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