sand-receive/templates/worldscene1/main.gd
2023-10-15 21:03:11 +09:00

61 lines
1.8 KiB
GDScript

extends RigidBody
export (String, MULTILINE) var patch = ""
export (float, 0, 100) var audible_range_max = 10.0
var _my_patch = "res://main.pd"
var _my_id = 0
func set_size(size):
$CollisionShape.shape.radius = size
$MeshInstance.mesh.radius = size
$MeshInstance.mesh.height = size * 2
func set_freq(freq):
Global._gdpd.start_message(2)
Global._gdpd.add_symbol('freq')
Global._gdpd.add_float(freq)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func set_gain(gain):
Global._gdpd.start_message(2)
Global._gdpd.add_symbol('gain')
Global._gdpd.add_float(gain)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func set_color(color):
$MeshInstance.material_override = SpatialMaterial.new()
$MeshInstance.material_override.albedo_color = color
func _ready():
# load patch
_my_id = Global.load_patch(ProjectSettings.globalize_path(_my_patch))
# listen 'player_transform_updated' event
Events.connect("player_transform_updated", self, "_on_Events_player_transform_updated")
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)