godot-demo-projects/viewport/gui_in_3d/gui_3d.gd

171 lines
6.5 KiB
GDScript

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