immersive-home/addons/godot-xr-tools/objects/highlight/highlight_material.gd

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GDScript3
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2023-10-16 20:10:20 +03:00
@tool
class_name XRToolsHighlightMaterial
extends Node
## Mesh to highlight
@export var highlight_mesh_instance : NodePath
## Material to set
@export var highlight_material : Resource
var _original_materials = Array()
var _highlight_mesh_instance: MeshInstance3D
# Add support for is_xr_class on XRTools classes
func is_xr_class(name : String) -> bool:
return name == "XRToolsHighlightMaterial"
# Called when the node enters the scene tree for the first time.
func _ready():
# Get the mesh to highlight
_highlight_mesh_instance = get_node(highlight_mesh_instance)
# Save the materials
if _highlight_mesh_instance:
# if we can find a node remember which materials are currently set on each surface
for i in range(0, _highlight_mesh_instance.get_surface_override_material_count()):
_original_materials.push_back(_highlight_mesh_instance.get_surface_override_material(i))
# Hook the highlight update
get_parent().connect("highlight_updated", _on_highlight_updated)
# Called when the pickable highlight changes
func _on_highlight_updated(_pickable, enable: bool) -> void:
# Set the materials
if _highlight_mesh_instance:
for i in range(0, _highlight_mesh_instance.get_surface_override_material_count()):
if enable:
_highlight_mesh_instance.set_surface_override_material(i, highlight_material)
else:
_highlight_mesh_instance.set_surface_override_material(i, _original_materials[i])
# This method verifies the node
func _get_configuration_warnings() -> PackedStringArray:
var warnings := PackedStringArray()
# Verify parent supports highlighting
var parent := get_parent()
if not parent or not parent.has_signal("highlight_updated"):
warnings.append("Parent does not support highlighting")
return warnings