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🎨 Cleanup projectile trails logic
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85d8548688
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ca189643b2
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@ -23,11 +23,10 @@ radius = 0.15
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script = ExtResource("1_4j1dp")
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EXPLOSION = ExtResource("2_llml6")
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[node name="Trail3D" type="MeshInstance3D" parent="."]
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[node name="ProjectileTrail" type="MeshInstance3D" parent="."]
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material_override = SubResource("StandardMaterial3D_4a265")
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script = ExtResource("3_ygqbh")
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_from_width = 0.15
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_scale_acceleration = 0.5
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_start_width = 0.15
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_lifespan = 0.25
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_start_color = Color(0, 0.498039, 0.854902, 1)
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_end_color = Color(1, 1, 1, 0)
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@ -14,16 +14,12 @@
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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class_name Trail3D extends MeshInstance3D
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var _points : Array = [] # 3D points of trail
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var _widths : Array = [] # Calculated widths of trail
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var _lifespans : Array = [] # Trail point lifespans
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@export var _trail_enabled : bool = true
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@export var _trail_enabled : bool = true # Is trail shown?
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@export var _start_width : float = 0.5
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@export var _end_width : float = 0.0
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@export var _from_width : float = 0.5 # Starting width
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@export var _to_width : float = 0.0 # Ending width
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@export_range(0.5, 1.5) var _scale_acceleration : float = 1.0 # Scaling speed
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@export_range(0.5, 1.5) var _scaling_acceleration : float = 0.5
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@export var _motion_delta : float = 0.1 # Smoothness of trail
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@export var _lifespan : float = 1.0 # Duration of trail
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@ -31,64 +27,70 @@ var _lifespans : Array = [] # Trail point lifespans
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@export var _start_color : Color = Color(1.0, 1.0, 1.0, 1.0) # Start color
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@export var _end_color : Color = Color(1.0, 1.0, 1.0, 1.0) # End color
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var _old_pos : Vector3 # Previous pos
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var _previous_position : Vector3
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var _points : Array
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class PointData:
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var position : Vector3
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var width_0 : Vector3
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var width_1 : Vector3
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var lifespan : float = 0.0
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func _append_point() -> void:
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_points.append(get_global_transform().origin)
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_widths.append([
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get_global_transform().basis.x * _from_width,
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get_global_transform().basis.x * _from_width - get_global_transform().basis.x * _to_width
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])
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_lifespans.append(0.0)
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var point_data : PointData = PointData.new()
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point_data.position = global_position
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point_data.width_0 = global_basis.x * _start_width
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point_data.width_1 = global_basis.x * _start_width - global_basis.x * _end_width
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func _remove_point(i : int) -> void:
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_points.remove_at(i)
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_widths.remove_at(i)
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_lifespans.remove_at(i)
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_points.append(point_data)
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func _ready() -> void:
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_old_pos = get_global_transform().origin
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_previous_position = global_position
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mesh = ImmediateMesh.new()
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func _process(delta : float) -> void:
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if(_old_pos - get_global_transform().origin).length() > _motion_delta and _trail_enabled:
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_append_point() # Create new point
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_old_pos = get_global_transform().origin # Update previous position to current position coordinates
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if(_previous_position - global_position).length() > _motion_delta and _trail_enabled:
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_append_point()
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_previous_position = global_position
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# Update the lifespan
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var p : int = 0
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var max_points : int = _points.size()
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while p < max_points:
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_lifespans[p] += delta
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if _lifespans[p] > _lifespan:
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_remove_point(p)
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p -= 1
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if (p < 0): p = 0
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_update_lifespans(delta)
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_render_trail()
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max_points = _points.size()
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p += 1
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# Update all lifespans and use a mark-and-sweep algorithm to remove "expired" points
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func _update_lifespans(delta : float) -> void:
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var points_to_remove : Array = []
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for point_data : PointData in _points:
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point_data.lifespan += delta
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if point_data.lifespan > _lifespan:
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points_to_remove.append(point_data)
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for point_data : PointData in points_to_remove:
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_points.erase(point_data)
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func _render_trail() -> void:
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mesh.clear_surfaces()
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# If less than 2 points, stop rendering trail
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if _points.size() < 2:
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var number_of_points : int = _points.size()
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if number_of_points < 2:
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return
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# Render new mesh for each point
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# Render new mesh for each point, triangle strips draw 2 triangles each 4 points
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# which is perfect for a trail
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mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLE_STRIP)
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for i in range(_points.size()):
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var t : float = float(i) / (_points.size() - 1.0)
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var curr_color : Color = _start_color.lerp(_end_color, 1 - t)
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mesh.surface_set_color(curr_color)
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for point_index in range(number_of_points):
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var point_data : PointData = _points[point_index]
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var t : float = float(point_index) / (number_of_points - 1.0)
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var current_color : Color = _start_color.lerp(_end_color, 1 - t)
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mesh.surface_set_color(current_color)
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var curr_width : Vector3 = _widths[i][0] - pow(1 - t, _scale_acceleration) * _widths[i][1]
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var current_width : Vector3 = point_data.width_0 - pow(1 - t, _scaling_acceleration) * point_data.width_1
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var t0 : float = i / _points.size()
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var t0 : float = float(point_index) / float(number_of_points)
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var t1 : float = t
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mesh.surface_set_uv(Vector2(t0, 0))
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mesh.surface_add_vertex(to_local(_points[i] + curr_width))
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mesh.surface_add_vertex(to_local(point_data.position + current_width))
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mesh.surface_set_uv(Vector2(t1, 1))
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mesh.surface_add_vertex(to_local(_points[i] - curr_width))
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mesh.surface_add_vertex(to_local(point_data.position - current_width))
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mesh.surface_end()
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