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

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GDScript3
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extends XRController3D
const Pointer = preload ("res://lib/utils/pointer/pointer.gd")
const Initiator = preload ("res://lib/utils/pointer/initiator.gd")
const Finger = preload ("res://lib/utils/touch/finger.gd")
const Touch = preload ("res://lib/utils/touch/touch.gd")
const Collide = preload ("res://lib/utils/touch/collide.gd")
const Miniature = preload ("res://content/system/house/mini/miniature.gd")
@onready var main = $"/root/Main"
@onready var ray: RayCast3D = $Raycast
@onready var hand: Node3D = $hand_r
@onready var hand_mesh = $hand_r/Armature/Skeleton3D/mesh_Hand_R
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@onready var auto_hand = $AutoHandtracker
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@onready var index_tip = $IndexTip
@onready var thumb_tip = $ThumbTip
@onready var middle_tip = $MiddleTip
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var hand_active = false
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var initiator: Initiator = Initiator.new()
var collide: Collide
var pointer: Pointer
var press_distance = 0.02
var grip_distance = 0.02
var pressed = false
var grabbed = false
func _ready():
TouchManager.add_finger(Finger.Type.INDEX_RIGHT, $IndexTip/TouchArea)
collide = Collide.new(hand, hand_mesh, index_tip)
add_child(collide)
initiator.type = Initiator.Type.HAND_RIGHT
initiator.node = self
pointer = Pointer.new(initiator, ray)
add_child(pointer)
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auto_hand.hand_active_changed.connect(func(hand: int, active: bool):
if hand != 1: return
hand_active=active
$IndexTip/TouchArea/CollisionShape3D.disabled=!active
hand_mesh.visible=active
)
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func _physics_process(_delta):
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if !hand_active: return
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var distance_trigger = index_tip.global_position.distance_to(thumb_tip.global_position)
var distance_grab = middle_tip.global_position.distance_to(thumb_tip.global_position)
var trigger_close = distance_trigger <= press_distance
var grab_close = distance_grab <= grip_distance
if trigger_close&&!pressed:
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pointer.pressed(Initiator.EventType.TRIGGER)
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pressed = true
elif !trigger_close&&pressed:
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pointer.released(Initiator.EventType.TRIGGER)
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pressed = false
if grab_close&&!grabbed:
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pointer.pressed(Initiator.EventType.GRIP)
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grabbed = true
elif !grab_close&&grabbed:
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pointer.released(Initiator.EventType.GRIP)
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grabbed = false