immersive-home/app/addons/godot-xr-tools/player/poke/poke.gd
2024-03-16 01:16:08 +01:00

223 lines
5.5 KiB
GDScript

@tool
class_name XRToolsPoke
extends Node3D
## XR Tools Poke Script
##
## This node a finger push mechanism that can be attached to a finger bone
## using a [BoneAttachment3D].
##
## The poke can interact with user interfaces, and can optionally push rigid
## bodies.
## Signal emitted when this object pokes another object
signal pointing_event(event)
# Default layer of 18:player-hands
const DEFAULT_LAYER := 0b0000_0000_0000_0010_0000_0000_0000_0000
# Default mask [1..16] and 23:ui-objects
const DEFAULT_MASK := 0b0000_0000_0100_0000_1111_1111_1111_1111
## Enables or disables the poke functionality
@export var enabled : bool = true: set = set_enabled
## Sets the radius of the poke mesh and collision
@export var radius : float = 0.005: set = set_radius
## Set the color of the poke mesh
@export var color : Color = Color(0.8, 0.8, 1.0, 0.5): set = set_color
## Set the poke teleport distance
@export var teleport_distance : float = 0.1: set = set_teleport_distance
@export_category("Poke Collison")
## Sets the collision layer
@export_flags_3d_physics var layer : int = DEFAULT_LAYER: set = set_layer
## Sets the collision mask
@export_flags_3d_physics var mask : int = DEFAULT_MASK: set = set_mask
## Enables or disables pushing bodies
@export var push_bodies : bool = true: set = set_push_bodies
## Control the stiffness of the finger
@export var stiffness : float = 10.0: set = set_stiffness
## Control the maximum force the finger can push with
@export var maximum_force : float = 1.0: set = set_maximum_force
var is_ready = false
var material : StandardMaterial3D
var target : Node ## Node we last started touching
var last_collided_at : Vector3
func set_enabled(new_enabled : bool) -> void:
enabled = new_enabled
if is_ready:
_update_enabled()
func _update_enabled():
$PokeBody/CollisionShape.disabled = !enabled
func set_radius(new_radius : float) -> void:
radius = new_radius
if is_ready:
_update_radius()
func _update_radius() -> void:
# Calculate the user-scaled radius
var sr := radius * XRServer.world_scale
# Update the collision shape
var shape : SphereShape3D = $PokeBody/CollisionShape.shape
if shape:
shape.radius = sr
# Update the mesh shape
var mesh : SphereMesh = $PokeBody/MeshInstance.mesh
if mesh:
mesh.radius = sr
mesh.height = sr * 2.0
func set_teleport_distance(new_distance : float) -> void:
teleport_distance = new_distance
if is_ready:
_update_teleport_distance()
func _update_teleport_distance() -> void:
$PokeBody.teleport_distance = teleport_distance
func set_push_bodies(new_push_bodies : bool) -> void:
push_bodies = new_push_bodies
if is_ready:
_update_push_bodies()
func _update_push_bodies() -> void:
$PokeBody.push_bodies = push_bodies
func set_layer(new_layer : int) -> void:
layer = new_layer
if is_ready:
_update_layer()
func _update_layer() -> void:
$PokeBody.collision_layer = layer
func set_mask(new_mask : int) -> void:
mask = new_mask
if is_ready:
_update_mask()
func _update_mask() -> void:
$PokeBody.collision_mask = mask
func set_stiffness(new_stiffness : float) -> void:
stiffness = new_stiffness
if is_ready:
_update_stiffness()
func _update_stiffness() -> void:
$PokeBody.stiffness = stiffness
func set_maximum_force(new_maximum_force : float) -> void:
maximum_force = new_maximum_force
if is_ready:
_update_maximum_force()
func _update_maximum_force() -> void:
$PokeBody.maximum_force = maximum_force
func set_color(new_color : Color) -> void:
color = new_color
if is_ready:
_update_color()
func _update_color() -> void:
if material:
material.albedo_color = color
# Add support for is_xr_class on XRTools classes
func is_xr_class(name : String) -> bool:
return name == "XRToolsPoke"
# Called when the node enters the scene tree for the first time.
func _ready():
# Set as top level ensures we're placing this object in global space
$PokeBody.set_as_top_level(true)
is_ready = true
# Construct the poke material
material = StandardMaterial3D.new()
material.flags_unshaded = true
material.flags_transparent = true
$PokeBody/MeshInstance.set_surface_override_material(0, material)
_update_enabled()
_update_radius()
_update_teleport_distance()
_update_layer()
_update_mask()
_update_push_bodies()
_update_stiffness()
_update_maximum_force()
_update_color()
# Detect hand scale changing
var hand := XRToolsHand.find_instance(self)
if hand:
hand.hand_scale_changed.connect(_on_hand_scale_changed)
func _process(_delta):
# If no target then disable processing
if not is_instance_valid(target):
set_process(false)
return
# Update moving on the target
var new_at : Vector3 = $PokeBody.global_transform.origin
XRToolsPointerEvent.moved(self, target, new_at, last_collided_at)
last_collided_at = new_at
func _on_hand_scale_changed(_scale : float) -> void:
# Update the radius to account for the new hand scale
_update_radius()
func _on_PokeBody_body_contact_start(body):
# We are going to poke this body at our current position.
# This will be slightly above the object but since this
# mostly targets Viewport2Din3D, this will work
# Report body pressed
target = body
last_collided_at = $PokeBody.global_transform.origin
XRToolsPointerEvent.entered(self, body, last_collided_at)
XRToolsPointerEvent.pressed(self, body, last_collided_at)
# Enable processing to track movement
set_process(true)
func _on_PokeBody_body_contact_end(body):
# Skip if not current target
if body != target:
return
# Report release
XRToolsPointerEvent.released(self, target, last_collided_at)
XRToolsPointerEvent.exited(self, target, last_collided_at)
target = null