@tool extends Node3D class_name Slider3D @export var min: float = 0.0: set(new_value): min = new_value if value < min: value = min if !is_inside_tree(): return _update_slider() @export var max: float = 1.0: set(new_value): max = new_value if value > max: value = max if !is_inside_tree(): return _update_slider() @export var value: float = 0.2: set(new_value): value = roundi(clamp(new_value, min, max) / step) * step if !is_inside_tree(): return label.text = str(value) + " " + label_unit if new_value != value: on_value_changed.emit(value) _update_slider() @export var step: float = 0.01 @export var show_label: bool = false: set(value): show_label = value if !is_inside_tree(): return label.visible = show_label @export var label_unit: String = "": set(new_value): label_unit = new_value if !is_inside_tree(): return label.text = str(value) + " " + label_unit @export var size: Vector3 = Vector3(0.2, 0.01, 0.02): # Warning, units are in cm set(value): size = value if !is_inside_tree(): return _update_shape() @export var cutout_border: float = 0.02: set(value): cutout_border = value if !is_inside_tree(): return _update_shape() @export var cutout_depth: float = 0.05: set(value): cutout_depth = value if !is_inside_tree(): return _update_shape() @onready var outside_rod: CSGBox3D = $Rod/Outside @onready var cutout: CSGCombiner3D = $Rod/Cutout @onready var cutout_box: CSGBox3D = $Rod/Cutout/Length @onready var cutout_end_left: CSGCylinder3D = $Rod/Cutout/EndLeft @onready var cutout_end_right: CSGCylinder3D = $Rod/Cutout/EndRight @onready var label: Label3D = $Label @onready var body_collision_shape: CollisionShape3D = $CollisionBody/CollisionShape3D @onready var area_collision_shape: CollisionShape3D = $Area3D/CollisionShape3D @onready var slider_knob: MeshInstance3D = $Knob signal on_value_changed(value: float) var move_plane: Plane func _ready(): Update.props(self, ["value", "show_label", "label_unit"]) _update_slider() _update_shape() move_plane = Plane(Vector3.UP, Vector3(0, size.y / 200, 0)) func _on_press_down(event: EventPointer): _handle_press(event) func _on_press_move(event: EventPointer): _handle_press(event) func _on_touch_enter(event: EventTouch): _handle_touch(event) func _get_slider_min_max(): var cutout_radius = (size.z - cutout_border * 2) / 2 return Vector2( - size.x / 2 + cutout_border + cutout_radius, size.x / 2 - cutout_border - cutout_radius) / 100 func _handle_press(event: EventPointer): var ray_pos = event.ray.global_position var ray_dir = -event.ray.global_transform.basis.z var local_pos = to_local(ray_pos) var local_dir = global_transform.basis.inverse() * ray_dir var click_pos = move_plane.intersects_ray(local_pos, local_dir) if click_pos == null: return var min_max = _get_slider_min_max() var pos_x = clamp(click_pos.x, min_max.x, min_max.y) var click_percent = inverse_lerp(min_max.x, min_max.y, pos_x) value = lerp(min, max, click_percent) func _handle_touch(event: EventTouch): var click_pos = to_local(event.fingers[0].area.global_position) var min_max = _get_slider_min_max() var pos_x = clamp(click_pos.x, min_max.x, min_max.y) var click_percent = inverse_lerp(min_max.x, min_max.y, pos_x) value = lerp(min, max, click_percent) func _update_slider(): var min_max = _get_slider_min_max() var click_percent = inverse_lerp(min, max, value) slider_knob.position.x = lerp(min_max.x, min_max.y, click_percent) func _update_shape(): outside_rod.size = size body_collision_shape.shape.size = size * 0.01 area_collision_shape.shape.size = Vector3(size.x, size.y * 2, size.z) * 0.01 area_collision_shape.position = Vector3(0, size.y, 0) * 0.01 var cutout_width = size.z - cutout_border * 2 cutout_box.size = Vector3( size.x - cutout_border * 2 - (cutout_width), cutout_depth, cutout_width ) cutout.position = Vector3( 0, size.y / 2 - cutout_depth / 2 + 0.001, 0 ) cutout_end_left.radius = cutout_box.size.z / 2 cutout_end_right.radius = cutout_box.size.z / 2 cutout_end_left.height = cutout_depth cutout_end_right.height = cutout_depth cutout_end_left.position = Vector3( - cutout_box.size.x / 2, 0, 0 ) cutout_end_right.position = Vector3( cutout_box.size.x / 2, 0, 0 ) label.position = Vector3( size.x / 200 + 0.005, 0, 0 )