signalis-eb/godot/addons/phantom_camera/scripts/phantom_camera/PhantomCamera3D.cs
2025-06-09 23:12:19 -04:00

475 lines
17 KiB
C#

using System.Linq;
using Godot;
using Godot.Collections;
using PhantomCamera.Noise;
#nullable enable
namespace PhantomCamera;
public enum LookAtMode
{
None,
Mimic,
Simple,
Group
}
public enum FollowMode3D
{
None,
Glued,
Simple,
Group,
Path,
Framed,
ThirdPerson
}
public enum FollowLockAxis3D
{
None,
X,
Y,
Z,
XY,
XZ,
YZ,
XYZ
}
public static class PhantomCamera3DExtensions
{
public static PhantomCamera3D AsPhantomCamera3D(this Node3D node3D)
{
return new PhantomCamera3D(node3D);
}
public static PhantomCameraNoiseEmitter3D AsPhantomCameraNoiseEmitter3D(this Node3D node3D)
{
return new PhantomCameraNoiseEmitter3D(node3D);
}
public static PhantomCameraNoise3D AsPhantomCameraNoise3D(this Resource resource)
{
return new PhantomCameraNoise3D(resource);
}
public static Camera3DResource AsCamera3DResource(this Resource resource)
{
return new Camera3DResource(resource);
}
public static Vector3 GetThirdPersonRotation(this PhantomCamera3D pCam3D) =>
(Vector3)pCam3D.Node3D.Call(PhantomCamera3D.MethodName.GetThirdPersonRotation);
public static void SetThirdPersonRotation(this PhantomCamera3D pCam3D, Vector3 rotation) =>
pCam3D.Node3D.Call(PhantomCamera3D.MethodName.SetThirdPersonRotation, rotation);
public static Vector3 GetThirdPersonRotationDegrees(this PhantomCamera3D pCam3D) =>
(Vector3)pCam3D.Node3D.Call(PhantomCamera3D.MethodName.GetThirdPersonRotationDegrees);
public static void SetThirdPersonDegrees(this PhantomCamera3D pCam3D, Vector3 rotation) =>
pCam3D.Node3D.Call(PhantomCamera3D.MethodName.SetThirdPersonRotationDegrees, rotation);
public static Quaternion GetThirdPersonQuaternion(this PhantomCamera3D pCam3D) =>
(Quaternion)pCam3D.Node3D.Call(PhantomCamera3D.MethodName.GetThirdPersonQuaternion);
public static void SetThirdPersonQuaternion(this PhantomCamera3D pCam3D, Quaternion quaternion) =>
pCam3D.Node3D.Call(PhantomCamera3D.MethodName.SetThirdPersonQuaternion, quaternion);
}
public class PhantomCamera3D : PhantomCamera
{
public Node3D Node3D => (Node3D)Node;
public delegate void LookAtTargetChangedEventHandler();
public delegate void DeadZoneReachedEventHandler();
public delegate void Camera3DResourceChangedEventHandler();
public delegate void Camera3DResourcePropertyChangedEventHandler(StringName property, Variant value);
public delegate void TweenInterruptedEventHandler(Node3D pCam);
public delegate void NoiseEmittedEventHandler(Transform3D output);
public event LookAtTargetChangedEventHandler? LookAtTargetChanged;
public event DeadZoneReachedEventHandler? DeadZoneReached;
public event Camera3DResourceChangedEventHandler? Camera3DResourceChanged;
public event Camera3DResourcePropertyChangedEventHandler? Camera3DResourcePropertyChanged;
public event TweenInterruptedEventHandler? TweenInterrupted;
public event NoiseEmittedEventHandler? NoiseEmitted;
private readonly Callable _callableLookAtTargetChanged;
private readonly Callable _callableDeadZoneReached;
private readonly Callable _callableCamera3DResourceChanged;
private readonly Callable _callableCamera3DResourcePropertyChanged;
private readonly Callable _callableTweenInterrupted;
private readonly Callable _callableNoiseEmitted;
public Node3D FollowTarget
{
get => (Node3D)Node3D.Call(PhantomCamera.MethodName.GetFollowTarget);
set => Node3D.Call(PhantomCamera.MethodName.SetFollowTarget, value);
}
public Node3D[] FollowTargets
{
get => Node3D.Call(PhantomCamera.MethodName.GetFollowTargets).AsGodotArray<Node3D>().ToArray();
set => Node3D.Call(PhantomCamera.MethodName.SetFollowTargets, new Array<Node3D>(value));
}
public void AppendFollowTarget(Node3D target) => Node3D.Call(PhantomCamera.MethodName.AppendFollowTargets, target);
public void AppendFollowTargetArray(Node3D[] targets) => Node3D.Call(PhantomCamera.MethodName.AppendFollowTargetsArray, targets);
public void EraseFollowTarget(Node3D target) => Node3D.Call(PhantomCamera.MethodName.EraseFollowTargets, target);
public FollowMode3D FollowMode => (FollowMode3D)(int)Node.Call(PhantomCamera.MethodName.GetFollowMode);
public Path3D FollowPath
{
get => (Path3D)Node3D.Call(PhantomCamera.MethodName.GetFollowPath);
set => Node3D.Call(PhantomCamera.MethodName.SetFollowPath, value);
}
public Vector3 FollowOffset
{
get => (Vector3)Node3D.Call(PhantomCamera.MethodName.GetFollowOffset);
set => Node3D.Call(PhantomCamera.MethodName.SetFollowOffset, value);
}
public Vector3 FollowDampingValue
{
get => (Vector3)Node3D.Call(PhantomCamera.MethodName.GetFollowDampingValue);
set => Node3D.Call(PhantomCamera.MethodName.SetFollowDampingValue, value);
}
public FollowLockAxis3D FollowAxisLock
{
get => (FollowLockAxis3D)(int)Node3D.Call(PhantomCamera.MethodName.GetFollowAxisLock);
set => Node3D.Call(PhantomCamera.MethodName.SetFollowAxisLock, (int)value);
}
public LookAtMode LookAtMode => (LookAtMode)(int)Node3D.Call(MethodName.GetLookAtMode);
public Camera3DResource Camera3DResource
{
get => new((Resource)Node3D.Call(MethodName.GetCamera3DResource));
set => Node3D.Call(MethodName.SetCamera3DResource, value.Resource);
}
public float SpringLength
{
get => (float)Node3D.Call(MethodName.GetSpringLength);
set => Node3D.Call(MethodName.SetSpringLength, value);
}
public float FollowDistance
{
get => (float)Node3D.Call(MethodName.GetFollowDistance);
set => Node3D.Call(MethodName.SetFollowDistance, value);
}
public bool AutoFollowDistance
{
get => (bool)Node3D.Call(MethodName.GetAutoFollowDistance);
set => Node3D.Call(MethodName.SetAutoFollowDistance, value);
}
public float AutoFollowDistanceMin
{
get => (float)Node3D.Call(MethodName.GetAutoFollowDistanceMin);
set => Node3D.Call(MethodName.SetAutoFollowDistanceMin, value);
}
public float AutoFollowDistanceMax
{
get => (float)Node3D.Call(MethodName.GetAutoFollowDistanceMax);
set => Node3D.Call(MethodName.SetAutoFollowDistanceMax, value);
}
public float AutoFollowDistanceDivisor
{
get => (float)Node3D.Call(MethodName.GetAutoFollowDistanceDivisor);
set => Node3D.Call(MethodName.SetAutoFollowDistanceDivisor, value);
}
public Node3D LookAtTarget
{
get => (Node3D)Node3D.Call(MethodName.GetLookAtTarget);
set => Node3D.Call(MethodName.SetLookAtTarget, value);
}
public Node3D[] LookAtTargets
{
get => Node3D.Call(MethodName.GetLookAtTargets).AsGodotArray<Node3D>().ToArray();
set => Node3D.Call(MethodName.SetLookAtTargets, new Array<Node3D>(value));
}
public bool IsLooking => (bool)Node3D.Call(MethodName.IsLooking);
public int CollisionMask
{
get => (int)Node3D.Call(MethodName.GetCollisionMask);
set => Node3D.Call(MethodName.SetCollisionMask, value);
}
public void SetCollisionMaskValue(int maskLayer, bool enable) =>
Node3D.Call(MethodName.SetCollisionMaskValue, maskLayer, enable);
public Shape3D Shape
{
get => (Shape3D)Node3D.Call(MethodName.GetShape);
set => Node3D.Call(MethodName.SetShape, value);
}
public float Margin
{
get => (float)Node3D.Call(MethodName.GetMargin);
set => Node3D.Call(MethodName.SetMargin, value);
}
public Vector3 LookAtOffset
{
get => (Vector3)Node3D.Call(MethodName.GetLookAtOffset);
set => Node3D.Call(MethodName.SetLookAtOffset, value);
}
public bool LookAtDamping
{
get => (bool)Node3D.Call(MethodName.GetLookAtDamping);
set => Node3D.Call(MethodName.SetLookAtDamping, value);
}
public float LookAtDampingValue
{
get => (float)Node3D.Call(MethodName.GetLookAtDampingValue);
set => Node3D.Call(MethodName.SetLookAtDampingValue, value);
}
public Node3D Up
{
get => (Node3D)Node3D.Call(MethodName.GetUp);
set => Node3D.Call(MethodName.SetUp, value);
}
public Vector3 UpTarget
{
get => (Vector3)Node3D.Call(MethodName.GetUpTarget);
set => Node3D.Call(MethodName.SetUpTarget, value);
}
public int CullMask
{
get => (int)Node3D.Call(MethodName.GetCullMask);
set => Node3D.Call(MethodName.SetCullMask, value);
}
public float HOffset
{
get => (float)Node3D.Call(MethodName.GetHOffset);
set => Node3D.Call(MethodName.SetHOffset, value);
}
public float VOffset
{
get => (float)Node3D.Call(MethodName.GetVOffset);
set => Node3D.Call(MethodName.SetVOffset, value);
}
public ProjectionType Projection
{
get => (ProjectionType)(int)Node3D.Call(MethodName.GetProjection);
set => Node3D.Call(MethodName.SetProjection, (int)value);
}
public float Fov
{
get => (float)Node3D.Call(MethodName.GetFov);
set => Node3D.Call(MethodName.SetFov, value);
}
public float Size
{
get => (float)Node3D.Call(MethodName.GetSize);
set => Node3D.Call(MethodName.SetSize, value);
}
public Vector2 FrustumOffset
{
get => (Vector2)Node3D.Call(MethodName.GetFrustumOffset);
set => Node3D.Call(MethodName.SetFrustumOffset, value);
}
public float Far
{
get => (float)Node3D.Call(MethodName.GetFar);
set => Node3D.Call(MethodName.SetFar, value);
}
public float Near
{
get => (float)Node3D.Call(MethodName.GetNear);
set => Node3D.Call(MethodName.SetNear, value);
}
public Environment Environment
{
get => (Environment)Node3D.Call(MethodName.GetEnvironment);
set => Node3D.Call(MethodName.SetEnvironment, value);
}
public CameraAttributes Attributes
{
get => (CameraAttributes)Node3D.Call(MethodName.GetAttributes);
set => Node3D.Call(MethodName.SetAttributes, value);
}
public PhantomCameraNoise3D Noise
{
get => new((Resource)Node3D.Call(MethodName.GetNoise));
set => Node3D.Call(MethodName.SetNoise, (GodotObject)value.Resource);
}
public void EmitNoise(Transform3D transform) => Node3D.Call(PhantomCamera.MethodName.EmitNoise, transform);
public static PhantomCamera3D FromScript(string path) => new(GD.Load<GDScript>(path).New().AsGodotObject());
public static PhantomCamera3D FromScript(GDScript script) => new(script.New().AsGodotObject());
public PhantomCamera3D(GodotObject phantomCamera3DNode) : base(phantomCamera3DNode)
{
_callableLookAtTargetChanged = Callable.From(() => LookAtTargetChanged?.Invoke());
_callableDeadZoneReached = Callable.From(() => DeadZoneReached?.Invoke());
_callableCamera3DResourceChanged = Callable.From(() => Camera3DResourceChanged?.Invoke());
_callableCamera3DResourcePropertyChanged = Callable.From((StringName property, Variant value) =>
Camera3DResourcePropertyChanged?.Invoke(property, value));
_callableTweenInterrupted = Callable.From<Node3D>(pCam => TweenInterrupted?.Invoke(pCam));
_callableNoiseEmitted = Callable.From((Transform3D output) => NoiseEmitted?.Invoke(output));
Node3D.Connect(SignalName.LookAtTargetChanged, _callableLookAtTargetChanged);
Node3D.Connect(PhantomCamera.SignalName.DeadZoneReached, _callableDeadZoneReached);
Node3D.Connect(SignalName.Camera3DResourceChanged, _callableCamera3DResourceChanged);
Node3D.Connect(SignalName.Camera3DResourcePropertyChanged, _callableCamera3DResourcePropertyChanged);
Node3D.Connect(PhantomCamera.SignalName.TweenInterrupted, _callableTweenInterrupted);
Node3D.Connect(PhantomCamera.SignalName.NoiseEmitted, _callableNoiseEmitted);
}
~PhantomCamera3D()
{
Node3D.Disconnect(SignalName.LookAtTargetChanged, _callableLookAtTargetChanged);
Node3D.Disconnect(PhantomCamera.SignalName.DeadZoneReached, _callableDeadZoneReached);
Node3D.Disconnect(SignalName.Camera3DResourceChanged, _callableCamera3DResourceChanged);
Node3D.Disconnect(SignalName.Camera3DResourcePropertyChanged, _callableCamera3DResourcePropertyChanged);
Node3D.Disconnect(PhantomCamera.SignalName.TweenInterrupted, _callableTweenInterrupted);
Node3D.Disconnect(PhantomCamera.SignalName.NoiseEmitted, _callableNoiseEmitted);
}
public new static class MethodName
{
public const string GetLookAtMode = "get_look_at_mode";
public const string GetCamera3DResource = "get_camera_3d_resource";
public const string SetCamera3DResource = "set_camera_3d_resource";
public const string GetThirdPersonRotation = "get_third_person_rotation";
public const string SetThirdPersonRotation = "set_third_person_rotation";
public const string GetThirdPersonRotationDegrees = "get_third_person_rotation_degrees";
public const string SetThirdPersonRotationDegrees = "set_third_person_rotation_degrees";
public const string GetThirdPersonQuaternion = "get_third_person_quaternion";
public const string SetThirdPersonQuaternion = "set_third_person_quaternion";
public const string GetSpringLength = "get_spring_length";
public const string SetSpringLength = "set_spring_length";
public const string GetFollowDistance = "get_follow_distance";
public const string SetFollowDistance = "set_follow_distance";
public const string GetAutoFollowDistance = "get_auto_follow_distance";
public const string SetAutoFollowDistance = "set_auto_follow_distance";
public const string GetAutoFollowDistanceMin = "get_auto_follow_distance_min";
public const string SetAutoFollowDistanceMin = "set_auto_follow_distance_min";
public const string GetAutoFollowDistanceMax = "get_auto_follow_distance_max";
public const string SetAutoFollowDistanceMax = "set_auto_follow_distance_max";
public const string GetAutoFollowDistanceDivisor = "get_auto_follow_distance_divisor";
public const string SetAutoFollowDistanceDivisor = "set_auto_follow_distance_divisor";
public const string GetLookAtTarget = "get_look_at_target";
public const string SetLookAtTarget = "set_look_at_target";
public const string GetLookAtTargets = "get_look_at_targets";
public const string SetLookAtTargets = "set_look_at_targets";
public const string IsLooking = "is_looking";
public const string GetUp = "get_up";
public const string SetUp = "set_up";
public const string GetUpTarget = "get_up_target";
public const string SetUpTarget = "set_up_target";
public const string GetCollisionMask = "get_collision_mask";
public const string SetCollisionMask = "set_collision_mask";
public const string SetCollisionMaskValue = "set_collision_mask_value";
public const string GetShape = "get_shape";
public const string SetShape = "set_shape";
public const string GetMargin = "get_margin";
public const string SetMargin = "set_margin";
public const string GetLookAtOffset = "get_look_at_offset";
public const string SetLookAtOffset = "set_look_at_offset";
public const string GetLookAtDamping = "get_look_at_damping";
public const string SetLookAtDamping = "set_look_at_damping";
public const string GetLookAtDampingValue = "get_look_at_damping_value";
public const string SetLookAtDampingValue = "set_look_at_damping_value";
public const string GetCullMask = "get_cull_mask";
public const string SetCullMask = "set_cull_mask";
public const string GetHOffset = "get_h_offset";
public const string SetHOffset = "set_h_offset";
public const string GetVOffset = "get_v_offset";
public const string SetVOffset = "set_v_offset";
public const string GetProjection = "get_projection";
public const string SetProjection = "set_projection";
public const string GetFov = "get_fov";
public const string SetFov = "set_fov";
public const string GetSize = "get_size";
public const string SetSize = "set_size";
public const string GetFrustumOffset = "get_frustum_offset";
public const string SetFrustumOffset = "set_frustum_offset";
public const string GetFar = "get_far";
public const string SetFar = "set_far";
public const string GetNear = "get_near";
public const string SetNear = "set_near";
public const string GetEnvironment = "get_environment";
public const string SetEnvironment = "set_environment";
public const string GetAttributes = "get_attributes";
public const string SetAttributes = "set_attributes";
public const string GetNoise = "get_noise";
public const string SetNoise = "set_noise";
}
public new static class SignalName
{
public const string LookAtTargetChanged = "look_at_target_changed";
public const string Camera3DResourceChanged = "camera_3d_resource_changed";
public const string Camera3DResourcePropertyChanged = "camera_3d_resource_property_changed";
}
}