immersive-home/content/functions/movable.gd

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@tool
extends Function
class_name Movable
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signal on_move(position: Vector3, rotation: Vector3)
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signal on_moved()
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@export var restricted: bool = false
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@export var restrict_movement: Callable
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@export var lock_rotation: bool = false
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var hit_node := Node3D.new()
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func _on_grab_down(event: EventPointer):
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if restricted && event.target != get_parent():
return
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event.initiator.node.add_child(hit_node)
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hit_node.global_transform = get_parent().global_transform
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func _on_grab_move(_event: EventPointer):
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if hit_node.get_parent() == null:
return
if restrict_movement:
get_parent().global_position = restrict_movement.call(hit_node.global_position)
else:
get_parent().global_position = hit_node.global_position
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if !lock_rotation:
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get_parent().global_basis = hit_node.global_basis
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on_move.emit(get_parent().global_position, get_parent().global_rotation)
else:
on_move.emit(get_parent().global_position, Vector3(0, 0, 0))
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func _on_grab_up(event: EventPointer):
event.initiator.node.remove_child(hit_node)
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on_moved.emit()
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func _get_configuration_warnings() -> PackedStringArray:
var warnings := PackedStringArray()
if get_parent() is StaticBody3D == false:
warnings.append("Movable requires a StaticBody3D as parent.")
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return warnings