61 lines
1.8 KiB
GDScript
61 lines
1.8 KiB
GDScript
extends RigidBody
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export (String, MULTILINE) var patch = ""
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export (float, 0, 100) var audible_range_max = 10.0
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var _my_patch = "res://main.pd"
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var _my_id = 0
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func set_size(size):
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$CollisionShape.shape.radius = size
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$MeshInstance.mesh.radius = size
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$MeshInstance.mesh.height = size * 2
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func set_freq(freq):
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Global._gdpd.start_message(2)
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Global._gdpd.add_symbol('freq')
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Global._gdpd.add_float(freq)
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Global._gdpd.finish_list("fromGodot" + String(_my_id))
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func set_gain(gain):
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Global._gdpd.start_message(2)
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Global._gdpd.add_symbol('gain')
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Global._gdpd.add_float(gain)
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Global._gdpd.finish_list("fromGodot" + String(_my_id))
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func set_color(color):
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$MeshInstance.material_override = SpatialMaterial.new()
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$MeshInstance.material_override.albedo_color = color
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func _ready():
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# load patch
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_my_id = Global.load_patch(ProjectSettings.globalize_path(_my_patch))
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# listen 'player_transform_updated' event
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Events.connect("player_transform_updated", self, "_on_Events_player_transform_updated")
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func _on_Events_player_transform_updated(playerpos, playerheading):
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var mypos = get_global_translation()
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var mypos2d = Vector2(mypos.x, mypos.z)
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var playerpos2d = Vector2(playerpos.x, playerpos.z)
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# calculate distance
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var distance = mypos.distance_to(playerpos)
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# calculate angle
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var angle = fmod(fmod(playerpos2d.angle_to_point(mypos2d) + playerheading - PI/2, PI*2) + PI*2, PI*2)
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if angle > PI:
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angle = angle - PI*2
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# (check)
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# print(str(_my_id) +" : ("+ str(distance) +","+ str(angle) +")")
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# calculate gain
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var gain = max(1 - distance/audible_range_max, 0)
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# send to the patch
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Global._gdpd.start_message(3)
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Global._gdpd.add_symbol("panvol")
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Global._gdpd.add_float(gain)
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Global._gdpd.add_float(angle)
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Global._gdpd.finish_list("fromGodot" + String(_my_id))
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func _exit_tree():
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Global.close_patch(_my_id)
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