Replace world shadows with player blob shadows
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0d17921d20
commit
308447d481
8 changed files with 117 additions and 4 deletions
66
player/player_ground_shadow.gd
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66
player/player_ground_shadow.gd
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class_name PlayerGroundShadow
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extends Node3D
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@export_range(0.0, 0.1, 0.001) var surface_offset: float = 0.018
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@export_range(0.0, 0.5, 0.01) var full_opacity_height: float = 0.12
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@export_range(0.5, 4.0, 0.05) var fade_end_height: float = 2.0
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@export_range(1.0, 20.0, 0.5) var fade_speed: float = 10.0
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@export_range(0.25, 1.0, 0.01) var airborne_scale: float = 0.72
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@onready var _player := get_parent() as Player
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@onready var _ground_probe: RayCast3D = %GroundProbe
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@onready var _placement: Node3D = %GroundShadowPlacement
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@onready var _visual: MeshInstance3D = %GroundShadowVisual
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var _opacity: float = 0.0
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var _visual_scale: float = 1.0
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func _ready() -> void:
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_visual.visible = false
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func _physics_process(delta: float) -> void:
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_ground_probe.force_raycast_update()
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var target_opacity := 0.0
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var target_scale := airborne_scale
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var can_place := (
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_player != null
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and _player.is_remote_presentation_visible()
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and not _player.is_water_recovery_active()
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and _ground_probe.is_colliding()
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and not (_ground_probe.get_collider() is PlayerWaterTrigger)
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)
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if can_place:
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var hit_position: Vector3 = _ground_probe.get_collision_point()
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var hit_normal: Vector3 = _ground_probe.get_collision_normal().normalized()
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var height := maxf(global_position.y - hit_position.y, 0.0)
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var height_fade := 1.0 - smoothstep(
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full_opacity_height,
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fade_end_height,
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height,
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)
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target_opacity = height_fade
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target_scale = lerpf(airborne_scale, 1.0, height_fade)
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_place_on_surface(hit_position, hit_normal)
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_opacity = move_toward(_opacity, target_opacity, fade_speed * delta)
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_visual_scale = move_toward(
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_visual_scale,
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target_scale,
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fade_speed * 0.35 * delta,
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)
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_placement.scale = Vector3.ONE * _visual_scale
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_visual.visible = _opacity > 0.001
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_visual.transparency = 1.0 - _opacity
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func _place_on_surface(position: Vector3, normal: Vector3) -> void:
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var tangent := Vector3.RIGHT - normal * Vector3.RIGHT.dot(normal)
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if tangent.length_squared() < 0.001:
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tangent = Vector3.FORWARD - normal * Vector3.FORWARD.dot(normal)
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tangent = tangent.normalized()
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var bitangent := tangent.cross(normal).normalized()
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_placement.global_transform = Transform3D(
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Basis(tangent, normal, bitangent),
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position + normal * surface_offset,
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)
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