immersive-home/content/main.gd

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1.7 KiB
GDScript3
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extends Node3D
var sky = preload("res://assets/materials/sky.material")
var sky_passthrough = preload("res://assets/materials/sky_passthrough.material")
@onready var environment: WorldEnvironment = $WorldEnvironment
@onready var camera: XRCamera3D = $XROrigin3D/XRCamera3D
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@onready var controller_left = $XROrigin3D/XRControllerLeft
@onready var controller_right = $XROrigin3D/XRControllerRight
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func _ready():
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# In case we're running on the headset, use the passthrough sky
if OS.get_name() == "Android":
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# OS.request_permissions()
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environment.environment.sky.set_material(sky_passthrough)
else:
RenderingServer.set_debug_generate_wireframes(true)
func _process(delta):
if OS.get_name() != "Android":
var camera_basis = camera.get_global_transform().basis
camera_basis.x.y = 0
camera_basis.z.y = 0
camera_basis.y = Vector3(0, 1, 0)
camera_basis.x = camera_basis.x.normalized()
camera_basis.z = camera_basis.z.normalized()
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var movement = camera_basis * vector_key_mapping(KEY_D, KEY_A, KEY_S, KEY_W) * delta
camera.position += movement
controller_left.position += movement
controller_right.position += movement
func _input(event):
if event is InputEventKey and Input.is_key_pressed(KEY_F10):
var vp = get_viewport()
vp.debug_draw = (vp.debug_draw + 1) % 5
func vector_key_mapping(key_positive_x: int, key_negative_x: int, key_positive_y: int, key_negative_y: int):
var x = 0
var y = 0
if Input.is_physical_key_pressed(key_positive_y):
y = 1
elif Input.is_physical_key_pressed(key_negative_y):
y = -1
if Input.is_physical_key_pressed(key_positive_x):
x = 1
elif Input.is_physical_key_pressed(key_negative_x):
x = -1
var vec = Vector3(x, 0 , y)
if vec:
vec = vec.normalized()
return vec