fix XRSimulator
This commit is contained in:
parent
9e280b60f7
commit
f0aae4a7ab
|
@ -84,7 +84,6 @@ func _ready():
|
|||
right_tracker.set_pose(pose, child.transform, Vector3.ZERO, Vector3.ZERO, XRPose.XR_TRACKING_CONFIDENCE_HIGH)
|
||||
XRServer.add_tracker(right_tracker)
|
||||
|
||||
|
||||
func _process(_delta):
|
||||
if enabled and disable_xr_in_editor and OS.has_feature("editor") and viewport.use_xr:
|
||||
viewport.use_xr = false
|
||||
|
@ -154,10 +153,10 @@ func camera_height(event: InputEventMouseButton):
|
|||
return
|
||||
|
||||
var pos = camera.transform.origin
|
||||
var camera_y = pos.y + (scroll_sensitivity * direction)/20
|
||||
var camera_y = pos.y + (scroll_sensitivity * direction) / 20
|
||||
if (camera_y >= max_camera_height or camera_y <= min_camera_height) and is_camera_height_limited:
|
||||
camera_y = pos.y
|
||||
camera.transform.origin = Vector3(pos.x, camera_y , pos.z)
|
||||
camera.transform.origin = Vector3(pos.x, camera_y, pos.z)
|
||||
|
||||
func simulate_joysticks():
|
||||
var vec_left = vector_key_mapping(KEY_D, KEY_A, KEY_W, KEY_S)
|
||||
|
@ -195,8 +194,8 @@ func simulate_buttons(event: InputEventKey, controller: XRController3D):
|
|||
|
||||
func move_controller(event: InputEventMouseMotion, controller: XRController3D):
|
||||
var movement = Vector3()
|
||||
movement += camera.global_transform.basis.x * event.relative.x * device_x_sensitivity/1000
|
||||
movement += camera.global_transform.basis.y * event.relative.y * -device_y_sensitivity/1000
|
||||
movement += camera.global_transform.basis.x * event.relative.x * device_x_sensitivity / 1000
|
||||
movement += camera.global_transform.basis.y * event.relative.y * - device_y_sensitivity / 1000
|
||||
controller.global_translate(movement)
|
||||
|
||||
func attract_controller(event: InputEventMouseButton, controller: XRController3D):
|
||||
|
@ -212,26 +211,26 @@ func attract_controller(event: InputEventMouseButton, controller: XRController3D
|
|||
|
||||
var distance_vector = controller.global_transform.origin - camera.global_transform.origin
|
||||
var forward = distance_vector.normalized() * direction
|
||||
var movement = distance_vector + forward * (scroll_sensitivity/20)
|
||||
var movement = distance_vector + forward * (scroll_sensitivity / 20)
|
||||
if distance_vector.length() > 0.1 and movement.length() > 0.1:
|
||||
controller.global_translate(forward * (scroll_sensitivity/20))
|
||||
controller.global_translate(forward * (scroll_sensitivity / 20))
|
||||
|
||||
func rotate_device(event: InputEventMouseMotion, device: Node3D):
|
||||
var motion = event.relative
|
||||
device.rotate_y(motion.x * -device_x_sensitivity/1000)
|
||||
device.rotate(device.transform.basis.x, motion.y * -device_y_sensitivity/1000)
|
||||
device.rotate_y(motion.x * - device_x_sensitivity / 1000)
|
||||
device.rotate(device.transform.basis.x.normalized(), motion.y * - device_y_sensitivity / 1000)
|
||||
|
||||
func vector_key_mapping(key_positive_x: int, key_negative_x: int, key_positive_y: int, key_negative_y: int):
|
||||
var x = 0
|
||||
var y = 0
|
||||
if Input.is_physical_key_pressed (key_positive_y):
|
||||
if Input.is_physical_key_pressed(key_positive_y):
|
||||
y = 1
|
||||
elif Input.is_physical_key_pressed (key_negative_y):
|
||||
elif Input.is_physical_key_pressed(key_negative_y):
|
||||
y = -1
|
||||
|
||||
if Input.is_physical_key_pressed (key_positive_x):
|
||||
if Input.is_physical_key_pressed(key_positive_x):
|
||||
x = 1
|
||||
elif Input.is_physical_key_pressed (key_negative_x):
|
||||
elif Input.is_physical_key_pressed(key_negative_x):
|
||||
x = -1
|
||||
|
||||
var vec = Vector2(x, y)
|
||||
|
|
Loading…
Reference in New Issue
Block a user