433 lines
13 KiB
GDScript
433 lines
13 KiB
GDScript
@tool
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@icon("res://addons/godot-xr-tools/editor/icons/function.svg")
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class_name XRToolsFunctionPickup
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extends Node3D
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## XR Tools Function Pickup Script
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##
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## This script implements picking up of objects. Most pickable
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## objects are instances of the [XRToolsPickable] class.
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##
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## Additionally this script can work in conjunction with the
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## [XRToolsMovementProvider] class support climbing. Most climbable objects are
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## instances of the [XRToolsClimbable] class.
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## Signal emitted when the pickup picks something up
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signal has_picked_up(what)
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## Signal emitted when the pickup drops something
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signal has_dropped
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# Default pickup collision mask of 3:pickable and 19:handle
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const DEFAULT_GRAB_MASK := 0b0000_0000_0000_0100_0000_0000_0000_0100
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# Default pickup collision mask of 3:pickable
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const DEFAULT_RANGE_MASK := 0b0000_0000_0000_0000_0000_0000_0000_0100
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# Constant for worst-case grab distance
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const MAX_GRAB_DISTANCE2: float = 1000000.0
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## Pickup enabled property
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@export var enabled : bool = true
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## Grip controller axis
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@export var pickup_axis_action : String = "grip"
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## Action controller button
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@export var action_button_action : String = "trigger_click"
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## Grab distance
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@export var grab_distance : float = 0.3: set = _set_grab_distance
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## Grab collision mask
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@export_flags_3d_physics \
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var grab_collision_mask : int = DEFAULT_GRAB_MASK: set = _set_grab_collision_mask
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## If true, ranged-grabbing is enabled
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@export var ranged_enable : bool = true
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## Ranged-grab distance
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@export var ranged_distance : float = 5.0: set = _set_ranged_distance
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## Ranged-grab angle
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@export_range(0.0, 45.0) var ranged_angle : float = 5.0: set = _set_ranged_angle
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## Ranged-grab collision mask
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@export_flags_3d_physics \
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var ranged_collision_mask : int = DEFAULT_RANGE_MASK: set = _set_ranged_collision_mask
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## Throw impulse factor
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@export var impulse_factor : float = 1.0
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## Throw velocity averaging
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@export var velocity_samples: int = 5
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# Public fields
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var closest_object : Node3D = null
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var picked_up_object : Node3D = null
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var picked_up_ranged : bool = false
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var grip_pressed : bool = false
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# Private fields
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var _object_in_grab_area := Array()
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var _object_in_ranged_area := Array()
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var _velocity_averager := XRToolsVelocityAverager.new(velocity_samples)
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var _grab_area : Area3D
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var _grab_collision : CollisionShape3D
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var _ranged_area : Area3D
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var _ranged_collision : CollisionShape3D
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## Controller
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@onready var _controller := XRHelpers.get_xr_controller(self)
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## Grip threshold (from configuration)
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@onready var _grip_threshold : float = XRTools.get_grip_threshold()
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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 == "XRToolsFunctionPickup"
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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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# Skip creating grab-helpers if in the editor
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if Engine.is_editor_hint():
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return
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# Create the grab collision shape
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_grab_collision = CollisionShape3D.new()
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_grab_collision.set_name("GrabCollisionShape")
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_grab_collision.shape = SphereShape3D.new()
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_grab_collision.shape.radius = grab_distance
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# Create the grab area
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_grab_area = Area3D.new()
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_grab_area.set_name("GrabArea")
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_grab_area.collision_layer = 0
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_grab_area.collision_mask = grab_collision_mask
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_grab_area.add_child(_grab_collision)
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_grab_area.area_entered.connect(_on_grab_entered)
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_grab_area.body_entered.connect(_on_grab_entered)
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_grab_area.area_exited.connect(_on_grab_exited)
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_grab_area.body_exited.connect(_on_grab_exited)
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add_child(_grab_area)
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# Create the ranged collision shape
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_ranged_collision = CollisionShape3D.new()
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_ranged_collision.set_name("RangedCollisionShape")
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_ranged_collision.shape = CylinderShape3D.new()
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_ranged_collision.transform.basis = Basis(Vector3.RIGHT, PI/2)
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# Create the ranged area
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_ranged_area = Area3D.new()
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_ranged_area.set_name("RangedArea")
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_ranged_area.collision_layer = 0
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_ranged_area.collision_mask = ranged_collision_mask
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_ranged_area.add_child(_ranged_collision)
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_ranged_area.area_entered.connect(_on_ranged_entered)
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_ranged_area.body_entered.connect(_on_ranged_entered)
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_ranged_area.area_exited.connect(_on_ranged_exited)
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_ranged_area.body_exited.connect(_on_ranged_exited)
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add_child(_ranged_area)
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# Update the colliders
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_update_colliders()
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# Monitor Grab Button
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_controller.connect("button_pressed", _on_button_pressed)
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_controller.connect("button_released", _on_button_released)
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# Called on each frame to update the pickup
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func _process(delta):
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# Do not process if in the editor
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if Engine.is_editor_hint():
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return
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# Skip if disabled, or the controller isn't active
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if !enabled or !_controller.get_is_active():
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return
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# Handle our grip
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var grip_value = _controller.get_float(pickup_axis_action)
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if (grip_pressed and grip_value < (_grip_threshold - 0.1)):
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grip_pressed = false
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_on_grip_release()
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elif (!grip_pressed and grip_value > (_grip_threshold + 0.1)):
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grip_pressed = true
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_on_grip_pressed()
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# Calculate average velocity
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if is_instance_valid(picked_up_object) and picked_up_object.is_picked_up():
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# Average velocity of picked up object
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_velocity_averager.add_transform(delta, picked_up_object.global_transform)
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else:
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# Average velocity of this pickup
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_velocity_averager.add_transform(delta, global_transform)
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_update_closest_object()
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## Find an [XRToolsFunctionPickup] node.
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##
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## This function searches from the specified node for an [XRToolsFunctionPickup]
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## assuming the node is a sibling of the pickup under an [XRController3D].
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static func find_instance(node : Node) -> XRToolsFunctionPickup:
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return XRTools.find_xr_child(
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XRHelpers.get_xr_controller(node),
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"*",
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"XRToolsFunctionPickup") as XRToolsFunctionPickup
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## Find the left [XRToolsFunctionPickup] node.
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##
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## This function searches from the specified node for the left controller
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## [XRToolsFunctionPickup] assuming the node is a sibling of the [XOrigin3D].
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static func find_left(node : Node) -> XRToolsFunctionPickup:
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return XRTools.find_xr_child(
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XRHelpers.get_left_controller(node),
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"*",
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"XRToolsFunctionPickup") as XRToolsFunctionPickup
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## Find the right [XRToolsFunctionPickup] node.
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##
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## This function searches from the specified node for the right controller
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## [XRToolsFunctionPickup] assuming the node is a sibling of the [XROrigin3D].
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static func find_right(node : Node) -> XRToolsFunctionPickup:
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return XRTools.find_xr_child(
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XRHelpers.get_right_controller(node),
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"*",
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"XRToolsFunctionPickup") as XRToolsFunctionPickup
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## Get the [XRController3D] driving this pickup.
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func get_controller() -> XRController3D:
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return _controller
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# Called when the grab distance has been modified
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func _set_grab_distance(new_value: float) -> void:
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grab_distance = new_value
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if is_inside_tree():
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_update_colliders()
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# Called when the grab collision mask has been modified
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func _set_grab_collision_mask(new_value: int) -> void:
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grab_collision_mask = new_value
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if is_inside_tree() and _grab_collision:
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_grab_collision.collision_mask = new_value
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# Called when the ranged-grab distance has been modified
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func _set_ranged_distance(new_value: float) -> void:
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ranged_distance = new_value
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if is_inside_tree():
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_update_colliders()
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# Called when the ranged-grab angle has been modified
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func _set_ranged_angle(new_value: float) -> void:
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ranged_angle = new_value
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if is_inside_tree():
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_update_colliders()
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# Called when the ranged-grab collision mask has been modified
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func _set_ranged_collision_mask(new_value: int) -> void:
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ranged_collision_mask = new_value
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if is_inside_tree() and _ranged_collision:
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_ranged_collision.collision_mask = new_value
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# Update the colliders geometry
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func _update_colliders() -> void:
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# Update the grab sphere
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if _grab_collision:
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_grab_collision.shape.radius = grab_distance
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# Update the ranged-grab cylinder
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if _ranged_collision:
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_ranged_collision.shape.radius = tan(deg_to_rad(ranged_angle)) * ranged_distance
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_ranged_collision.shape.height = ranged_distance
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_ranged_collision.transform.origin.z = -ranged_distance * 0.5
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# Called when an object enters the grab sphere
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func _on_grab_entered(target: Node3D) -> void:
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# reject objects which don't support picking up
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if not target.has_method('pick_up'):
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return
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# ignore objects already known
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if _object_in_grab_area.find(target) >= 0:
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return
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# Add to the list of objects in grab area
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_object_in_grab_area.push_back(target)
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# Called when an object enters the ranged-grab cylinder
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func _on_ranged_entered(target: Node3D) -> void:
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# reject objects which don't support picking up rangedly
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if not 'can_ranged_grab' in target or not target.can_ranged_grab:
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return
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# ignore objects already known
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if _object_in_ranged_area.find(target) >= 0:
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return
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# Add to the list of objects in grab area
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_object_in_ranged_area.push_back(target)
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# Called when an object exits the grab sphere
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func _on_grab_exited(target: Node3D) -> void:
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_object_in_grab_area.erase(target)
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# Called when an object exits the ranged-grab cylinder
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func _on_ranged_exited(target: Node3D) -> void:
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_object_in_ranged_area.erase(target)
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# Update the closest object field with the best choice of grab
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func _update_closest_object() -> void:
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# Find the closest object we can pickup
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var new_closest_obj: Node3D = null
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if not picked_up_object:
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# Find the closest in grab area
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new_closest_obj = _get_closest_grab()
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if not new_closest_obj and ranged_enable:
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# Find closest in ranged area
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new_closest_obj = _get_closest_ranged()
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# Skip if no change
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if closest_object == new_closest_obj:
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return
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# remove highlight on old object
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if is_instance_valid(closest_object):
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closest_object.request_highlight(self, false)
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# add highlight to new object
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closest_object = new_closest_obj
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if is_instance_valid(closest_object):
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closest_object.request_highlight(self, true)
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# Find the pickable object closest to our hand's grab location
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func _get_closest_grab() -> Node3D:
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var new_closest_obj: Node3D = null
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var new_closest_distance := MAX_GRAB_DISTANCE2
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for o in _object_in_grab_area:
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# skip objects that can not be picked up
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if not o.can_pick_up(self):
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continue
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# Save if this object is closer than the current best
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var distance_squared := global_transform.origin.distance_squared_to(
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o.global_transform.origin)
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if distance_squared < new_closest_distance:
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new_closest_obj = o
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new_closest_distance = distance_squared
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# Return best object
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return new_closest_obj
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# Find the rangedly-pickable object closest to our hand's pointing direction
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func _get_closest_ranged() -> Node3D:
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var new_closest_obj: Node3D = null
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var new_closest_angle_dp := cos(deg_to_rad(ranged_angle))
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var hand_forwards := -global_transform.basis.z
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for o in _object_in_ranged_area:
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# skip objects that can not be picked up
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if not o.can_pick_up(self):
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continue
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# Save if this object is closer than the current best
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var object_direction: Vector3 = o.global_transform.origin - global_transform.origin
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object_direction = object_direction.normalized()
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var angle_dp := hand_forwards.dot(object_direction)
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if angle_dp > new_closest_angle_dp:
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new_closest_obj = o
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new_closest_angle_dp = angle_dp
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# Return best object
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return new_closest_obj
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## Drop the currently held object
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func drop_object() -> void:
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if not is_instance_valid(picked_up_object):
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return
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# let go of this object
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picked_up_object.let_go(
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self,
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_velocity_averager.linear_velocity() * impulse_factor,
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_velocity_averager.angular_velocity())
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picked_up_object = null
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emit_signal("has_dropped")
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func _pick_up_object(target: Node3D) -> void:
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# check if already holding an object
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if is_instance_valid(picked_up_object):
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# skip if holding the target object
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if picked_up_object == target:
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return
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# holding something else? drop it
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drop_object()
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# skip if target null or freed
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if not is_instance_valid(target):
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return
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# Handle snap-zone
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var snap := target as XRToolsSnapZone
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if snap:
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target = snap.picked_up_object
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snap.drop_object()
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# Pick up our target. Note, target may do instant drop_and_free
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picked_up_ranged = not _object_in_grab_area.has(target)
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picked_up_object = target
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target.pick_up(self)
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# If object picked up then emit signal
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if is_instance_valid(picked_up_object):
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picked_up_object.request_highlight(self, false)
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emit_signal("has_picked_up", picked_up_object)
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func _on_button_pressed(p_button) -> void:
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if p_button == action_button_action:
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if is_instance_valid(picked_up_object) and picked_up_object.has_method("action"):
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picked_up_object.action()
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func _on_button_released(_p_button) -> void:
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pass
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func _on_grip_pressed() -> void:
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if is_instance_valid(picked_up_object) and !picked_up_object.press_to_hold:
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drop_object()
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elif is_instance_valid(closest_object):
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_pick_up_object(closest_object)
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func _on_grip_release() -> void:
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if is_instance_valid(picked_up_object) and picked_up_object.press_to_hold:
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drop_object()
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