immersive-home/content/raycast.gd
2023-11-18 15:32:37 +01:00

112 lines
2.6 KiB
GDScript

extends Node3D
@onready var _controller := XRHelpers.get_xr_controller(self)
@export var ray: RayCast3D
# Called when the node enters the scene tree for the first time.
func _ready():
_controller.button_pressed.connect(_on_button_pressed)
_controller.button_released.connect(_on_button_released)
var _last_collided: Object = null
var _is_pressed := false
var _is_grabbed := false
var _moved := false
var _click_point := Vector3.ZERO
func _physics_process(delta):
_handle_enter_leave()
_handle_move()
func _handle_move():
if _is_pressed == false && _is_grabbed == false:
return
var distance = ray.get_collision_point().distance_to(_click_point)
if _moved || distance > 0.02:
if _is_pressed:
_call_fn(_last_collided, "_on_press_move")
_moved = true
if _is_grabbed:
_call_fn(_last_collided, "_on_grab_move")
_moved = true
func _handle_enter_leave():
var collider = ray.get_collider()
if collider == _last_collided || _is_grabbed || _is_pressed:
return
_call_fn(collider, "_on_ray_enter")
_call_fn(_last_collided, "_on_ray_leave")
_last_collided = collider
func _on_button_pressed(button):
var collider = ray.get_collider()
if collider == null:
return
match button:
"trigger_click":
_is_pressed = true
_click_point = ray.get_collision_point()
_call_fn(collider, "_on_press_down")
"grip_click":
_is_grabbed = true
_click_point = ray.get_collision_point()
_call_fn(collider, "_on_grab_down")
func _on_button_released(button):
if _last_collided == null:
return
match button:
"trigger_click":
if _is_pressed:
if _moved == false:
_call_fn(_last_collided, "_on_click")
_call_fn(_last_collided, "_on_press_up")
_is_pressed = false
_moved = false
"grip_click":
if _is_grabbed:
_call_fn(_last_collided, "_on_grab_up")
_is_grabbed = false
_moved = false
func _call_fn(collider: Object, fn_name: String, node: Node3D = null, event = null):
if collider == null:
return
if node == null:
node = collider
event = {
"controller": _controller,
"ray": ray,
"target": collider,
}
if node.has_method(fn_name):
var result = node.call(fn_name, event)
if result != null && result is Dictionary:
result.merge(event, true)
event = result
if result != null && result is bool && result == false:
# Stop the event from bubbling up
return
for child in node.get_children():
if child is Function && child.has_method(fn_name):
child.call(fn_name, event)
var parent = node.get_parent()
if parent != null && parent is Node3D:
_call_fn(collider, fn_name, parent, event)