sand-receive/buoyancy/ocean/SoundBouy1.gd
2023-10-29 00:44:49 +09:00

76 lines
2.3 KiB
GDScript

extends RigidBody
export (String, MULTILINE) var patch = ""
export (float, 0, 100) var audible_range_max = 10.0
export (float, 1, 12) var preset = 1
var _my_patch = "res://SoundBuoyFloating.pd"
var _my_id = 0
func set_param(param):
Global._gdpd.start_message(param.size()+1)
Global._gdpd.add_symbol("param")
for i in range(param.size()):
Global._gdpd.add_float(param[i])
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func set_preset(prs):
preset = prs
Global._gdpd.start_message(2)
Global._gdpd.add_symbol("preset")
Global._gdpd.add_float(prs)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func _ready():
# # save patch
# # prepare directory
# var patch_name = _my_patch.split("/")[-1]
# var patch_dir = _my_patch.trim_suffix(patch_name)
# var dir = Directory.new()
# dir.make_dir_recursive(patch_dir)
# # save to file
# var file = File.new()
# file.open(_my_patch, File.WRITE)
# file.store_string(patch)
# file.close()
# load patch
_my_id = Global.load_patch(ProjectSettings.globalize_path(_my_patch))
# send a 'individual' bang.
Global._gdpd.start_message(1)
Global._gdpd.add_symbol('bang') # there's no 'add_bang', only 'add_symbol' => add_symbol('bang') is a pseudo-bang
Global._gdpd.finish_list("fromGodot" + String(_my_id)) # send msg. individually ($0)
# listen 'player_transform_updated' event
Events.connect("player_transform_updated", self, "_on_Events_player_transform_updated")
# send 'preset'
set_preset(preset)
func _on_Events_player_transform_updated(playerpos, playerheading):
var mypos = get_global_translation()
var mypos2d = Vector2(mypos.x, mypos.z)
var playerpos2d = Vector2(playerpos.x, playerpos.z)
# calculate distance
var distance = mypos.distance_to(playerpos)
# calculate angle
var angle = fmod(fmod(playerpos2d.angle_to_point(mypos2d) + playerheading - PI/2, PI*2) + PI*2, PI*2)
if angle > PI:
angle = angle - PI*2
# (check)
# print(str(_my_id) +" : ("+ str(distance) +","+ str(angle) +")")
# calculate gain
var gain = max(1 - distance/audible_range_max, 0)
# send to the patch
Global._gdpd.start_message(3)
Global._gdpd.add_symbol("panvol")
Global._gdpd.add_float(gain)
Global._gdpd.add_float(angle)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func _exit_tree():
Global.close_patch(_my_id)
pass