196 lines
5.6 KiB
GDScript
196 lines
5.6 KiB
GDScript
@tool
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class_name XRToolsVignette
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extends Node3D
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@export var radius : float = 1.0: set = set_radius
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@export var fade : float = 0.05: set = set_fade
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@export var steps : int = 32: set = set_steps
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@export var auto_adjust : bool = true: set = set_auto_adjust
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@export var auto_inner_radius : float = 0.35
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@export var auto_fade_out_factor : float = 1.5
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@export var auto_fade_delay : float = 1.0
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@export var auto_rotation_limit : float = 20.0: set = set_auto_rotation_limit
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@export var auto_velocity_limit : float = 10.0
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var material : ShaderMaterial = preload("res://addons/godot-xr-tools/effects/vignette.tres")
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var auto_first = true
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var fade_delay = 0.0
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var origin_node = null
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var last_origin_basis : Basis
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var last_location : Vector3
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@onready var auto_rotation_limit_rad = deg_to_rad(auto_rotation_limit)
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func set_radius(new_radius : float) -> void:
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radius = new_radius
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if is_inside_tree():
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_update_radius()
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func _update_radius() -> void:
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if radius < 1.0:
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if material:
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material.set_shader_parameter("radius", radius * sqrt(2))
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$Mesh.visible = true
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else:
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$Mesh.visible = false
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func set_fade(new_fade : float) -> void:
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fade = new_fade
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if is_inside_tree():
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_update_fade()
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func _update_fade() -> void:
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if material:
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material.set_shader_parameter("fade", fade)
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func set_steps(new_steps : int) -> void:
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steps = new_steps
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if is_inside_tree():
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_update_mesh()
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func _update_mesh() -> void:
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var vertices : PackedVector3Array
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var indices : PackedInt32Array
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vertices.resize(2 * steps)
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indices.resize(6 * steps)
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for i in steps:
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var v : Vector3 = Vector3.RIGHT.rotated(Vector3.FORWARD, deg_to_rad((360.0 * i) / steps))
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vertices[i] = v
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vertices[steps+i] = v * 2.0
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var off = i * 6
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var i2 = ((i + 1) % steps)
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indices[off + 0] = steps + i
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indices[off + 1] = steps + i2
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indices[off + 2] = i2
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indices[off + 3] = steps + i
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indices[off + 4] = i2
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indices[off + 5] = i
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# update our mesh
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var arr_mesh = ArrayMesh.new()
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var arr : Array
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arr.resize(ArrayMesh.ARRAY_MAX)
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arr[ArrayMesh.ARRAY_VERTEX] = vertices
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arr[ArrayMesh.ARRAY_INDEX] = indices
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arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
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arr_mesh.custom_aabb = AABB(Vector3(-1.0, -1.0, -1.0), Vector3(1.0, 1.0, 1.0))
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$Mesh.mesh = arr_mesh
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$Mesh.set_surface_override_material(0, material)
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func set_auto_adjust(new_auto_adjust : bool) -> void:
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auto_adjust = new_auto_adjust
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if is_inside_tree() and !Engine.is_editor_hint():
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_update_auto_adjust()
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func _update_auto_adjust() -> void:
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# Turn process on if auto adjust is true.
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# Note we don't turn it off here, we want to finish fading out the vignette if needed
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if auto_adjust:
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set_process(true)
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func set_auto_rotation_limit(new_auto_rotation_limit : float) -> void:
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auto_rotation_limit = new_auto_rotation_limit
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auto_rotation_limit_rad = deg_to_rad(auto_rotation_limit)
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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 == "XRToolsVignette"
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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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if !Engine.is_editor_hint():
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origin_node = XRHelpers.get_xr_origin(self)
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_update_mesh()
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_update_radius()
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_update_fade()
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_update_auto_adjust()
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else:
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set_process(false)
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# Called on process
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func _process(delta):
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if Engine.is_editor_hint():
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return
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if !origin_node:
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return
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if !auto_adjust:
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# set to true for next time this is enabled
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auto_first = true
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# We are done, turn off process
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set_process(false)
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return
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if auto_first:
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# first time we run process since starting, just record transform
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last_origin_basis = origin_node.global_transform.basis
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last_location = global_transform.origin
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auto_first = false
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return
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# Get our delta transform
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var delta_b = origin_node.global_transform.basis * last_origin_basis.inverse()
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var delta_v = global_transform.origin - last_location
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# Adjust radius based on rotation speed of our origin point (not of head movement).
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# We convert our delta rotation to a quaterion.
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# A quaternion represents a rotation around an angle.
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var q = delta_b.get_rotation_quaternion()
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# We get our angle from our w component and then adjust to get a
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# rotation speed per second by dividing by delta
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var angle = (2 * acos(q.w)) / delta
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# Calculate what our radius should be for our rotation speed
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var target_radius = 1.0
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if auto_rotation_limit > 0:
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target_radius = 1.0 - (
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clamp(angle / auto_rotation_limit_rad, 0.0, 1.0) * (1.0 - auto_inner_radius))
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# Now do the same for speed, this includes players physical speed but there
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# isn't much we can do there.
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if auto_velocity_limit > 0:
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var velocity = delta_v.length() / delta
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target_radius = min(target_radius, 1.0 - (
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clamp(velocity / auto_velocity_limit, 0.0, 1.0) * (1.0 - auto_inner_radius)))
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# if our radius is small then our current we apply it
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if target_radius < radius:
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set_radius(target_radius)
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fade_delay = auto_fade_delay
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elif fade_delay > 0.0:
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fade_delay -= delta
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else:
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set_radius(clamp(radius + delta / auto_fade_out_factor, 0.0, 1.0))
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last_origin_basis = origin_node.global_transform.basis
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last_location = global_transform.origin
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# This method verifies the vignette has a valid configuration.
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# Specifically it checks the following:
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# - XROrigin3D is a parent
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# - XRCamera3D is our parent
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func _get_configuration_warnings() -> PackedStringArray:
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var warnings := PackedStringArray()
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# Check the origin node
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if !XRHelpers.get_xr_origin(self):
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warnings.append("Parent node must be in a branch from XROrigin3D")
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# check camera node
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var parent = get_parent()
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if !parent or !parent is XRCamera3D:
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warnings.append("Parent node must be an XRCamera3D")
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return warnings
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