mirror of
https://github.com/Relintai/pandemonium_demo_projects.git
synced 2024-12-21 13:56:50 +01:00
177 lines
6.8 KiB
GDScript
177 lines
6.8 KiB
GDScript
extends Spatial
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# The size of the quad mesh itself.
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var quad_mesh_size
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# Used for checking if the mouse is inside the Area
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var is_mouse_inside = false
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# Used for checking if the mouse was pressed inside the Area
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var is_mouse_held = false
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# The last non-empty mouse position. Used when dragging outside of the box.
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var last_mouse_pos3D = null
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# The last processed input touch/mouse event. To calculate relative movement.
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var last_mouse_pos2D = null
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onready var node_viewport = $Viewport
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onready var node_quad = $Quad
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onready var node_area = $Quad/Area
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func _ready():
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node_area.connect("mouse_entered", self, "_mouse_entered_area")
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# If the material is NOT set to use billboard settings, then avoid running billboard specific code
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if node_quad.get_surface_material(0).params_billboard_mode == 0:
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set_process(false)
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if OS.get_current_video_driver() == OS.VIDEO_DRIVER_GLES2:
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# Required to prevent the texture from being too dark when using GLES2.
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# This should be left to `true` in GLES3 to prevent the texture from looking
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# washed out there.
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node_quad.get_surface_material(0).flags_albedo_tex_force_srgb = false
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func _process(_delta):
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# NOTE: Remove this function if you don't plan on using billboard settings.
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rotate_area_to_billboard()
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func _mouse_entered_area():
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is_mouse_inside = true
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func _unhandled_input(event):
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# Check if the event is a non-mouse/non-touch event
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var is_mouse_event = false
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for mouse_event in [InputEventMouseButton, InputEventMouseMotion, InputEventScreenDrag, InputEventScreenTouch]:
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if event is mouse_event:
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is_mouse_event = true
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break
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# If the event is a mouse/touch event and/or the mouse is either held or inside the area, then
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# we need to do some additional processing in the handle_mouse function before passing the event to the viewport.
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# If the event is not a mouse/touch event, then we can just pass the event directly to the viewport.
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if is_mouse_event and (is_mouse_inside or is_mouse_held):
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handle_mouse(event)
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elif not is_mouse_event:
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node_viewport.input(event)
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# Handle mouse events inside Area. (Area.input_event had many issues with dragging)
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func handle_mouse(event):
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# Get mesh size to detect edges and make conversions. This code only support PlaneMesh and QuadMesh.
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quad_mesh_size = node_quad.mesh.size
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# Detect mouse being held to mantain event while outside of bounds. Avoid orphan clicks
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if event is InputEventMouseButton or event is InputEventScreenTouch:
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is_mouse_held = event.pressed
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# Find mouse position in Area
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var mouse_pos3D = find_mouse(event.global_position)
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# Check if the mouse is outside of bounds, use last position to avoid errors
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# NOTE: mouse_exited signal was unrealiable in this situation
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is_mouse_inside = mouse_pos3D != null
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if is_mouse_inside:
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# Convert click_pos from world coordinate space to a coordinate space relative to the Area node.
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# NOTE: affine_inverse accounts for the Area node's scale, rotation, and translation in the scene!
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mouse_pos3D = node_area.global_transform.affine_inverse() * mouse_pos3D
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last_mouse_pos3D = mouse_pos3D
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else:
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mouse_pos3D = last_mouse_pos3D
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if mouse_pos3D == null:
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mouse_pos3D = Vector3.ZERO
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# TODO: adapt to bilboard mode or avoid completely
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# convert the relative event position from 3D to 2D
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var mouse_pos2D = Vector2(mouse_pos3D.x, -mouse_pos3D.y)
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# Right now the event position's range is the following: (-quad_size/2) -> (quad_size/2)
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# We need to convert it into the following range: 0 -> quad_size
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mouse_pos2D.x += quad_mesh_size.x / 2
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mouse_pos2D.y += quad_mesh_size.y / 2
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# Then we need to convert it into the following range: 0 -> 1
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mouse_pos2D.x = mouse_pos2D.x / quad_mesh_size.x
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mouse_pos2D.y = mouse_pos2D.y / quad_mesh_size.y
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# Finally, we convert the position to the following range: 0 -> viewport.size
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mouse_pos2D.x = mouse_pos2D.x * node_viewport.size.x
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mouse_pos2D.y = mouse_pos2D.y * node_viewport.size.y
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# We need to do these conversions so the event's position is in the viewport's coordinate system.
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# Set the event's position and global position.
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event.position = mouse_pos2D
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event.global_position = mouse_pos2D
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# If the event is a mouse motion event...
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if event is InputEventMouseMotion:
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# If there is not a stored previous position, then we'll assume there is no relative motion.
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if last_mouse_pos2D == null:
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event.relative = Vector2(0, 0)
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# If there is a stored previous position, then we'll calculate the relative position by subtracting
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# the previous position from the new position. This will give us the distance the event traveled from prev_pos
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else:
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event.relative = mouse_pos2D - last_mouse_pos2D
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# Update last_mouse_pos2D with the position we just calculated.
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last_mouse_pos2D = mouse_pos2D
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# Finally, send the processed input event to the viewport.
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node_viewport.input(event)
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func find_mouse(global_position):
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var camera = get_viewport().get_camera()
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# From camera center to the mouse position in the Area
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var from = camera.project_ray_origin(global_position)
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var dist = find_further_distance_to(camera.transform.origin)
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var to = from + camera.project_ray_normal(global_position) * dist
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# Manually raycasts the are to find the mouse position
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var result = get_world().direct_space_state.intersect_ray(from, to, [], node_area.collision_layer,false,true) #for 3.1 changes
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if result.size() > 0:
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return result.position
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else:
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return null
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func find_further_distance_to(origin):
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# Find edges of collision and change to global positions
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var edges = []
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edges.append(node_area.to_global(Vector3(quad_mesh_size.x / 2, quad_mesh_size.y / 2, 0)))
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edges.append(node_area.to_global(Vector3(quad_mesh_size.x / 2, -quad_mesh_size.y / 2, 0)))
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edges.append(node_area.to_global(Vector3(-quad_mesh_size.x / 2, quad_mesh_size.y / 2, 0)))
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edges.append(node_area.to_global(Vector3(-quad_mesh_size.x / 2, -quad_mesh_size.y / 2, 0)))
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# Get the furthest distance between the camera and collision to avoid raycasting too far or too short
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var far_dist = 0
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var temp_dist
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for edge in edges:
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temp_dist = origin.distance_to(edge)
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if temp_dist > far_dist:
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far_dist = temp_dist
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return far_dist
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func rotate_area_to_billboard():
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var billboard_mode = node_quad.get_surface_material(0).params_billboard_mode
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# Try to match the area with the material's billboard setting, if enabled
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if billboard_mode > 0:
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# Get the camera
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var camera = get_viewport().get_camera()
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# Look in the same direction as the camera
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var look = camera.to_global(Vector3(0, 0, -100)) - camera.global_transform.origin
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look = node_area.translation + look
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# Y-Billboard: Lock Y rotation, but gives bad results if the camera is tilted.
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if billboard_mode == 2:
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look = Vector3(look.x, 0, look.z)
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node_area.look_at(look, Vector3.UP)
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# Rotate in the Z axis to compensate camera tilt
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node_area.rotate_object_local(Vector3.BACK, camera.rotation.z)
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