Files
fps_project_1/addons/proton_scatter/src/modifiers/offset_rotation.gd

101 lines
2.8 KiB
GDScript

@tool
extends "base_modifier.gd"
@export_enum("Offset:0", "Multiply:1", "Override:2") var operation: int
@export var rotation := Vector3.ZERO
func _init() -> void:
display_name = "Edit Rotation"
category = "Offset"
can_restrict_height = false
global_reference_frame_available = true
local_reference_frame_available = true
individual_instances_reference_frame_available = true
use_individual_instances_space_by_default()
documentation.add_paragraph("Rotates every transform.")
documentation.add_parameter("Rotation").set_type("Vector3").set_description(
"Rotation angle (in degrees) along each axes (X, Y, Z)")
func _process_transforms(transforms, domain, _seed : int) -> void:
var rotation_rad := Vector3.ZERO
rotation_rad.x = deg_to_rad(rotation.x)
rotation_rad.y = deg_to_rad(rotation.y)
rotation_rad.z = deg_to_rad(rotation.z)
var s_gt: Transform3D = domain.get_global_transform()
var s_lt: Transform3D = domain.get_local_transform()
var s_gt_inverse := s_gt.affine_inverse()
var t: Transform3D
var basis: Basis
var axis_x: Vector3
var axis_y: Vector3
var axis_z: Vector3
var final_rotation: Vector3
if is_using_local_space():
axis_x = Vector3.RIGHT
axis_y = Vector3.UP
axis_z = Vector3.FORWARD
elif is_using_global_space():
axis_x = (s_gt_inverse.basis * Vector3.RIGHT).normalized()
axis_y = (s_gt_inverse.basis * Vector3.UP).normalized()
axis_z = (s_gt_inverse.basis * Vector3.FORWARD).normalized()
for i in transforms.size():
t = transforms.list[i]
basis = t.basis
match operation:
0: # Offset
final_rotation = rotation_rad
1: # Multiply
# TMP: Local and global space calculations are probably wrong
var current_rotation: Vector3
if is_using_individual_instances_space():
current_rotation = basis.get_euler()
elif is_using_local_space():
var local_t := t * s_lt
current_rotation = local_t.basis.get_euler()
else:
var global_t := t * s_gt
current_rotation = global_t.basis.get_euler()
final_rotation = (current_rotation * rotation) - current_rotation
2: # Override
# Creates a new basis with the original scale only
# Applies new rotation on top
if is_using_individual_instances_space():
basis = Basis().from_scale(t.basis.get_scale())
elif is_using_local_space():
basis = (s_gt_inverse * s_gt).basis
else:
var tmp_t = Transform3D(Basis.from_scale(t.basis.get_scale()), Vector3.ZERO)
basis = (s_gt_inverse * tmp_t).basis
final_rotation = rotation_rad
if is_using_individual_instances_space():
axis_x = basis.x.normalized()
axis_y = basis.y.normalized()
axis_z = basis.z.normalized()
basis = basis.rotated(axis_y, final_rotation.y)
basis = basis.rotated(axis_x, final_rotation.x)
basis = basis.rotated(axis_z, final_rotation.z)
transforms.list[i].basis = basis