extends Node3D 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") @onready var hand_right: OpenXRHand = $XRHandRight @onready var hand_left: OpenXRHand = $XRHandLeft @export var ray_left: RayCast3D @export var ray_right: RayCast3D var initiator: Initiator = Initiator.new() var touch: Touch var collide: Collide var pointer: Pointer var press_distance = 0.03 var grip_distance = 0.03 var close_distance = 0.1 var pressed_left = false var pressed_right = false var grabbed_left = false var grabbed_right = false func _ready(): var fingers = { Finger.Type.INDEX_RIGHT: $XRHandRight/IndexTip/TouchArea, Finger.Type.INDEX_LEFT: $XRHandLeft/IndexTip/TouchArea, Finger.Type.MIDDLE_RIGHT: $XRHandRight/MiddleTip/TouchArea, Finger.Type.MIDDLE_LEFT: $XRHandLeft/MiddleTip/TouchArea } touch = Touch.new(fingers) collide = Collide.new(hand_left, hand_right, $XRHandLeft/IndexTip/TouchArea, $XRHandRight/IndexTip/TouchArea) add_child(touch) add_child(collide) _ready_hand(hand_right) func _ready_hand(hand: OpenXRHand): initiator.type = Initiator.Type.HAND_RIGHT if hand == hand_right else Initiator.Type.HAND_LEFT initiator.node = ray_left.get_parent() if hand == hand_left else ray_right.get_parent() pointer = Pointer.new(initiator, ray_left if hand == hand_left else ray_right) add_child(pointer) func _physics_process(_delta): _process_hand(hand_right) func _process_hand(hand: OpenXRHand): var index_tip = hand.get_node("IndexTip/Marker3D") var thumb_tip = hand.get_node("ThumbTip/Marker3D") var middle_tip = hand.get_node("MiddleTip/Marker3D") var _ray = ray_left if hand == hand_left else ray_right 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 distance_target = _ray.get_collision_point().distance_to(_ray.global_position) var trigger_close = distance_trigger <= press_distance var grab_close = distance_grab <= grip_distance var distance_close = distance_target <= close_distance if hand == hand_left: if !distance_close: if trigger_close&&!pressed_left: initiator.on_press.emit(Initiator.EventType.TRIGGER) pressed_left = true elif !trigger_close&&pressed_left: initiator.on_release.emit(Initiator.EventType.TRIGGER) pressed_left = false if grab_close&&!grabbed_left: initiator.on_press.emit(Initiator.EventType.GRIP) grabbed_left = true elif !grab_close&&grabbed_left: initiator.on_release.emit(Initiator.EventType.GRIP) grabbed_left = false else: if trigger_close&&!grabbed_right: initiator.on_press.emit(Initiator.EventType.GRIP) grabbed_right = true elif !trigger_close&&grabbed_right: initiator.on_release.emit(Initiator.EventType.GRIP) grabbed_right = false else: if !distance_close: if trigger_close&&!pressed_right: initiator.on_press.emit(Initiator.EventType.TRIGGER) pressed_right = true elif !trigger_close&&pressed_right: initiator.on_release.emit(Initiator.EventType.TRIGGER) pressed_right = false if grab_close&&!grabbed_right: initiator.on_press.emit(Initiator.EventType.GRIP) grabbed_right = true elif !grab_close&&grabbed_right: initiator.on_release.emit(Initiator.EventType.GRIP) grabbed_right = false else: if trigger_close&&!grabbed_right: initiator.on_press.emit(Initiator.EventType.GRIP) grabbed_right = true elif !trigger_close&&grabbed_right: initiator.on_release.emit(Initiator.EventType.GRIP) grabbed_right = false