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/house/mini/miniature.gd") @onready var main = $"/root/Main" @onready var hand = $hand_l @onready var hand_mesh = $hand_l/Armature/Skeleton3D/mesh_Hand_L @onready var auto_hand = $AutoHandtracker @onready var index_tip = $IndexTip @onready var thumb_tip = $ThumbTip @onready var middle_tip = $MiddleTip @onready var mini_view_button = $Palm/QuickActions/MiniView @onready var temperature_button = $Palm/QuickActions/Temperature @onready var humidity_button = $Palm/QuickActions/Humidity @onready var palm = $Palm @onready var ray: RayCast3D = $Raycast @onready var quick_actions = $Palm/QuickActions var hand_active = false 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(): _setup_hand() func _process(_delta): if !hand_active: if quick_actions.is_inside_tree(): palm.remove_child(quick_actions) return if main.camera.global_transform.basis.z.dot(palm.global_transform.basis.x) > 0.85: if quick_actions.is_inside_tree() == false: palm.add_child(quick_actions) else: if quick_actions.is_inside_tree(): palm.remove_child(quick_actions) 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 func _setup_hand(): TouchManager.add_finger(Finger.Type.INDEX_LEFT, $IndexTip/TouchArea) collide = Collide.new(hand, hand_mesh, index_tip) add_child(collide) auto_hand.hand_active_changed.connect(func(hand: int, active: bool): if hand != 0: return hand_active=active $IndexTip/TouchArea/CollisionShape3D.disabled=!active hand_mesh.visible=active ) mini_view_button.on_button_up.connect(func(): House.body.mini_view.small.value=!House.body.mini_view.small.value ) temperature_button.on_button_up.connect(func(): if House.body.mini_view.heatmap_type.value == Miniature.HeatmapType.TEMPERATURE: House.body.mini_view.heatmap_type.value=Miniature.HeatmapType.NONE else: House.body.mini_view.heatmap_type.value=Miniature.HeatmapType.TEMPERATURE ) humidity_button.on_button_up.connect(func(): if House.body.mini_view.heatmap_type.value == Miniature.HeatmapType.HUMIDITY: House.body.mini_view.heatmap_type.value=Miniature.HeatmapType.NONE else: House.body.mini_view.heatmap_type.value=Miniature.HeatmapType.HUMIDITY ) initiator.type = Initiator.Type.HAND_LEFT initiator.node = self pointer = Pointer.new(initiator, ray) add_child(pointer)