NodePath] = []
# get an array of all currently smoothed nodes; mainly for debugging performance optimisations
var smoothed_nodes:Array[Node] :
get:
var parent: = get_parent()
return _get_physics_process_nodes(parent, !smooth_parent) if parent != null else [] as Array[Node]
var _properties: = {}
var _physics_process_nodes:Array[Node]
var _physics_process_just_updated: = false
## Reset all smoothed nodes.
func reset() -> void:
_properties.clear()
## Reset a specific node. You may want to call this when a node gets teleported.
func reset_node(node:Node) -> void:
_properties.erase(node)
## Reset a specific Node by NodePath. You may want to call this when a Node gets teleported.
func reset_node_path(path:NodePath) -> void:
var node: = get_node_or_null(path)
if node != null:
reset_node(node)
## Add a Node to the includes Array[NodePath].
func add_include_node(node:Node) -> Array[NodePath]:
return add_include_path(get_path_to(node))
## Add a NodePath to the includes Array[NodePath].
func add_include_path(path:NodePath) -> Array[NodePath]:
return _add_unique_to_array(includes, path) as Array[NodePath]
## Remove a Node from the includes Array[NodePath].
func remove_include_node(node:Node) -> Array[NodePath]:
return remove_include_path(get_path_to(node))
## Remove a NodePath from the includes Array[NodePath].
func remove_include_path(path:NodePath) -> Array[NodePath]:
return _remove_all_from_array(includes, path) as Array[NodePath]
## Add a Node to the excludes Array[NodePath].
func add_exclude_node(node:Node) -> Array[NodePath]:
return add_exclude_path(get_path_to(node))
## Add a NodePath to the excludes Array[NodePath].
func add_exclude_path(path:NodePath) -> Array[NodePath]:
return _add_unique_to_array(excludes, path) as Array[NodePath]
## Remove a Node from the excludes Array[NodePath].
func remove_exclude_node(node:Node) -> Array[NodePath]:
return remove_exclude_path(get_path_to(node))
## Remove a NodePath from the excludes Array[NodePath].
func remove_exclude_path(path:NodePath) -> Array[NodePath]:
return _remove_all_from_array(excludes, path) as Array[NodePath]
## Add an item to an array unless the array already contains that item.
func _add_unique_to_array(array:Array, item:Variant) -> Array:
if !array.has(item):
array.push_back(item)
return array
## Remove all array items that match item.
func _remove_all_from_array(array:Array, item:Variant) -> Array:
while array.has(item):
array.erase(item)
return array
## Apply interpolation to all smoothed_nodes supported properties.
func _process(_delta: float) -> void:
for node in _physics_process_nodes:
if !_properties.has(node): continue
for property in _properties[node]:
var values = _properties[node][property]
if values.size() == 2:
if _physics_process_just_updated:
values[1] = node[property]
node[property] = lerp(values[0], values[1], Engine.get_physics_interpolation_fraction())
_physics_process_just_updated = false
## Store all smoothed_nodes' relevant properties of the previous (origin) and this (target)
## _physics_process frames for interpolation in the upcoming _process frames and apply the origin
## values.
func _physics_process(_delta: float) -> void:
var parent: = get_parent()
if parent == null: return
# move this node to the top of the parent tree (typically a scene's root node) so that it is
# called before all other _physics_processes
parent.move_child(self, 0)
if smooth_parent:
process_priority = parent.process_priority - 1
# update the relevant nodes once per _physics_process
_physics_process_nodes = _get_physics_process_nodes(parent, !smooth_parent)
# clean up _properties
for key in _properties.keys():
if !_physics_process_nodes.has(key):
_properties.erase(key)
for node in _physics_process_nodes:
if !_properties.has(node):
# called on the first frame after a node was added to _properties
_properties[node] = {}
# clean up _properties when a node exited the tree
node.tree_exited.connect(func (): _properties.erase(node))
for property in properties:
if ! property in node: continue
if !_properties[node].has(property):
# called on the first frame after a node was added to _properties
_properties[node][property] = [node[property]]
elif _properties[node][property].size() < 2:
# called on the second frame after a node was added to _properties
_properties[node][property].push_front(_properties[node][property][0])
_properties[node][property][1] = node[property]
else:
_properties[node][property][0] = _properties[node][property][1]
node[property] = _properties[node][property][0]
_physics_process_just_updated = true
## Get the relevant nodes to be smoothed based on this node's tree position and properties.
func _get_physics_process_nodes(node: Node, ignore_node: = false, with_includes: = true) -> Array[Node]:
var nodes:Array[Node] = []
nodes.assign(includes.map(
get_node_or_null
).filter(
func (_node:Node) -> bool: return _node != null && !excludes.has(get_path_to(_node))
) if with_includes else [])
if (
!ignore_node
&& node != self
&& !node is RigidBody2D
&& !node is RigidBody3D
&& !nodes.has(node)
&& !excludes.has(get_path_to(node))
&& node.has_method("_physics_process")
):
nodes.push_back(node)
if recursive:
for child in node.get_children():
for nested_node in _get_physics_process_nodes(child, false, false):
_add_unique_to_array(nodes, nested_node)
return nodes

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@ -1,9 +1,10 @@
[gd_scene load_steps=6 format=3 uid="uid://70bb2yncbl"]
[gd_scene load_steps=7 format=3 uid="uid://70bb2yncbl"]
[ext_resource type="PackedScene" uid="uid://bua7f25rpewkp" path="res://small_room.glb" id="1_2ticn"]
[ext_resource type="PackedScene" uid="uid://drmb4sitb74fx" path="res://control_scheme/controller.tscn" id="2_dcvuq"]
[ext_resource type="PackedScene" uid="uid://c43pr474qofhl" path="res://physics/grape.tscn" id="3_gijly"]
[ext_resource type="PackedScene" uid="uid://b1uf31ed6h0ir" path="res://UI/TAS UI/TAS UI.tscn" id="4_8yatx"]
[ext_resource type="PackedScene" uid="uid://cx4ohbn84hmc3" path="res://cake.tscn" id="5_udc7s"]
[sub_resource type="Environment" id="Environment_f0m14"]
ambient_light_source = 2
@ -32,3 +33,6 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.115958, 1.77839, -0.189013)
[node name="Camera3D" type="Camera3D" parent="." index="7"]
current = true
[node name="cake" parent="." index="8" instance=ExtResource("5_udc7s")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.45077, 0)