godot-demo-projects/3d/waypoints/waypoint.gd

117 lines
3.8 KiB
GDScript3
Raw Normal View History

extends Control
# Some margin to keep the marker away from the screen's corners.
const MARGIN = 8
onready var camera = get_viewport().get_camera()
onready var parent = get_parent()
onready var label = $Label
onready var marker = $Marker
# The waypoint's text.
export var text = "Waypoint" setget set_text
# If `true`, the waypoint sticks to the viewport's edges when moving off-screen.
export var sticky = true
func _ready() -> void:
self.text = text
if not parent is Spatial:
push_error("The waypoint's parent node must inherit from Spatial.")
func _process(_delta):
var parent_translation = parent.global_transform.origin
var camera_transform = camera.global_transform
var camera_translation = camera_transform.origin
# We would use "camera.is_position_behind(parent_translation)", except
# that it also accounts for the near clip plane, which we don't want.
var is_behind = camera_transform.basis.z.dot(parent_translation - camera_translation) > 0
# Fade the waypoint when the camera gets close.
var distance = camera_translation.distance_to(parent_translation)
modulate.a = clamp(range_lerp(distance, 0, 2, 0, 1), 0, 1 )
var unprojected_position = camera.unproject_position(parent_translation)
# `get_size_override()` will return a valid size only if the stretch mode is `2d`.
# Otherwise, the viewport size is used directly.
var viewport_base_size = (
get_viewport().get_size_override() if get_viewport().get_size_override() > Vector2(0, 0)
else get_viewport().size
)
if not sticky:
# For non-sticky waypoints, we don't need to clamp and calculate
# the position if the waypoint goes off screen.
rect_position = unprojected_position
visible = not is_behind
return
# We need to handle the axes differently.
# For the screen's X axis, the projected position is useful to us,
# but we need to force it to the side if it's also behind.
if is_behind:
if unprojected_position.x < viewport_base_size.x / 2:
unprojected_position.x = viewport_base_size.x - MARGIN
else:
unprojected_position.x = MARGIN
# For the screen's Y axis, the projected position is NOT useful to us
# because we don't want to indicate to the user that they need to look
# up or down to see something behind them. Instead, here we approximate
# the correct position using difference of the X axis Euler angles
# (up/down rotation) and the ratio of that with the camera's FOV.
# This will be slightly off from the theoretical "ideal" position.
if is_behind or unprojected_position.x < MARGIN or \
unprojected_position.x > viewport_base_size.x - MARGIN:
var look = camera_transform.looking_at(parent_translation, Vector3.UP)
var diff = angle_diff(look.basis.get_euler().x, camera_transform.basis.get_euler().x)
unprojected_position.y = viewport_base_size.y * (0.5 + (diff / deg2rad(camera.fov)))
rect_position = Vector2(
clamp(unprojected_position.x, MARGIN, viewport_base_size.x - MARGIN),
clamp(unprojected_position.y, MARGIN, viewport_base_size.y - MARGIN)
)
label.visible = true
rect_rotation = 0
# Used to display a diagonal arrow when the waypoint is displayed in
# one of the screen corners.
var overflow = 0
if rect_position.x <= MARGIN:
# Left overflow.
overflow = -45
label.visible = false
rect_rotation = 90
elif rect_position.x >= viewport_base_size.x - MARGIN:
# Right overflow.
overflow = 45
label.visible = false
rect_rotation = 270
if rect_position.y <= MARGIN:
# Top overflow.
label.visible = false
rect_rotation = 180 + overflow
elif rect_position.y >= viewport_base_size.y - MARGIN:
# Bottom overflow.
label.visible = false
rect_rotation = -overflow
func set_text(p_text):
text = p_text
# The label's text can only be set once the node is ready.
if is_inside_tree():
label.text = p_text
static func angle_diff(from, to):
var diff = fmod(to - from, TAU)
return fmod(2.0 * diff, TAU) - diff