SnekStudio module for multiplayer / multiuser support
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class_name PlayerSettings
extends Container
signal value_changed(Transform3D)
@export var offset_x: SpinBox
@export var offset_y: SpinBox
@export var offset_z: SpinBox
@export var rotation_x: SpinBox
@export var rotation_y: SpinBox
@export var rotation_z: SpinBox
@export var scale_xyz: SpinBox
func set_nickname(value: String) -> void:
$Nickname.text = value
func on_transform_changed(value: Transform3D) -> void:
offset_x.set_value_no_signal(value.origin.x)
offset_y.set_value_no_signal(value.origin.y)
offset_z.set_value_no_signal(value.origin.z)
var rot := value.basis.get_euler()
rotation_x.set_value_no_signal(rad_to_deg(rot.x))
rotation_y.set_value_no_signal(rad_to_deg(rot.y))
rotation_z.set_value_no_signal(rad_to_deg(rot.z))
scale_xyz.set_value_no_signal(value.basis.get_scale().x)
func _on_value_changed(_value: float) -> void:
var origin := Vector3(offset_x.value, offset_y.value, offset_z.value)
var rot := Vector3(rotation_x.value, rotation_y.value, rotation_z.value) / 360 * TAU
var basis := Basis.from_euler(rot) * Basis.from_scale(Vector3.ONE * scale_xyz.value)
value_changed.emit(Transform3D(basis, origin))
# Ensure that rotation inputs are always in 0-359 range.
rotation_x.set_value_no_signal(fposmod(rotation_x.value, 360))
rotation_y.set_value_no_signal(fposmod(rotation_y.value, 360))
rotation_z.set_value_no_signal(fposmod(rotation_z.value, 360))