immersive-home/addons/godot-xr-tools/objects/viewport_2d_in_3d_body.gd

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2023-10-16 20:10:20 +03:00
extends XRToolsInteractableBody
## Screen size
@export var screen_size = Vector2(3.0, 2.0)
## Viewport size
@export var viewport_size = Vector2(100.0, 100.0)
# Current mouse mask
var _mouse_mask := 0
# Viewport node
var _viewport : Viewport
# Dictionary of pointers to touch-index
var _touches := {}
# Dictionary of pressed pointers
var _presses := {}
# Dominant pointer (index == 0)
var _dominant : Node3D
# Mouse pointer
var _mouse : Node3D
# Last mouse position
var _mouse_last := Vector2.ZERO
func _ready():
# Get viewport node
_viewport = get_node("../Viewport")
# Subscribe to pointer events
pointer_event.connect(_on_pointer_event)
## Convert intersection point to screen coordinate
func global_to_viewport(p_at : Vector3) -> Vector2:
var t = $CollisionShape3D.global_transform
var at = t.affine_inverse() * p_at
# Convert to screen space
at.x = ((at.x / screen_size.x) + 0.5) * viewport_size.x
at.y = (0.5 - (at.y / screen_size.y)) * viewport_size.y
return Vector2(at.x, at.y)
# Pointer event handler
func _on_pointer_event(event : XRToolsPointerEvent) -> void:
# Ignore if we have no viewport
if not is_instance_valid(_viewport):
return
# Get the pointer and event type
var pointer := event.pointer
var type := event.event_type
# Get the touch-index [0..]
var index : int = _touches.get(pointer, -1)
# Create a new touch-index if necessary
if index < 0 or type == XRToolsPointerEvent.Type.ENTERED:
# Clear any stale pointer information
_touches.erase(pointer)
_presses.erase(pointer)
# Assign a new touch-index for the pointer
index = _next_touch_index()
_touches[pointer] = index
# Detect dominant pointer
if index == 0:
_dominant = pointer
# Get the viewport positions
var at := global_to_viewport(event.position)
var last := global_to_viewport(event.last_position)
# Get/update pressed state
var pressed : bool
match type:
XRToolsPointerEvent.Type.PRESSED:
_presses[pointer] = true
pressed = true
XRToolsPointerEvent.Type.RELEASED:
_presses.erase(pointer)
pressed = false
_:
pressed = _presses.has(pointer)
# Dispatch touch events
match type:
XRToolsPointerEvent.Type.PRESSED:
_report_touch_down(index, at)
XRToolsPointerEvent.Type.RELEASED:
_report_touch_up(index, at)
XRToolsPointerEvent.Type.MOVED:
_report_touch_move(index, pressed, last, at)
# If the current mouse isn't pressed then consider switching to a new one
if not _presses.has(_mouse):
if type == XRToolsPointerEvent.Type.PRESSED and pointer is XRToolsFunctionPointer:
# Switch to pressed laser-pointer
_mouse = pointer
elif type == XRToolsPointerEvent.Type.EXITED and pointer == _mouse:
# Current mouse leaving, switch to dominant
_mouse = _dominant
elif not _mouse and _dominant:
# No mouse, pick the dominant
_mouse = _dominant
# Fire mouse events
if pointer == _mouse:
match type:
XRToolsPointerEvent.Type.PRESSED:
_report_mouse_down(at)
XRToolsPointerEvent.Type.RELEASED:
_report_mouse_up( at)
XRToolsPointerEvent.Type.MOVED:
_report_mouse_move(pressed, last, at)
# Clear pointer information on exit
if type == XRToolsPointerEvent.Type.EXITED:
# Clear pointer information
_touches.erase(pointer)
_presses.erase(pointer)
if pointer == _dominant:
_dominant = null
if pointer == _mouse:
_mouse = null
# Report touch-down event
func _report_touch_down(index : int, at : Vector2) -> void:
var event := InputEventScreenTouch.new()
event.index = index
event.position = at
event.pressed = true
_viewport.push_input(event)
# Report touch-up event
func _report_touch_up(index : int, at : Vector2) -> void:
var event := InputEventScreenTouch.new()
event.index = index
event.position = at
event.pressed = false
_viewport.push_input(event)
# Report touch-move event
func _report_touch_move(index : int, pressed : bool, from : Vector2, to : Vector2) -> void:
var event := InputEventScreenDrag.new()
event.index = index
event.position = to
event.pressure = 1.0 if pressed else 0.0
event.relative = to - from
_viewport.push_input(event)
# Report mouse-down event
func _report_mouse_down(at : Vector2) -> void:
var event := InputEventMouseButton.new()
event.button_index = 1
event.pressed = true
event.position = at
event.global_position = at
event.button_mask = 1
_viewport.push_input(event)
# Report mouse-up event
func _report_mouse_up(at : Vector2) -> void:
var event := InputEventMouseButton.new()
event.button_index = 1
event.pressed = false
event.position = at
event.global_position = at
event.button_mask = 0
_viewport.push_input(event)
# Report mouse-move event
func _report_mouse_move(pressed : bool, from : Vector2, to : Vector2) -> void:
var event := InputEventMouseMotion.new()
event.position = to
event.global_position = to
event.relative = to - from
event.button_mask = 1 if pressed else 0
event.pressure = 1.0 if pressed else 0.0
_viewport.push_input(event)
# Find the next free touch index
func _next_touch_index() -> int:
# Get the current touches
var current := _touches.values()
current.sort()
# Look for a hole
for touch in current.size():
if current[touch] != touch:
return touch
# No hole so add to end
return current.size()