how player position in MiniView

This commit is contained in:
Nitwel 2024-04-27 15:58:58 +02:00
parent 36c38f1217
commit 0cddcc5ea1
7 changed files with 40 additions and 18 deletions

View File

@ -51,7 +51,7 @@ transform = Transform3D(1, -7.45058e-09, -2.22045e-16, 7.45058e-09, 1, 0, 0, 0,
shape = SubResource("CapsuleShape3D_dopke")
[node name="ThumbTip" type="BoneAttachment3D" parent="XRHandLeft"]
transform = Transform3D(0.937246, 0.0284254, -0.347508, 0.0184905, 0.991216, 0.130949, 0.348178, -0.129157, 0.928487, 0.0498668, 0.0560917, -0.112777)
transform = Transform3D(0.937246, 0.0284254, -0.347508, 0.0184905, 0.991216, 0.130949, 0.348178, -0.129157, 0.928488, 0.0498668, 0.0560917, -0.112777)
bone_name = "Thumb_Tip_L"
bone_idx = 4
use_external_skeleton = true
@ -61,7 +61,7 @@ external_skeleton = NodePath("../left_hand/Armature_001/Skeleton3D")
gizmo_extents = 0.02
[node name="MiddleTip" type="BoneAttachment3D" parent="XRHandLeft"]
transform = Transform3D(0.0812012, -0.650531, -0.755125, 0.996576, 0.064817, 0.051326, 0.0155558, -0.756708, 0.653567, 0.032112, 0.00654224, -0.171612)
transform = Transform3D(0.0812012, -0.650531, -0.755125, 0.996577, 0.064817, 0.051326, 0.0155558, -0.756708, 0.653568, 0.032112, 0.00654224, -0.171612)
bone_name = "Middle_Tip_L"
bone_idx = 14
use_external_skeleton = true
@ -112,7 +112,7 @@ transform = Transform3D(1, 0, 4.7579e-13, 0, 1, 0, -1.34149e-12, 1.77636e-15, 1,
material_override = SubResource("StandardMaterial3D_n27ki")
[node name="IndexTip" type="BoneAttachment3D" parent="XRHandRight"]
transform = Transform3D(0.19221, 0.669966, 0.717078, -0.091543, -0.715277, 0.69282, 0.977075, -0.19881, -0.0761527, -0.0345978, -0.164767, -0.0355401)
transform = Transform3D(0.19221, 0.669966, 0.717079, -0.091543, -0.715277, 0.69282, 0.977075, -0.19881, -0.0761527, -0.0345977, -0.164767, -0.0355401)
bone_name = "Index_Tip_R"
bone_idx = 9
use_external_skeleton = true
@ -142,7 +142,7 @@ external_skeleton = NodePath("../right_hand/Armature/Skeleton3D")
gizmo_extents = 0.02
[node name="MiddleTip" type="BoneAttachment3D" parent="XRHandRight"]
transform = Transform3D(0.0812011, 0.650531, 0.755126, -0.0155557, -0.756708, 0.653568, 0.996576, -0.0648169, -0.0513262, -0.032112, -0.171612, -0.00654216)
transform = Transform3D(0.0812011, 0.650531, 0.755126, -0.0155557, -0.756709, 0.653568, 0.996576, -0.0648169, -0.0513262, -0.032112, -0.171612, -0.00654216)
bone_name = "Middle_Tip_R"
bone_idx = 14
use_external_skeleton = true

View File

@ -8,8 +8,10 @@ const temperature_gradient = preload ("./temp_gradient.tres")
@onready var body = $Body
@onready var small_node = $Body/Small
@onready var model = $Body/Small/Model
@onready var player = $Body/Small/Player
@onready var collision_shape = $Body/CollisionShape3D
@onready var entity_select = $Body/EntitySelect
@onready var main = $"/root/Main"
enum HeatmapType {
NONE = 0,
@ -71,6 +73,7 @@ func _ready():
# Update Size
R.effect(func(_arg):
collision_shape.disabled=small.value == false
player.visible=small.value
var tween:=create_tween()
tween.set_parallel(true)
@ -131,6 +134,12 @@ func _ready():
wall_material.set_shader_parameter("alpha", opacity.value / 100.0)
)
func _process(delta):
var cam_pos = main.camera.global_position
cam_pos.y += 0.1
player.mesh.height = cam_pos.y
player.position = Vector3(cam_pos.x, cam_pos.y / 2, cam_pos.z)
const SensorEntity = preload ("res://content/entities/sensor/sensor.gd")
func get_base_scale() -> Vector2:

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=5 format=3 uid="uid://ds60i5n211hi3"]
[gd_scene load_steps=7 format=3 uid="uid://ds60i5n211hi3"]
[ext_resource type="Script" path="res://content/system/house/mini/miniature.gd" id="1_b53yn"]
[ext_resource type="Script" path="res://content/functions/movable.gd" id="2_x7oed"]
@ -6,6 +6,15 @@
[sub_resource type="BoxShape3D" id="BoxShape3D_bckw3"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_npsgb"]
resource_local_to_scene = true
transparency = 1
albedo_color = Color(0.404, 0.22, 0.627, 0.5)
[sub_resource type="CapsuleMesh" id="CapsuleMesh_f3avi"]
radius = 0.3
height = 1.75
[node name="Miniature" type="Node3D"]
script = ExtResource("1_b53yn")
@ -25,6 +34,10 @@ restricted = true
[node name="Dots" type="Node3D" parent="Body/Small"]
[node name="Player" type="MeshInstance3D" parent="Body/Small"]
material_override = SubResource("StandardMaterial3D_npsgb")
mesh = SubResource("CapsuleMesh_f3avi")
[node name="EntitySelect" type="Marker3D" parent="Body"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.757576, 0)
gizmo_extents = 0.1

View File

@ -4,7 +4,7 @@
[ext_resource type="Shader" path="res://content/ui/components/panel/glass.gdshader" id="2_db5by"]
[ext_resource type="Script" path="res://content/ui/components/panel/panel.gd" id="3_skm86"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_tulmb"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_n8om1"]
resource_local_to_scene = true
render_priority = 10
shader = ExtResource("2_db5by")
@ -19,7 +19,7 @@ shader_parameter/corner_radius = 0.2
shader_parameter/roughness = 0.3
shader_parameter/grain_amount = 0.02
[sub_resource type="QuadMesh" id="QuadMesh_hvywi"]
[sub_resource type="QuadMesh" id="QuadMesh_dxm1i"]
size = Vector2(0.04, 0.04)
[sub_resource type="BoxShape3D" id="BoxShape3D_xwopm"]
@ -42,8 +42,8 @@ collision_mask = 0
[node name="Panel3D" type="MeshInstance3D" parent="Body"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.005)
material_override = SubResource("ShaderMaterial_tulmb")
mesh = SubResource("QuadMesh_hvywi")
material_override = SubResource("ShaderMaterial_n8om1")
mesh = SubResource("QuadMesh_dxm1i")
skeleton = NodePath("../..")
script = ExtResource("3_skm86")
size = Vector2(0.04, 0.04)

View File

@ -5,7 +5,7 @@
[ext_resource type="FontVariation" uid="uid://d2ofyimg5s65q" path="res://assets/fonts/ui_font_500.tres" id="3_ij5fh"]
[ext_resource type="Shader" path="res://content/ui/components/panel/glass.gdshader" id="3_nl02b"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_md6kx"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_a00dk"]
resource_local_to_scene = true
render_priority = 10
shader = ExtResource("3_nl02b")
@ -20,7 +20,7 @@ shader_parameter/corner_radius = 0.2
shader_parameter/roughness = 0.3
shader_parameter/grain_amount = 0.02
[sub_resource type="QuadMesh" id="QuadMesh_btoa3"]
[sub_resource type="QuadMesh" id="QuadMesh_har6y"]
size = Vector2(0.15, 0.03)
[sub_resource type="BoxShape3D" id="BoxShape3D_x4yp8"]
@ -83,8 +83,8 @@ collision_mask = 6
[node name="Panel3D" type="MeshInstance3D" parent="Body"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.005)
material_override = SubResource("ShaderMaterial_md6kx")
mesh = SubResource("QuadMesh_btoa3")
material_override = SubResource("ShaderMaterial_a00dk")
mesh = SubResource("QuadMesh_har6y")
script = ExtResource("3_3bvrj")
size = Vector2(0.15, 0.03)

View File

@ -3,7 +3,7 @@
[ext_resource type="Script" path="res://content/ui/components/panel/panel.gd" id="1_2jq4a"]
[ext_resource type="Shader" path="res://content/ui/components/panel/glass.gdshader" id="1_mpdsy"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_jbi6t"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_2wxf7"]
resource_local_to_scene = true
render_priority = 10
shader = ExtResource("1_mpdsy")
@ -18,12 +18,12 @@ shader_parameter/corner_radius = 0.04
shader_parameter/roughness = 0.3
shader_parameter/grain_amount = 0.02
[sub_resource type="QuadMesh" id="QuadMesh_vcnnc"]
[sub_resource type="QuadMesh" id="QuadMesh_r8ntw"]
size = Vector2(0.04, 0.04)
[node name="Panel" type="MeshInstance3D"]
material_override = SubResource("ShaderMaterial_jbi6t")
mesh = SubResource("QuadMesh_vcnnc")
material_override = SubResource("ShaderMaterial_2wxf7")
mesh = SubResource("QuadMesh_r8ntw")
script = ExtResource("1_2jq4a")
size = Vector2(0.04, 0.04)
corner_radius = null

View File

@ -6,7 +6,7 @@ The app currently supports 3 different types of interaction techniques:
- **Using hands with raycast**
- **Using hands with direct touch**
The interaction system, like the [Event System](/development/event-system.html), is heavily inspired by the interaction system in browsers. Interaction Events can be broken down into 2 categories, [Pointer Events](/reference/EventPointer.html) initiated by a raycast and [Touch Events](/reference/TouchEvent.html) initiated by a collision shape in the tip of the fingers. Pointer Events](/reference/EventPointer.html)
The interaction system, like the [Event System](/development/event-system.html), is heavily inspired by the interaction system in browsers. Interaction Events can be broken down into 2 categories, [Pointer Events](/reference/EventPointer.html) initiated by a raycast and [Touch Events](/reference/EventTouch.html) initiated by a collision shape in the tip of the fingers. Pointer Events](/reference/EventPointer.html)
## Pointer Events