extends XRController3D const Pointer = preload ("res://lib/utils/pointer/pointer.gd") const Initiator = preload ("res://lib/utils/pointer/initiator.gd") const Finger = preload ("res://lib/utils/touch/finger.gd") const Touch = preload ("res://lib/utils/touch/touch.gd") const Collide = preload ("res://lib/utils/touch/collide.gd") const Miniature = preload ("res://content/system/miniature/miniature.gd") @onready var ray: RayCast3D = $Raycast @onready var hand: Node3D = $hand_r @onready var hand_mesh = $hand_r/Armature/Skeleton3D/mesh_Hand_R @onready var auto_hand = $AutoHandtracker @onready var index_tip = $IndexTip @onready var thumb_tip = $ThumbTip @onready var middle_tip = $MiddleTip @export var show_grid = false: set(value): show_grid = value if ray != null: ray.with_grid = value var hand_active = false: set(value): hand_active = value if pointer != null: pointer.set_physics_process(value) var initiator: Initiator = Initiator.new() var collide: Collide var pointer: Pointer var press_distance = 0.02 var grip_distance = 0.02 var pressed = false var grabbed = false func _ready(): button_pressed.connect(func(action_name): EventSystem.emit_action(action_name, true, true) ) button_released.connect(func(action_name): EventSystem.emit_action(action_name, false, true) ) _setup_hand() func _setup_hand(): TouchManager.add_finger(Finger.Type.INDEX_RIGHT, $IndexTip/TouchArea) collide = Collide.new(hand, hand_mesh, index_tip.get_node("Marker3D")) add_child(collide) initiator.type = Initiator.Type.HAND_RIGHT initiator.node = self pointer = Pointer.new(initiator, ray) add_child(pointer) auto_hand.hand_active_changed.connect(func(hand: int, active: bool): if hand != 1: return hand_active=active $IndexTip/TouchArea/CollisionShape3D.disabled=!active hand_mesh.visible=active ) func _physics_process(_delta): if !hand_active: return var distance_trigger = index_tip.global_position.distance_to(thumb_tip.global_position) var distance_grab = middle_tip.global_position.distance_to(thumb_tip.global_position) var trigger_close = distance_trigger <= press_distance var grab_close = distance_grab <= grip_distance if trigger_close&&!pressed: pointer.pressed(Initiator.EventType.TRIGGER) pressed = true elif !trigger_close&&pressed: pointer.released(Initiator.EventType.TRIGGER) pressed = false if grab_close&&!grabbed: pointer.pressed(Initiator.EventType.GRIP) grabbed = true elif !grab_close&&grabbed: pointer.released(Initiator.EventType.GRIP) grabbed = false