immersive-home/app/content/system/house/align_reference.gd

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GDScript3
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extends Node3D
@onready var corner1 = $Corner1
@onready var corner2 = $Corner1/Corner2
@onready var edge = $Edge
@onready var marker = $Edge/Marker3D
@export var disabled: bool:
set(value):
disabled = value
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if !is_inside_tree(): return
corner1.get_node("CollisionShape3D").disabled = disabled
corner2.get_node("CollisionShape3D").disabled = disabled
edge.get_node("CollisionShape3D").disabled = disabled
corner1.visible = !disabled
corner2.visible = !disabled
edge.visible = !disabled
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func _ready():
update_initial_positions()
corner1.get_node("Movable").on_move.connect(func(position, rotation):
edge.align_to_corners(corner1.global_position, corner2.global_position)
)
corner2.get_node("Movable").on_move.connect(func(position, rotation):
edge.align_to_corners(corner1.global_position, corner2.global_position)
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corner2.look_at(corner1.global_position, Vector3.UP)
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corner2.rotate(Vector3.UP, deg_to_rad( - 90))
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)
corner2.get_node("Movable").restrict_movement = func(new_position):
new_position.y = corner1.global_position.y
var delta_new_pos_corner1 = (new_position - corner1.position).normalized()
return corner1.position + delta_new_pos_corner1
func update_initial_positions():
edge.align_to_corners(corner1.global_position, corner2.global_position)
marker.global_transform = House.body.transform
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func get_new_transform():
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marker.scale = Vector3(1, 1, 1)
return marker.global_transform
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func update_align_reference():
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corner1.global_position = Store.house.state.align_position1
corner2.global_position = Store.house.state.align_position2
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if corner1.global_position == corner2.global_position:
corner2.global_position = corner1.global_position + Vector3(1, 0, 0)
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corner2.look_at(corner1.global_position, Vector3.UP)
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corner2.rotate(Vector3.UP, deg_to_rad( - 90))
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edge.align_to_corners(corner1.global_position, corner2.global_position)
func update_store():
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Store.house.state.align_position1 = corner1.global_position
Store.house.state.align_position2 = corner2.global_position