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sharpoff
2026-01-14 13:01:37 +09:00
commit 49d7e22132
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@icon("res://addons/godot-xr-tools/editor/icons/rumble.svg")
class_name XRToolsRumbleEvent
extends Resource
## XR Tools Rumble Event Resource
## Strength of the rumbling
@export_range(0, 1, 0.10) var magnitude: float = 0.5
## Whether the rumble can be active during a tree pause
@export var active_during_pause: bool = false
@export_category("Timing")
## Whether the rumble continues until cleared
@export var indefinite: bool = false
## Time to rumble (unless indefinite)
@export_range(10, 4000, 10) var duration_ms: int = 300

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extends Node
## XR Tools Rumble (Controllers) Manager Script
##
## This script uses the controller's existing rumble intensity variable,
## and allows you to rumble the controller for a certain amount
## of time 'beats'.
##
## Example: something hits you while you're mowing the lawn,
## i.e. a short intense rumble happens during long low rumble.
## Name in the OpenXR Action Map for haptics
const HAPTIC_ACTION := &"haptic" # TODO: Migrate
# Shorthand for all trackers, in use to be substituted with _queues.keys()
const ALL_TRACKERS := [&"all"]
# A Queue Per Haptic device (Dictionary<StringName, XRToolsRumbleManagerQueue>)
var _queues: Dictionary = {}
## Add support for is_xr_class
func is_xr_class(xr_name: String) -> bool:
return xr_name == "XRToolsRumbleManager"
## Get the default Haptics Scale value
func get_default_haptics_scale() -> float:
var default = 1.0
# Check if the project has overridden the addon's default
if ProjectSettings.has_setting("godot_xr_tools/input/haptics_scale"):
default = ProjectSettings.get_setting("godot_xr_tools/input/haptics_scale")
if default < 0.0 or default > 1.0:
# out of bounds? reset to default
default = 1.0
return default
## Used to convert gamepad magnitudes to equivalent XR haptic magnitude
func combine_magnitudes(weak: float, strong: float) -> float:
if strong >= 0.01:
return 0.5 + clamp(strong / 2, 0.0, 0.5)
return clamp(weak / 2, 0.0, 0.5)
# On Ready
func _ready():
if Engine.is_editor_hint():
return
# Some rumble events are active during pause
process_mode = PROCESS_MODE_ALWAYS
# Create a queues for standard controllers
_queues[&"left_hand"] = XRToolsRumbleManagerQueue.new()
_queues[&"right_hand"] = XRToolsRumbleManagerQueue.new()
# Determine how much to - and perform the - rumbles each tick
func _process(delta: float) -> void:
if Engine.is_editor_hint():
return
# We'll be subtracting this from the event remaining ms
var delta_ms = int(delta * 1000)
for tracker_name in _queues:
var haptic_queue : XRToolsRumbleManagerQueue = _queues[tracker_name]
# default to noXRToolsRumbleManagerQueuensure it's a float, or it rounds to all or nothing!)
var magnitude: float = 0.0
# Iterate over the events
for key in haptic_queue.events.keys():
var event : XRToolsRumbleEvent = haptic_queue.events[key]
# if we're paused and it's not supposed to be active, skip
if get_tree().paused and not event.active_during_pause:
continue
# If we've passed the threshold from positive to negative, the event is done
if !event.indefinite and haptic_queue.time_remaining[key] < 0:
clear(key, [tracker_name])
continue
# Reduce the time remaining
haptic_queue.time_remaining[key] -= delta_ms
# If it's of greater magnitude, update left magnitude to be set
if event.magnitude > magnitude:
magnitude = event.magnitude
# scale the final magnitude
magnitude *= XRToolsUserSettings.haptics_scale
# Make that tracker rumble
if magnitude > 0 and XRServer.primary_interface:
XRServer.primary_interface.trigger_haptic_pulse(
HAPTIC_ACTION,
tracker_name, # if the tracker name isn't valid, it will error but continue
0,
magnitude,
0.1,
0)
# Add an event
func add(event_key: Variant, event: XRToolsRumbleEvent,
trackers: Array = ALL_TRACKERS) -> void:
if not event_key:
push_error("Event key is invalid!")
return
if not event:
clear(event_key, trackers)
return
# Substitube the shorthand for all trackers with the real thing
if trackers == ALL_TRACKERS:
trackers = _queues.keys()
for tracker in trackers:
if tracker is XRNode3D:
tracker = tracker.tracker
# Create queue first time a target is suggested
if not _queues.has(tracker):
_queues[tracker] = XRToolsRumbleManagerQueue.new()
# Add the event and it's remaining time to the respective queues
_queues[tracker].events[event_key] = event
_queues[tracker].time_remaining[event_key] = event.duration_ms
# Remove an event
func clear(event_key: Variant, trackers: Array = ALL_TRACKERS) -> void:
if not event_key:
push_error("Event key is invalid!")
return
# Substitube the shorthand for all trackers with the real thing
if trackers == ALL_TRACKERS:
trackers = _queues.keys()
for tracker in trackers:
if tracker is XRNode3D:
tracker = tracker.tracker
# Ignore if the queue doesn't exist
if not _queues.has(tracker):
continue
# Remove the event and it's remaining time from the respective queues
_queues[tracker].events.erase(event_key)
_queues[tracker].time_remaining.erase(event_key)

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class_name XRToolsRumbleManagerQueue
extends Resource
# All currently-active events (Dictionary<Variant, XRToolsRumbleEvent>)
var events: Dictionary
# All currently-active events' time remaining (Dictionary<Variant, int>)
var time_remaining: Dictionary
func _init():
events = {}
time_remaining = {}

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@tool
@icon("res://addons/godot-xr-tools/editor/icons/rumble.svg")
class_name XRToolsRumbler
extends Node
## XR Tools Rumbler
##
## A node you attach to handle (contain and make easy to activate/cancel)
## a particular rumble event.
## The details of this rumbler
@export var event: XRToolsRumbleEvent : set = _set_event
@export var target: XRNode3D
## Activate the event
func rumble() -> void:
if is_instance_valid(target):
XRToolsRumbleManager.add(self, event, [target.tracker])
## Cancel the event
func cancel() -> void:
XRToolsRumbleManager.clear(self)
## Rumble on the hand which owns the node
func rumble_hand(hand_child: Node3D) -> void:
var hand: XRNode3D = XRHelpers.get_xr_controller(hand_child)
if is_instance_valid(hand):
XRToolsRumbleManager.add(self, event, [hand.tracker])
## Cancel rumble for the hand which owns the node
func cancel_hand(hand_child: Node3D) -> void:
var hand: XRNode3D = XRHelpers.get_xr_controller(hand_child)
if is_instance_valid(hand):
XRToolsRumbleManager.clear(self, [hand.tracker])
## Activate the event, if provided the XR player body
func rumble_if_player_body(body: Node3D) -> void:
if is_instance_valid(body) and body is XRToolsPlayerBody:
rumble()
## Cancel rumble for the event, if provided the XR player body
func cancel_if_player_body(body: Node3D) -> void:
if is_instance_valid(body) and body is XRToolsPlayerBody:
cancel()
## Activate the event during an active pointer event
func rumble_pointer(event : XRToolsPointerEvent) -> void:
if event.event_type == XRToolsPointerEvent.Type.PRESSED:
rumble_hand(event.pointer)
elif event.event_type == XRToolsPointerEvent.Type.RELEASED:
cancel_hand(event.pointer)
func _set_event(p_event: XRToolsRumbleEvent) -> void:
event = p_event
update_configuration_warnings()
# This method verifies the hand has a valid configuration.
func _get_configuration_warnings() -> PackedStringArray:
var warnings := PackedStringArray()
# Check hand for animation player
if not event:
warnings.append("Rumbler must have a rumble event")
# Return warnings
return warnings

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[gd_resource type="Resource" script_class="XRToolsRumbleEvent" load_steps=2 format=3 uid="uid://brci6umrcd157"]
[ext_resource type="Script" uid="uid://b15qba0ch13uw" path="res://addons/godot-xr-tools/rumble/rumble_event.gd" id="1_r2qd4"]
[resource]
script = ExtResource("1_r2qd4")
magnitude = 0.5
active_during_pause = true
indefinite = false
duration_ms = 10