init
This commit is contained in:
88
addons/godot-xr-tools/interactables/interactable_handle.gd
Normal file
88
addons/godot-xr-tools/interactables/interactable_handle.gd
Normal file
@@ -0,0 +1,88 @@
|
||||
@tool
|
||||
class_name XRToolsInteractableHandle
|
||||
extends XRToolsPickable
|
||||
|
||||
|
||||
## XR Tools Interactable Handle script
|
||||
##
|
||||
## The interactable handle is a (usually invisible) object extending from
|
||||
## [XRToolsPickable] that can be grabbed by the player and is used to
|
||||
## manipulate interactable objects.
|
||||
##
|
||||
## The interactible handle has an origin position of its parent. In order
|
||||
## to position interactible handles on the interactible object, the handle
|
||||
## should be placed under a parent handle-origin node, and the origin nodes
|
||||
## position set as desired.
|
||||
##
|
||||
## When the handle is released, it snaps back to its parent origin. If the
|
||||
## handle is pulled further than its snap distance, then the handle is
|
||||
## automatically released.
|
||||
|
||||
|
||||
## Distance from the handle origin to auto-snap the grab
|
||||
@export var snap_distance : float = 0.3
|
||||
|
||||
|
||||
# Handle origin spatial node
|
||||
@onready var handle_origin: Node3D = get_parent()
|
||||
|
||||
|
||||
# Add support for is_xr_class on XRTools classes
|
||||
func is_xr_class(xr_name: String) -> bool:
|
||||
return xr_name == "XRToolsInteractableHandle" or super(xr_name)
|
||||
|
||||
|
||||
# Called when this handle is added to the scene
|
||||
func _ready() -> void:
|
||||
# In Godot 4 we must now manually call our super class ready function
|
||||
super()
|
||||
|
||||
# Ensure we start at our origin
|
||||
transform = Transform3D.IDENTITY
|
||||
|
||||
# Turn off processing - it will be turned on only when held
|
||||
set_process(false)
|
||||
|
||||
|
||||
# Called on every frame when the handle is held to check for snapping
|
||||
func _process(_delta: float) -> void:
|
||||
# Skip if not picked up
|
||||
if not is_picked_up():
|
||||
return
|
||||
|
||||
# If too far from the origin then drop the handle
|
||||
var origin_pos = handle_origin.global_transform.origin
|
||||
var handle_pos = global_transform.origin
|
||||
if handle_pos.distance_to(origin_pos) > snap_distance:
|
||||
drop()
|
||||
|
||||
|
||||
# Called when the handle is picked up
|
||||
func pick_up(by) -> void:
|
||||
# Call the base-class to perform the pickup
|
||||
super(by)
|
||||
|
||||
# Enable the process function while held
|
||||
set_process(true)
|
||||
|
||||
|
||||
# Called when the handle is dropped
|
||||
func let_go(by: Node3D, _p_linear_velocity: Vector3, _p_angular_velocity: Vector3) -> void:
|
||||
# Call the base-class to perform the drop, but with no velocity
|
||||
super(by, Vector3.ZERO, Vector3.ZERO)
|
||||
|
||||
# Disable the process function as no-longer held
|
||||
set_process(false)
|
||||
|
||||
# Snap the handle back to the origin
|
||||
transform = Transform3D.IDENTITY
|
||||
|
||||
|
||||
# Check handle configurationv
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
var warnings := PackedStringArray()
|
||||
|
||||
if !transform.is_equal_approx(Transform3D.IDENTITY):
|
||||
warnings.append("Interactable handle must have no transform from its parent handle origin")
|
||||
|
||||
return warnings
|
||||
Reference in New Issue
Block a user