open-fpsz/addons/terrain_3d/extras/project_on_terrain3d.gd
2024-10-16 21:43:01 +00:00

85 lines
2.7 KiB
GDScript

# This script is an addon for HungryProton's Scatter https://github.com/HungryProton/scatter
# It provides a `Project on Terrain3D` modifier, which allows Scatter
# to detect the terrain height from Terrain3D without using collision.
# Copy this file into /addons/proton_scatter/src/modifiers
# Then uncomment everything below
# In the editor, add this modifier to Scatter, then set your Terrain3D node
#@tool
#extends "base_modifier.gd"
#
#
#signal projection_completed
#
#
#@export var terrain_node : NodePath
#@export var align_with_collision_normal := false
#
#var _terrain: Terrain3D
#
#
#func _init() -> void:
# display_name = "Project On Terrain3D"
# category = "Edit"
# can_restrict_height = false
# global_reference_frame_available = true
# local_reference_frame_available = true
# individual_instances_reference_frame_available = true
# use_global_space_by_default()
#
# documentation.add_paragraph(
# "This is a duplicate of `Project on Colliders` that queries the terrain system
# for height and sets the transform height appropriately.
#
# This modifier must have terrain_node set to a Terrain3D node.")
#
# var p := documentation.add_parameter("Terrain Node")
# p.set_type("NodePath")
# p.set_description("Set your Terrain3D node.")
#
# p = documentation.add_parameter("Align with collision normal")
# p.set_type("bool")
# p.set_description(
# "Rotate the transform to align it with the collision normal in case
# the ray cast hit a collider.")
#
#
#func _process_transforms(transforms, domain, _seed) -> void:
# if transforms.is_empty():
# return
#
# if terrain_node:
# _terrain = domain.get_root().get_node_or_null(terrain_node)
#
# if not _terrain:
# warning += """No Terrain3D node found"""
# return
#
# if not _terrain.storage:
# warning += """Terrain3D storage is not initialized"""
# return
#
# # Get global transform
# var gt: Transform3D = domain.get_global_transform()
# var gt_inverse: Transform3D = gt.affine_inverse()
# for i in transforms.list.size():
# var location: Vector3 = (gt * transforms.list[i]).origin
# var height: float = _terrain.storage.get_height(location)
# var normal: Vector3 = _terrain.storage.get_normal(location)
#
# if align_with_collision_normal:
# transforms.list[i].basis.y = normal
# transforms.list[i].basis.x = -transforms.list[i].basis.z.cross(normal)
# transforms.list[i].basis = transforms.list[i].basis.orthonormalized()
#
# transforms.list[i].origin.y = height - gt.origin.y
#
# if transforms.is_empty():
# warning += """Every point has been removed. Possible reasons include: \n
# + No collider is close enough to the shapes.
# + Ray length is too short.
# + Ray direction is incorrect.
# + Collision mask is not set properly.
# + Max slope is too low.
# """