generated from krampus/template-godot4
	
		
			
	
	
		
			229 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			GDScript3
		
	
	
	
	
	
		
		
			
		
	
	
			229 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			GDScript3
		
	
	
	
	
	
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								@tool
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								@icon("res://addons/phantom_camera/icons/phantom_camera_noise_resource.svg")
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								class_name PhantomCameraNoise2D
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								extends Resource
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								## A resource type used to apply noise, or shake, to [Camera2D]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 [Camera2D] through active
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								## [PhantomCamera3D].[br]
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								## It can be applied to either [PhantomCameraNoiseEmitter2D] or a [PhantomCamera2D] 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, 1000, 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 = 0.5:
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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 [member Camera2D.offset] position.
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								@export var positional_noise: bool = true:
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									set = set_positional_noise,
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									get = get_positional_noise
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								## Enables noise changes to the [Camera2D]'s rotation.
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								@export var rotational_noise: bool = false:
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									set = set_rotational_noise,
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									get = get_rotational_noise
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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.
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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.
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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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								@export_group("Rotational Multiplier")
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								## Multiplies rotational noise amount.
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								@export_range(0, 1, 0.001, "or_greater") var rotational_multiplier: float = 1:
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									set = set_rotational_multiplier,
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									get = get_rotational_multiplier
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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_positional_multiplier: Vector2 = Vector2(
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									positional_multiplier_x,
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									positional_multiplier_y
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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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								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 and property.name == "rotational_multiplier":
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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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												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) -> Transform2D:
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									var output_position: Vector2 = Vector2.ZERO
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									var output_rotation: float = 0.0
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									_noise_time += delta
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									_trauma = maxf(_trauma, 0.0)
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									if positional_noise:
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										for i in 2:
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											output_position[i] = _noise_positional_multiplier[i] * pow(_trauma, 2) * _get_noise_from_seed(i + noise_seed)
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									if rotational_noise:
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										output_rotation = rotational_multiplier / 100 * pow(_trauma, 2) * _get_noise_from_seed(noise_seed)
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									return Transform2D(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 rotational_multiplier] value.
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								func set_rotational_multiplier(value: float) -> void:
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									rotational_multiplier = value
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								## Returns the [member rotational_multiplier] value.
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								func get_rotational_multiplier() -> float:
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									return rotational_multiplier
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								#endregion
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