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

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extends Node3D
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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")
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@onready var hand_right: OpenXRHand = $XRHandRight
@onready var hand_left: OpenXRHand = $XRHandLeft
@export var ray_left: RayCast3D
@export var ray_right: RayCast3D
var initiator: Initiator = Initiator.new()
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var touch: Touch
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var collide: Collide
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var pointer: Pointer
var press_distance = 0.03
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var grip_distance = 0.03
var close_distance = 0.1
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var pressed_left = false
var pressed_right = false
var grabbed_left = false
var grabbed_right = false
func _ready():
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var fingers = {
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Finger.Type.INDEX_RIGHT: $XRHandRight/IndexTip/TouchArea,
Finger.Type.INDEX_LEFT: $XRHandLeft/IndexTip/TouchArea,
Finger.Type.MIDDLE_RIGHT: $XRHandRight/MiddleTip/TouchArea,
Finger.Type.MIDDLE_LEFT: $XRHandLeft/MiddleTip/TouchArea
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}
touch = Touch.new(fingers)
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collide = Collide.new(hand_left, hand_right, $XRHandLeft/IndexTip/TouchArea, $XRHandRight/IndexTip/TouchArea)
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add_child(touch)
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add_child(collide)
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_ready_hand(hand_right)
func _ready_hand(hand: OpenXRHand):
initiator.type = Initiator.Type.HAND_RIGHT if hand == hand_right else Initiator.Type.HAND_LEFT
initiator.node = ray_left.get_parent() if hand == hand_left else ray_right.get_parent()
pointer = Pointer.new(initiator, ray_left if hand == hand_left else ray_right)
add_child(pointer)
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func _physics_process(_delta):
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_process_hand(hand_right)
func _process_hand(hand: OpenXRHand):
var index_tip = hand.get_node("IndexTip/Marker3D")
var thumb_tip = hand.get_node("ThumbTip/Marker3D")
var middle_tip = hand.get_node("MiddleTip/Marker3D")
var _ray = ray_left if hand == hand_left else ray_right
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)
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var distance_target = _ray.get_collision_point().distance_to(_ray.global_position)
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var trigger_close = distance_trigger <= press_distance
var grab_close = distance_grab <= grip_distance
var distance_close = distance_target <= close_distance
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if hand == hand_left:
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if !distance_close:
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if trigger_close&&!pressed_left:
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initiator.on_press.emit(Initiator.EventType.TRIGGER)
pressed_left = true
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elif !trigger_close&&pressed_left:
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initiator.on_release.emit(Initiator.EventType.TRIGGER)
pressed_left = false
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if grab_close&&!grabbed_left:
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initiator.on_press.emit(Initiator.EventType.GRIP)
grabbed_left = true
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elif !grab_close&&grabbed_left:
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initiator.on_release.emit(Initiator.EventType.GRIP)
grabbed_left = false
else:
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if trigger_close&&!grabbed_right:
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initiator.on_press.emit(Initiator.EventType.GRIP)
grabbed_right = true
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elif !trigger_close&&grabbed_right:
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initiator.on_release.emit(Initiator.EventType.GRIP)
grabbed_right = false
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else:
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if !distance_close:
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if trigger_close&&!pressed_right:
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initiator.on_press.emit(Initiator.EventType.TRIGGER)
pressed_right = true
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elif !trigger_close&&pressed_right:
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initiator.on_release.emit(Initiator.EventType.TRIGGER)
pressed_right = false
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if grab_close&&!grabbed_right:
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initiator.on_press.emit(Initiator.EventType.GRIP)
grabbed_right = true
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elif !grab_close&&grabbed_right:
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initiator.on_release.emit(Initiator.EventType.GRIP)
grabbed_right = false
else:
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if trigger_close&&!grabbed_right:
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initiator.on_press.emit(Initiator.EventType.GRIP)
grabbed_right = true
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elif !trigger_close&&grabbed_right:
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initiator.on_release.emit(Initiator.EventType.GRIP)
grabbed_right = false