204 lines
4.6 KiB
GDScript3
204 lines
4.6 KiB
GDScript3
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# Copyright (c) 2019 Lawnjelly
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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extends Spatial
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export(NodePath) var target : NodePath setget set_target, get_target
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var _m_Target : Spatial
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var _m_trCurr : Transform
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var _m_trPrev : Transform
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const SF_ENABLED = 1 << 0
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const SF_TRANSLATE = 1 << 1
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const SF_BASIS = 1 << 2
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const SF_SLERP = 1 << 3
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const SF_DIRTY = 1 << 4
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const SF_INVISIBLE = 1 << 5
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export (int, FLAGS, "enabled", "translate", "basis", "slerp") var flags : int = SF_ENABLED | SF_TRANSLATE | SF_BASIS setget _set_flags, _get_flags
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##########################################################################################
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# USER FUNCS
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# call this on e.g. starting a level, AFTER moving the target
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# so we can update both the previous and current values
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func teleport():
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var temp_flags = flags
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_SetFlags(SF_TRANSLATE | SF_BASIS)
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_RefreshTransform()
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_m_trPrev = _m_trCurr
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# do one frame update to make sure all components are updated
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_process(0)
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# resume old flags
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flags = temp_flags
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func set_enabled(var bEnable : bool):
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_ChangeFlags(SF_ENABLED, bEnable)
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_SetProcessing()
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func is_enabled():
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return _TestFlags(SF_ENABLED)
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##########################################################################################
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func _ready():
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_m_trCurr = Transform()
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_m_trPrev = Transform()
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func set_target(new_value):
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target = new_value
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if is_inside_tree():
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_FindTarget()
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func get_target():
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return target
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func _set_flags(new_value):
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flags = new_value
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# we may have enabled or disabled
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_SetProcessing()
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func _get_flags():
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return flags
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func _SetProcessing():
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var bEnable = _TestFlags(SF_ENABLED)
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if _TestFlags(SF_INVISIBLE):
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bEnable = false
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set_process(bEnable);
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set_physics_process(bEnable);
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pass
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func _enter_tree():
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# might have been moved
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_FindTarget()
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pass
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func _notification(what):
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match what:
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# invisible turns off processing
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NOTIFICATION_VISIBILITY_CHANGED:
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_ChangeFlags(SF_INVISIBLE, is_visible_in_tree() == false)
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_SetProcessing()
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func _RefreshTransform():
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_ClearFlags(SF_DIRTY);
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if _HasTarget() == false:
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return
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_m_trPrev = _m_trCurr
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_m_trCurr = _m_Target.transform
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func _FindTarget():
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_m_Target = null
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if target.is_empty():
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return
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_m_Target = get_node(target)
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if _m_Target is Spatial:
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return
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_m_Target = null
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#return false
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func _HasTarget()->bool:
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if _m_Target == null:
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return false
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# has not been deleted?
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if is_instance_valid(_m_Target):
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return true
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_m_Target = null
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return false
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func _process(_delta):
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if _TestFlags(SF_DIRTY):
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_RefreshTransform()
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var f = Engine.get_physics_interpolation_fraction()
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var tr : Transform = Transform()
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# translate
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if _TestFlags(SF_TRANSLATE):
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var ptDiff = _m_trCurr.origin - _m_trPrev.origin
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tr.origin = _m_trPrev.origin + (ptDiff * f)
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# rotate
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if _TestFlags(SF_BASIS):
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if _TestFlags(SF_SLERP):
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tr.basis = _m_trPrev.basis.slerp(_m_trCurr.basis, f)
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else:
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tr.basis = _LerpBasis(_m_trPrev.basis, _m_trCurr.basis, f)
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transform = tr
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pass
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func _physics_process(_delta):
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# take care of the special case where multiple physics ticks
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# occur before a frame .. the data must flow!
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if _TestFlags(SF_DIRTY):
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_RefreshTransform()
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_SetFlags(SF_DIRTY)
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pass
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func _LerpBasis(var from : Basis, var to : Basis, var f : float)->Basis:
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var res : Basis = Basis()
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res.x = from.x.linear_interpolate(to.x, f)
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res.y = from.y.linear_interpolate(to.y, f)
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res.z = from.z.linear_interpolate(to.z, f)
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return res
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func _SetFlags(var f):
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flags |= f
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func _ClearFlags(var f):
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flags &= ~f
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func _TestFlags(var f):
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return (flags & f) == f
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func _ChangeFlags(var f, var bSet):
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if bSet:
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_SetFlags(f)
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else:
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_ClearFlags(f)
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