godot-demo-projects/mobile/multitouch_cubes/GestureArea.gd

123 lines
3.9 KiB
GDScript

extends Control
@export var target: NodePath
@export var min_scale = 0.1
@export var max_scale = 3.0
@export var one_finger_rot_x = true
@export var one_finger_rot_y = true
@export var two_fingers_rot_z = true
@export var two_fingers_zoom = true
var base_state
var curr_state
var target_node
# We keep here a copy of the state before the number of fingers changed to avoid accumulation errors.
var base_xform
func _ready():
base_state = {}
curr_state = {}
target_node = get_node(target)
func _gui_input(event):
# We must start touching inside, but we can drag or unpress outside.
# if not (event is InputEventScreenDrag or
# (event is InputEventScreenTouch and (not event.pressed or get_global_rect().has_point(event.position)))):
# return
var finger_count = base_state.size()
if finger_count == 0:
# No fingers => Accept press.
if event is InputEventScreenTouch:
if event.pressed:
# A finger started touching.
base_state = {
event.index: event.position,
}
elif finger_count == 1:
# One finger => For rotating around X and Y.
# Accept one more press, unpress or drag.
if event is InputEventScreenTouch:
if event.pressed:
# One more finger started touching.
# Reset the base state to the only current and the new fingers.
base_state = {
curr_state.keys()[0]: curr_state.values()[0],
event.index: event.position,
}
else:
if base_state.has(event.index):
# Only touching finger released.
base_state.clear()
elif event is InputEventScreenDrag:
if curr_state.has(event.index):
# Touching finger dragged.
var unit_drag = _px2unit(base_state[base_state.keys()[0]] - event.position)
if one_finger_rot_x:
target_node.global_rotate(Vector3.UP, deg2rad(180.0 * unit_drag.x))
if one_finger_rot_y:
target_node.global_rotate(Vector3.RIGHT, deg2rad(180.0 * unit_drag.y))
# Since rotating around two axes, we have to reset the base constantly.
curr_state[event.index] = event.position
base_state[event.index] = event.position
base_xform = target_node.get_transform()
elif finger_count == 2:
# Two fingers => To pinch-zoom and rotate around Z.
# Accept unpress or drag.
if event is InputEventScreenTouch:
if not event.pressed and base_state.has(event.index):
# Some known touching finger released.
# Clear the base state
base_state.clear()
elif event is InputEventScreenDrag:
if curr_state.has(event.index):
# Some known touching finger dragged.
curr_state[event.index] = event.position
# Compute base and current inter-finger vectors.
var base_segment = base_state[base_state.keys()[0]] - base_state[base_state.keys()[1]]
var new_segment = curr_state[curr_state.keys()[0]] - curr_state[curr_state.keys()[1]]
# Get the base scale from the base matrix.
var base_scale = Vector3(base_xform.basis.x.x, base_xform.basis.y.y, base_xform.basis.z.z).length()
if two_fingers_zoom:
# Compute the new scale limiting it and taking into account the base scale.
var new_scale = clamp(base_scale * (new_segment.length() / base_segment.length()), min_scale, max_scale) / base_scale
target_node.set_transform(base_xform.scaled(new_scale * Vector3.ONE))
else:
target_node.set_transform(base_xform)
if two_fingers_rot_z:
# Apply rotation between base inter-finger vector and the current one.
var rot = new_segment.angle_to(base_segment)
target_node.global_rotate(Vector3.BACK, rot)
# Finger count changed?
if base_state.size() != finger_count:
# Copy new base state to the current state.
curr_state = {}
for idx in base_state.keys():
curr_state[idx] = base_state[idx]
# Remember the base transform.
base_xform = target_node.get_transform()
# Converts a vector in pixels to a unitary magnitude,
# considering the number of pixels of the shorter axis is the unit.
func _px2unit(v):
var shortest = min(get_size().x, get_size().y)
return v * (1.0 / shortest)