immersive-home/content/raycast.gd

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extends Node3D
@onready var _controller := XRHelpers.get_xr_controller(self)
@export var ray: RayCast3D
# Called when the node enters the scene tree for the first time.
func _ready():
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_controller.button_pressed.connect(_on_button_pressed)
_controller.button_released.connect(_on_button_released)
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var _last_collided: Object = null
var _is_pressed := false
var _is_grabbed := false
var _moved := false
var _click_point := Vector3.ZERO
func _physics_process(delta):
_handle_enter_leave()
_handle_move()
func _handle_move():
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if _is_pressed == false && _is_grabbed == false:
return
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var distance = ray.get_collision_point().distance_to(_click_point)
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if _moved || distance > 0.02:
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if _is_pressed:
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_call_fn(_last_collided, "_on_press_move")
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_moved = true
if _is_grabbed:
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_call_fn(_last_collided, "_on_grab_move")
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_moved = true
func _handle_enter_leave():
var collider = ray.get_collider()
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if collider == _last_collided || _is_grabbed || _is_pressed:
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return
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_call_fn(collider, "_on_ray_enter")
_call_fn(_last_collided, "_on_ray_leave")
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_last_collided = collider
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func _on_button_pressed(button):
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var collider = ray.get_collider()
if collider == null:
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return
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match button:
"trigger_click":
_is_pressed = true
_click_point = ray.get_collision_point()
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_call_fn(collider, "_on_press_down")
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"grip_click":
_is_grabbed = true
_click_point = ray.get_collision_point()
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_call_fn(collider, "_on_grab_down")
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func _on_button_released(button):
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if _last_collided == null:
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return
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match button:
"trigger_click":
if _is_pressed:
if _moved == false:
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_call_fn(_last_collided, "_on_click")
_call_fn(_last_collided, "_on_press_up")
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_is_pressed = false
_moved = false
"grip_click":
if _is_grabbed:
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_call_fn(_last_collided, "_on_grab_up")
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_is_grabbed = false
_moved = false
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func _call_fn(collider: Object, fn_name: String, node: Node3D = null, event = null):
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if collider == null:
return
if node == null:
node = collider
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event = {
"controller": _controller,
"ray": ray,
"target": collider,
}
if node.has_method(fn_name):
var result = node.call(fn_name, event)
if result != null && result is Dictionary:
result.merge(event, true)
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event = result
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if result != null && result is bool && result == false:
# Stop the event from bubbling up
return
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for child in node.get_children():
if child is Function && child.has_method(fn_name):
child.call(fn_name, event)
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var parent = node.get_parent()
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if parent != null && parent is Node3D:
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_call_fn(collider, fn_name, parent, event)