107 lines
2.3 KiB
GDScript
107 lines
2.3 KiB
GDScript
extends Node3D
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@onready var _controller := XRHelpers.get_xr_controller(self)
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@export var ray: RayCast3D
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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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_controller.button_pressed.connect(_on_button_pressed)
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_controller.button_released.connect(_on_button_released)
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var _last_collided: Object = null
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var _is_pressed := false
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var _is_grabbed := false
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var _moved := false
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var _click_point := Vector3.ZERO
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func _physics_process(delta):
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_handle_enter_leave()
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_handle_move()
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func _handle_move():
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if _is_pressed == false && _is_grabbed == false:
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return
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var distance = ray.get_collision_point().distance_to(_click_point)
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var collider = ray.get_collider()
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if distance > 0.02:
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if _is_pressed:
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_call_fn(collider, "_on_press_move")
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_moved = true
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if _is_grabbed:
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_call_fn(collider, "_on_grab_move")
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_moved = true
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func _handle_enter_leave():
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var collider = ray.get_collider()
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if collider == _last_collided:
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return
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_call_fn(collider, "_on_ray_enter")
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_call_fn(_last_collided, "_on_ray_leave")
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_last_collided = collider
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func _on_button_pressed(button):
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var collider = ray.get_collider()
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if collider == null:
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return
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match button:
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"trigger_click":
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_is_pressed = true
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_click_point = ray.get_collision_point()
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_call_fn(collider, "_on_press_down")
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"grip_click":
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_is_grabbed = true
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_click_point = ray.get_collision_point()
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_call_fn(collider, "_on_grab_down")
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func _on_button_released(button):
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var collider = ray.get_collider()
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if collider == null:
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return
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match button:
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"trigger_click":
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if _is_pressed:
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if _moved == false:
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_call_fn(collider, "_on_click")
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_call_fn(collider, "_on_press_up")
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_is_pressed = false
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_moved = false
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"grip_click":
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if _is_grabbed:
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_call_fn(collider, "_on_grab_up")
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_is_grabbed = false
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_moved = false
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func _call_fn(collider: Object, fn_name: String, node: Node3D = null):
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if collider == null:
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return
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if node == null:
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node = collider
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var event = {
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"controller": _controller,
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"ray": ray,
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"target": collider,
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}
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for child in node.get_children():
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if child is Function && child.has_method(fn_name):
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child.call(fn_name, event)
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if node.has_method(fn_name):
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node.call(fn_name, event)
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var parent = node.get_parent()
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if parent != null && parent is Node3D:
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_call_fn(collider, fn_name, parent)
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