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

89 lines
2.5 KiB
GDScript

@tool
extends "base_modifier.gd"
@export var rotation := Vector3(360.0, 360.0, 360.0)
@export var snap_angle := Vector3.ZERO
var _rng: RandomNumberGenerator
func _init() -> void:
display_name = "Randomize Rotation"
category = "Edit"
can_override_seed = true
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("Randomly rotate every transforms individually.")
var p := documentation.add_parameter("Rotation")
p.set_type("Vector3")
p.set_description("Rotation angle (in degrees) along each axes (X, Y, Z)")
p = documentation.add_parameter("Snap angle")
p.set_type("Vector3")
p.set_description(
"When set to any value above 0, the rotation will be done by increments
of the snap angle.")
p.add_warning(
"Example: When Snap Angle is set to 90, the possible random rotation
offsets around an axis will be among [0, 90, 180, 360].")
func _process_transforms(transforms, domain, random_seed) -> void:
_rng = RandomNumberGenerator.new()
_rng.set_seed(random_seed)
var t: Transform3D
var b: Basis
var gt: Transform3D = domain.get_global_transform()
var gb: Basis = gt.basis
var axis_x: Vector3 = Vector3.RIGHT
var axis_y: Vector3 = Vector3.UP
var axis_z: Vector3 = Vector3.FORWARD
if is_using_local_space():
axis_x = (Vector3.RIGHT * gb).normalized()
axis_y = (Vector3.UP * gb).normalized()
axis_z = (Vector3.FORWARD * gb).normalized()
for i in transforms.list.size():
t = transforms.list[i]
b = t.basis
if is_using_individual_instances_space():
axis_x = t.basis.x.normalized()
axis_y = t.basis.y.normalized()
axis_z = t.basis.z.normalized()
b = b.rotated(axis_x, _random_angle(rotation.x, snap_angle.x))
b = b.rotated(axis_y, _random_angle(rotation.y, snap_angle.y))
b = b.rotated(axis_z, _random_angle(rotation.z, snap_angle.z))
t.basis = b
transforms.list[i] = t
func _random_vec3() -> Vector3:
var vec3 = Vector3.ZERO
vec3.x = _rng.randf_range(-1.0, 1.0)
vec3.y = _rng.randf_range(-1.0, 1.0)
vec3.z = _rng.randf_range(-1.0, 1.0)
return vec3
func _random_angle(rot: float, snap: float) -> float:
return deg_to_rad(snapped(_rng.randf_range(-1.0, 1.0) * rot, snap))
func _clamp_vector(vec3, vmin, vmax) -> Vector3:
vec3.x = clamp(vec3.x, vmin.x, vmax.x)
vec3.y = clamp(vec3.y, vmin.y, vmax.y)
vec3.z = clamp(vec3.z, vmin.z, vmax.z)
return vec3