immersive-home/app/content/system/raycast/raycast.gd

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extends RayCast3D
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const Pointer = preload ("res://lib/utils/pointer/pointer.gd")
const Initiator = preload ("res://lib/utils/pointer/initiator.gd")
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@onready var cursor: Node3D = $Cursor
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@onready var default_cursor: Sprite3D = $Cursor/DefaultCursor
@onready var retro_cursor: Sprite3D = $Cursor/RetroCursor
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@onready var decal: Decal = $Decal
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@onready var grid: MeshInstance3D = $Grid
@onready var wall_collider: RayCast3D = $WallCollider
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@export var is_right: bool = true
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@export var with_decal: bool = false
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@export var with_grid: bool = false
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@onready var pointer: Pointer
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@onready var visual_ray: MeshInstance3D = $Ray
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var _event_type_map = {
"trigger_click": Initiator.EventType.TRIGGER,
"grip_click": Initiator.EventType.GRIP,
}
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func _ready():
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var initiator = Initiator.new()
initiator.type = Initiator.Type.CONTROLLER_RIGHT if is_right else Initiator.Type.CONTROLLER_LEFT
initiator.node = get_parent()
assert(get_parent() is XRController3D, "Parent must be XRController3D")
pointer = Pointer.new(initiator, self)
add_child(pointer)
get_parent().button_pressed.connect(func(button: String):
EventSystem.emit_action(button, true, initiator)
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if _event_type_map.has(button):
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pointer.pressed(_event_type_map[button])
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)
get_parent().button_released.connect(func(button: String):
EventSystem.emit_action(button, false, initiator)
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if _event_type_map.has(button):
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pointer.released(_event_type_map[button])
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)
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get_parent().input_float_changed.connect(func(action_name, value):
EventSystem.emit_action(action_name, value, initiator)
)
get_parent().input_vector2_changed.connect(func(action_name, value):
EventSystem.emit_action(action_name, value, initiator)
)
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R.effect(func(_arg):
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var style=Store.settings.state.cursor_style
default_cursor.visible=style == 0
retro_cursor.visible=style == 1
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)
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func _physics_process(_delta):
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_handle_cursor()
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_handle_grid()
func _process(delta):
if grid.visible:
grid.material_override.set_shader_parameter("dot_offset", TransformTools.plane_2d_coords(grid.global_transform) / grid.mesh.size.x)
func _handle_grid():
var collider = wall_collider.get_collider()
if collider == null:
grid.visible = false
grid.visible = with_grid
grid.global_position = wall_collider.get_collision_point() + wall_collider.get_collision_normal() * 0.01
if abs(wall_collider.get_collision_normal().dot(Vector3.UP)) > 0.9:
grid.global_transform.basis = Basis.looking_at(wall_collider.get_collision_normal(), Vector3.FORWARD, true)
else:
grid.global_transform.basis = Basis.looking_at(wall_collider.get_collision_normal(), Vector3.UP, true)
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func _handle_cursor():
var collider = get_collider()
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var distance = get_collision_point().distance_to(global_position)
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if collider == null:
cursor.visible = false
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visual_ray.visible = true
visual_ray.scale.y = 1
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if with_decal: decal.visible = true
return
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if distance < 0.15:
visual_ray.visible = false
else:
visual_ray.visible = true
visual_ray.scale.y = clamp(distance * 2 - 0.1, 0.15, 1)
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cursor.visible = true
decal.visible = false
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cursor.global_transform.origin = get_collision_point() + get_collision_normal() * 0.001 # offset to avoid z-fighting
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if abs(get_collision_normal().dot(Vector3.UP)) > 0.9:
var ray_dir_inv = global_transform.basis.z
cursor.global_transform.basis = Basis.looking_at(get_collision_normal().lerp(ray_dir_inv, 0.01), Vector3.UP, true)
else:
cursor.global_transform.basis = Basis.looking_at(get_collision_normal(), Vector3.UP, true)
var cursor_scale = clamp(distance * 1.5 - 0.75, 1.0, 3.0)
cursor.scale = Vector3(cursor_scale, cursor_scale, cursor_scale)