2024-09-14 06:41:52 +00:00
										 
									 
								 
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								using System.Collections;
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								using System.Collections.Generic;
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								using Godot;
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								using System;
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								namespace Rokojori
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								{
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								  [Tool]
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								  [GlobalClass]
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								  public partial class ProjectOnColliders:Scatterer
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								  { 
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								    [ExportGroup("Ray")]
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								    [Export]
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								    public Vector3 rayDirection = Vector3.Down;
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								    [Export]
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								    public float rayLength = 10;
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								    [Export]
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								    public Vector3 rayOffset = Vector3.Zero;
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								    [ExportGroup("Normal")]
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								    [Export(PropertyHint.Range, "0,1")]
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								    public float rotationAlignment = 1;
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								    [Export]  
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								    public bool discardSteepNormals = true;
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								    [Export]
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								    public Vector3 steepNormalDirection = Vector3.Down;
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								    [Export(PropertyHint.Range, "0,180")]
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								    public float steepNormalRemovalAngle = 0;
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								    [ExportGroup("Collisions")]
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								    [Export( PropertyHint.Layers3DPhysics)]
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								    public uint collisionLayer = 0;
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								    [Export]
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								    public bool collideWithAreas = true;
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								    [Export]
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								    public bool collideWithBodies = true;
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								    [Export]
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								    public bool hitFromInside = true;
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								    [Export]
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								    public bool hitBackFaces = true;
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
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								    protected override List<ScatterPoint> _Scatter( List<ScatterPoint> points, Scatterer root )
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											2024-09-14 06:41:52 +00:00
										 
									 
								 
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								    {
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								      var world = GetWorld3D();
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								      var ray = new PhysicsRayQueryParameters3D();
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								      var direction = rayDirection.Normalized();
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								      var normalizedSteepNormalDirection = steepNormalDirection.Normalized();
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								      var steepNormalRemovalTreshold = Mathf.Cos( Mathf.DegToRad( steepNormalRemovalAngle ) );
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								      points.ForEach(
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								        p =>
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								        {
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								          if ( ! p.visible )
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								          {
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								            return;
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								          }
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								          ray.From = p.globalPosition;
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								          ray.To   = ray.From + direction * rayLength;
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								          var collisionData = CollisionData.FindCollision( world, ray,
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								            ( cd ) =>
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								            {
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								              if ( ! CollisionData.HasCollisionLayer( cd.collider ) )
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								              {
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								                return false;
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								              }              
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								              var colliderCollisionLayer = CollisionData.GetCollisionLayer( cd.collider ); 
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								              var collides = ( colliderCollisionLayer & collisionLayer ) != 0;
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								              // RJLog.Log( "Collision With:", "collides", collides, "colliderLayer:", colliderCollisionLayer, "own", collisionLayer, "name:", cd.collider.Name );
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								              return collides;
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								            }
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								          );
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								          p.visible = collisionData != null;
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								          if ( ! p.visible )
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								          {
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								            return;
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								          }
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								          if ( discardSteepNormals )
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								          {
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								            var dot = normalizedSteepNormalDirection.Dot( collisionData.normal );
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								            if ( dot >= steepNormalRemovalTreshold )
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								            {
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								              p.visible = false;
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								              return;
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								            }
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								          }
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								          p.position = collisionData.position;
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								          var alginedRotation =Math3D.AlignUp( p.rotation, collisionData.normal );
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								          p.rotation = p.rotation.Slerp( alginedRotation, rotationAlignment );
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								        } 
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								      );
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								      return points;
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								    }
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								  }
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								}
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