init
This commit is contained in:
542
addons/godot-xr-tools/functions/function_pointer.gd
Normal file
542
addons/godot-xr-tools/functions/function_pointer.gd
Normal file
@@ -0,0 +1,542 @@
|
||||
@tool
|
||||
@icon("res://addons/godot-xr-tools/editor/icons/function.svg")
|
||||
class_name XRToolsFunctionPointer
|
||||
extends XRToolsHandAimOffset
|
||||
|
||||
|
||||
## XR Tools Function Pointer Script
|
||||
##
|
||||
## This script implements a pointer function for a players controller. Pointer
|
||||
## events (entered, exited, pressed, release, and movement) are delivered by
|
||||
## invoking signals on the target node.
|
||||
##
|
||||
## Pointer target nodes commonly extend from [XRToolsInteractableArea] or
|
||||
## [XRToolsInteractableBody].
|
||||
|
||||
|
||||
## Signal emitted when this object points at another object
|
||||
signal pointing_event(event)
|
||||
|
||||
|
||||
## Enumeration of laser show modes
|
||||
enum LaserShow {
|
||||
HIDE = 0, ## Hide laser
|
||||
SHOW = 1, ## Show laser
|
||||
COLLIDE = 2, ## Only show laser on collision
|
||||
}
|
||||
|
||||
## Enumeration of laser length modes
|
||||
enum LaserLength {
|
||||
FULL = 0, ## Full length
|
||||
COLLIDE = 1 ## Draw to collision
|
||||
}
|
||||
|
||||
|
||||
## Default pointer collision mask of 21:pointable and 23:ui-objects
|
||||
const DEFAULT_MASK := 0b0000_0000_0101_0000_0000_0000_0000_0000
|
||||
|
||||
## Default pointer collision mask of 23:ui-objects
|
||||
const SUPPRESS_MASK := 0b0000_0000_0100_0000_0000_0000_0000_0000
|
||||
|
||||
|
||||
@export_group("General")
|
||||
|
||||
## Pointer enabled
|
||||
@export var enabled : bool = true: set = set_enabled
|
||||
|
||||
## Y Offset for pointer
|
||||
@export var y_offset : float = -0.013: set = set_y_offset
|
||||
|
||||
## Pointer distance
|
||||
@export var distance : float = 10: set = set_distance
|
||||
|
||||
## Active button action
|
||||
@export var active_button_action : String = "trigger_click"
|
||||
|
||||
@export_group("Laser")
|
||||
|
||||
## Controls when the laser is visible
|
||||
@export var show_laser : LaserShow = LaserShow.SHOW: set = set_show_laser
|
||||
|
||||
## Controls the length of the laser
|
||||
@export var laser_length : LaserLength = LaserLength.FULL: set = set_laser_length
|
||||
|
||||
## Laser pointer material
|
||||
@export var laser_material : StandardMaterial3D = null : set = set_laser_material
|
||||
|
||||
## Laser pointer material when hitting target
|
||||
@export var laser_hit_material : StandardMaterial3D = null : set = set_laser_hit_material
|
||||
|
||||
@export_group("Target")
|
||||
|
||||
## If true, the pointer target is shown
|
||||
@export var show_target : bool = false: set = set_show_target
|
||||
|
||||
## Controls the target radius
|
||||
@export var target_radius : float = 0.05: set = set_target_radius
|
||||
|
||||
## Target material
|
||||
@export var target_material : StandardMaterial3D = null : set = set_target_material
|
||||
|
||||
@export_group("Collision")
|
||||
|
||||
## Pointer collision mask
|
||||
@export_flags_3d_physics var collision_mask : int = DEFAULT_MASK: set = set_collision_mask
|
||||
|
||||
## Enable pointer collision with bodies
|
||||
@export var collide_with_bodies : bool = true: set = set_collide_with_bodies
|
||||
|
||||
## Enable pointer collision with areas
|
||||
@export var collide_with_areas : bool = false: set = set_collide_with_areas
|
||||
|
||||
@export_group("Suppression")
|
||||
|
||||
## Suppress radius
|
||||
@export var suppress_radius : float = 0.2: set = set_suppress_radius
|
||||
|
||||
## Suppress mask
|
||||
@export_flags_3d_physics var suppress_mask : int = SUPPRESS_MASK: set = set_suppress_mask
|
||||
|
||||
|
||||
## Current target node
|
||||
var target : Node3D = null
|
||||
|
||||
## Last target node
|
||||
var last_target : Node3D = null
|
||||
|
||||
## Last collision point
|
||||
var last_collided_at : Vector3 = Vector3.ZERO
|
||||
|
||||
# World scale
|
||||
var _world_scale : float = 1.0
|
||||
|
||||
# Left controller node
|
||||
var _controller_left_node : XRController3D
|
||||
|
||||
# Right controller node
|
||||
var _controller_right_node : XRController3D
|
||||
|
||||
# The currently active controller
|
||||
var _active_controller : XRController3D
|
||||
|
||||
|
||||
## Add support for is_xr_class on XRTools classes
|
||||
func is_xr_class(xr_name: String) -> bool:
|
||||
return xr_name == "XRToolsFunctionPointer"
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _enter_tree():
|
||||
super._enter_tree()
|
||||
|
||||
# Do not initialise if in the editor
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
# Read the initial world-scale
|
||||
_world_scale = XRServer.world_scale
|
||||
|
||||
# Check for a parent controller
|
||||
if _controller:
|
||||
# Set as active on the parent controller
|
||||
_active_controller = _controller
|
||||
|
||||
# Get button press feedback from our parent controller
|
||||
_controller.button_pressed.connect(_on_button_pressed.bind(_controller))
|
||||
_controller.button_released.connect(_on_button_released.bind(_controller))
|
||||
else:
|
||||
# Disable this if we don't have a controller
|
||||
hand_offset_mode = 4
|
||||
|
||||
# Get the left and right controllers
|
||||
_controller_left_node = XRHelpers.get_left_controller(self)
|
||||
_controller_right_node = XRHelpers.get_right_controller(self)
|
||||
|
||||
# Start out right hand controller
|
||||
_active_controller = _controller_right_node
|
||||
|
||||
# Get button press feedback from both left and right controllers
|
||||
_controller_left_node.button_pressed.connect(
|
||||
_on_button_pressed.bind(_controller_left_node))
|
||||
_controller_left_node.button_released.connect(
|
||||
_on_button_released.bind(_controller_left_node))
|
||||
_controller_right_node.button_pressed.connect(
|
||||
_on_button_pressed.bind(_controller_right_node))
|
||||
_controller_right_node.button_released.connect(
|
||||
_on_button_released.bind(_controller_right_node))
|
||||
|
||||
# init our state
|
||||
_update_y_offset()
|
||||
_update_distance()
|
||||
_update_pointer()
|
||||
_update_target_radius()
|
||||
_update_target_material()
|
||||
_update_collision_mask()
|
||||
_update_collide_with_bodies()
|
||||
_update_collide_with_areas()
|
||||
_update_suppress_radius()
|
||||
_update_suppress_mask()
|
||||
|
||||
func _exit_tree():
|
||||
_active_controller = null
|
||||
|
||||
if _controller and not Engine.is_editor_hint():
|
||||
_controller.button_pressed.disconnect(_on_button_pressed.bind(_controller))
|
||||
_controller.button_released.disconnect(_on_button_released.bind(_controller))
|
||||
|
||||
# This will be unset in our superclass method
|
||||
|
||||
if _controller_left_node:
|
||||
if not Engine.is_editor_hint():
|
||||
_controller_left_node.button_pressed.disconnect(
|
||||
_on_button_pressed.bind(_controller_left_node))
|
||||
_controller_left_node.button_released.disconnect(
|
||||
_on_button_released.bind(_controller_left_node))
|
||||
|
||||
_controller_left_node = null
|
||||
|
||||
if _controller_right_node:
|
||||
if not Engine.is_editor_hint():
|
||||
_controller_right_node.button_pressed.disconnect(
|
||||
_on_button_pressed.bind(_controller_right_node))
|
||||
_controller_right_node.button_released.disconnect(
|
||||
_on_button_released.bind(_controller_right_node))
|
||||
|
||||
_controller_right_node = null
|
||||
|
||||
super._exit_tree()
|
||||
|
||||
# Called on each frame to update the pickup
|
||||
func _process(delta):
|
||||
super._process(delta)
|
||||
|
||||
# Do not process if in the editor
|
||||
if Engine.is_editor_hint() or !is_inside_tree():
|
||||
return
|
||||
|
||||
# Track the active controller (if this pointer is not childed to a controller)
|
||||
if _controller == null and _active_controller != null:
|
||||
transform = _active_controller.transform
|
||||
|
||||
# Handle world-scale changes
|
||||
var new_world_scale := XRServer.world_scale
|
||||
if (_world_scale != new_world_scale):
|
||||
_world_scale = new_world_scale
|
||||
_update_y_offset()
|
||||
|
||||
# Find the new pointer target
|
||||
var new_target : Node3D
|
||||
var new_at : Vector3
|
||||
var suppress_area := $SuppressArea
|
||||
if (enabled and
|
||||
not $SuppressArea.has_overlapping_bodies() and
|
||||
not $SuppressArea.has_overlapping_areas() and
|
||||
$RayCast.is_colliding()):
|
||||
new_at = $RayCast.get_collision_point()
|
||||
if target:
|
||||
# Locked to 'target' even if we're colliding with something else
|
||||
new_target = target
|
||||
else:
|
||||
# Target is whatever the raycast is colliding with
|
||||
new_target = $RayCast.get_collider()
|
||||
|
||||
# If no current or previous collisions then skip
|
||||
if not new_target and not last_target:
|
||||
return
|
||||
|
||||
# Handle pointer changes
|
||||
if new_target and not last_target:
|
||||
# Pointer entered new_target
|
||||
XRToolsPointerEvent.entered(self, new_target, new_at)
|
||||
|
||||
# Pointer moved on new_target for the first time
|
||||
XRToolsPointerEvent.moved(self, new_target, new_at, new_at)
|
||||
|
||||
# Update visible artifacts for hit
|
||||
_visible_hit(new_at)
|
||||
elif not new_target and last_target:
|
||||
# Pointer exited last_target
|
||||
XRToolsPointerEvent.exited(self, last_target, last_collided_at)
|
||||
|
||||
# Update visible artifacts for miss
|
||||
_visible_miss()
|
||||
elif new_target != last_target:
|
||||
# Pointer exited last_target
|
||||
XRToolsPointerEvent.exited(self, last_target, last_collided_at)
|
||||
|
||||
# Pointer entered new_target
|
||||
XRToolsPointerEvent.entered(self, new_target, new_at)
|
||||
|
||||
# Pointer moved on new_target
|
||||
XRToolsPointerEvent.moved(self, new_target, new_at, new_at)
|
||||
|
||||
# Move visible artifacts
|
||||
_visible_move(new_at)
|
||||
elif new_at != last_collided_at:
|
||||
# Pointer moved on new_target
|
||||
XRToolsPointerEvent.moved(self, new_target, new_at, last_collided_at)
|
||||
|
||||
# Move visible artifacts
|
||||
_visible_move(new_at)
|
||||
|
||||
# Update last values
|
||||
last_target = new_target
|
||||
last_collided_at = new_at
|
||||
|
||||
|
||||
# Set pointer enabled property
|
||||
func set_enabled(p_enabled : bool) -> void:
|
||||
enabled = p_enabled
|
||||
if is_inside_tree():
|
||||
_update_pointer()
|
||||
|
||||
|
||||
# Set pointer y_offset property
|
||||
func set_y_offset(p_offset : float) -> void:
|
||||
y_offset = p_offset
|
||||
if is_inside_tree():
|
||||
_update_y_offset()
|
||||
|
||||
|
||||
# Set pointer distance property
|
||||
func set_distance(p_new_value : float) -> void:
|
||||
distance = p_new_value
|
||||
if is_inside_tree():
|
||||
_update_distance()
|
||||
|
||||
|
||||
# Set pointer show_laser property
|
||||
func set_show_laser(p_show : LaserShow) -> void:
|
||||
show_laser = p_show
|
||||
if is_inside_tree():
|
||||
_update_pointer()
|
||||
|
||||
|
||||
# Set pointer laser_length property
|
||||
func set_laser_length(p_laser_length : LaserLength) -> void:
|
||||
laser_length = p_laser_length
|
||||
if is_inside_tree():
|
||||
_update_pointer()
|
||||
|
||||
|
||||
# Set pointer laser_material property
|
||||
func set_laser_material(p_laser_material : StandardMaterial3D) -> void:
|
||||
laser_material = p_laser_material
|
||||
if is_inside_tree():
|
||||
_update_pointer()
|
||||
|
||||
|
||||
# Set pointer laser_hit_material property
|
||||
func set_laser_hit_material(p_laser_hit_material : StandardMaterial3D) -> void:
|
||||
laser_hit_material = p_laser_hit_material
|
||||
if is_inside_tree():
|
||||
_update_pointer()
|
||||
|
||||
|
||||
# Set pointer show_target property
|
||||
func set_show_target(p_show_target : bool) -> void:
|
||||
show_target = p_show_target
|
||||
if is_inside_tree():
|
||||
$Target.visible = enabled and show_target and last_target
|
||||
|
||||
|
||||
# Set pointer target_radius property
|
||||
func set_target_radius(p_target_radius : float) -> void:
|
||||
target_radius = p_target_radius
|
||||
if is_inside_tree():
|
||||
_update_target_radius()
|
||||
|
||||
|
||||
# Set pointer target_material property
|
||||
func set_target_material(p_target_material : StandardMaterial3D) -> void:
|
||||
target_material = p_target_material
|
||||
if is_inside_tree():
|
||||
_update_target_material()
|
||||
|
||||
|
||||
# Set pointer collision_mask property
|
||||
func set_collision_mask(p_new_mask : int) -> void:
|
||||
collision_mask = p_new_mask
|
||||
if is_inside_tree():
|
||||
_update_collision_mask()
|
||||
|
||||
|
||||
# Set pointer collide_with_bodies property
|
||||
func set_collide_with_bodies(p_new_value : bool) -> void:
|
||||
collide_with_bodies = p_new_value
|
||||
if is_inside_tree():
|
||||
_update_collide_with_bodies()
|
||||
|
||||
|
||||
# Set pointer collide_with_areas property
|
||||
func set_collide_with_areas(p_new_value : bool) -> void:
|
||||
collide_with_areas = p_new_value
|
||||
if is_inside_tree():
|
||||
_update_collide_with_areas()
|
||||
|
||||
|
||||
# Set suppress radius property
|
||||
func set_suppress_radius(p_suppress_radius : float) -> void:
|
||||
suppress_radius = p_suppress_radius
|
||||
if is_inside_tree():
|
||||
_update_suppress_radius()
|
||||
|
||||
|
||||
func set_suppress_mask(p_suppress_mask : int) -> void:
|
||||
suppress_mask = p_suppress_mask
|
||||
if is_inside_tree():
|
||||
_update_suppress_mask()
|
||||
|
||||
|
||||
# Pointer Y offset update handler
|
||||
func _update_y_offset() -> void:
|
||||
$Laser.position.y = y_offset * _world_scale
|
||||
$RayCast.position.y = y_offset * _world_scale
|
||||
|
||||
|
||||
# Pointer distance update handler
|
||||
func _update_distance() -> void:
|
||||
$RayCast.target_position.z = -distance
|
||||
_update_pointer()
|
||||
|
||||
|
||||
# Pointer target radius update handler
|
||||
func _update_target_radius() -> void:
|
||||
$Target.mesh.radius = target_radius
|
||||
$Target.mesh.height = target_radius * 2
|
||||
|
||||
|
||||
# Pointer target_material update handler
|
||||
func _update_target_material() -> void:
|
||||
$Target.set_surface_override_material(0, target_material)
|
||||
|
||||
|
||||
# Pointer collision_mask update handler
|
||||
func _update_collision_mask() -> void:
|
||||
$RayCast.collision_mask = collision_mask
|
||||
|
||||
|
||||
# Pointer collide_with_bodies update handler
|
||||
func _update_collide_with_bodies() -> void:
|
||||
$RayCast.collide_with_bodies = collide_with_bodies
|
||||
|
||||
|
||||
# Pointer collide_with_areas update handler
|
||||
func _update_collide_with_areas() -> void:
|
||||
$RayCast.collide_with_areas = collide_with_areas
|
||||
|
||||
|
||||
# Pointer suppress_radius update handler
|
||||
func _update_suppress_radius() -> void:
|
||||
$SuppressArea/CollisionShape3D.shape.radius = suppress_radius
|
||||
|
||||
|
||||
# Pointer suppress_mask update handler
|
||||
func _update_suppress_mask() -> void:
|
||||
$SuppressArea.collision_mask = suppress_mask
|
||||
|
||||
|
||||
# Pointer visible artifacts update handler
|
||||
func _update_pointer() -> void:
|
||||
if enabled and last_target:
|
||||
_visible_hit(last_collided_at)
|
||||
else:
|
||||
_visible_miss()
|
||||
|
||||
|
||||
# Pointer-activation button pressed handler
|
||||
func _button_pressed() -> void:
|
||||
if $RayCast.is_colliding():
|
||||
# Report pressed
|
||||
target = $RayCast.get_collider()
|
||||
last_collided_at = $RayCast.get_collision_point()
|
||||
XRToolsPointerEvent.pressed(self, target, last_collided_at)
|
||||
|
||||
|
||||
# Pointer-activation button released handler
|
||||
func _button_released() -> void:
|
||||
if target:
|
||||
# Report release
|
||||
XRToolsPointerEvent.released(self, target, last_collided_at)
|
||||
target = null
|
||||
last_collided_at = Vector3(0, 0, 0)
|
||||
|
||||
|
||||
# Button pressed handler
|
||||
func _on_button_pressed(p_button : String, controller : XRController3D) -> void:
|
||||
if p_button == active_button_action and enabled:
|
||||
if controller == _active_controller:
|
||||
_button_pressed()
|
||||
else:
|
||||
_active_controller = controller
|
||||
|
||||
|
||||
# Button released handler
|
||||
func _on_button_released(p_button : String, _controller : XRController3D) -> void:
|
||||
if p_button == active_button_action and target:
|
||||
_button_released()
|
||||
|
||||
|
||||
# Update the laser active material
|
||||
func _update_laser_active_material(hit : bool) -> void:
|
||||
if hit and laser_hit_material:
|
||||
$Laser.set_surface_override_material(0, laser_hit_material)
|
||||
else:
|
||||
$Laser.set_surface_override_material(0, laser_material)
|
||||
|
||||
|
||||
# Update the visible artifacts to show a hit
|
||||
func _visible_hit(at : Vector3) -> void:
|
||||
# Show target if enabled
|
||||
if show_target:
|
||||
$Target.global_transform.origin = at
|
||||
$Target.visible = true
|
||||
|
||||
# Control laser visibility
|
||||
if show_laser != LaserShow.HIDE:
|
||||
# Ensure the correct laser material is set
|
||||
_update_laser_active_material(true)
|
||||
|
||||
# Adjust laser length
|
||||
if laser_length == LaserLength.COLLIDE:
|
||||
var collide_len : float = at.distance_to(global_transform.origin)
|
||||
$Laser.mesh.size.z = collide_len
|
||||
$Laser.position.z = collide_len * -0.5
|
||||
else:
|
||||
$Laser.mesh.size.z = distance
|
||||
$Laser.position.z = distance * -0.5
|
||||
|
||||
# Show laser
|
||||
$Laser.visible = true
|
||||
else:
|
||||
# Ensure laser is hidden
|
||||
$Laser.visible = false
|
||||
|
||||
|
||||
# Move the visible pointer artifacts to the target
|
||||
func _visible_move(at : Vector3) -> void:
|
||||
# Move target if configured
|
||||
if show_target:
|
||||
$Target.global_transform.origin = at
|
||||
|
||||
# Adjust laser length if set to collide-length
|
||||
if laser_length == LaserLength.COLLIDE:
|
||||
var collide_len : float = at.distance_to(global_transform.origin)
|
||||
$Laser.mesh.size.z = collide_len
|
||||
$Laser.position.z = collide_len * -0.5
|
||||
|
||||
|
||||
# Update the visible artifacts to show a miss
|
||||
func _visible_miss() -> void:
|
||||
# Ensure target is hidden
|
||||
$Target.visible = false
|
||||
|
||||
# Ensure the correct laser material is set
|
||||
_update_laser_active_material(false)
|
||||
|
||||
# Hide laser if not set to show always
|
||||
$Laser.visible = show_laser == LaserShow.SHOW
|
||||
|
||||
# Restore laser length if set to collide-length
|
||||
$Laser.mesh.size.z = distance
|
||||
$Laser.position.z = distance * -0.5
|
||||
Reference in New Issue
Block a user