89 lines
2.6 KiB
GDScript
89 lines
2.6 KiB
GDScript
@tool
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class_name XRToolsInteractableHandle
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extends XRToolsPickable
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## XR Tools Interactable Handle script
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##
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## The interactable handle is a (usually invisible) object extending from
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## [XRToolsPickable] that can be grabbed by the player and is used to
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## manipulate interactable objects.
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##
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## The interactible handle has an origin position of its parent. In order
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## to position interactible handles on the interactible object, the handle
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## should be placed under a parent handle-origin node, and the origin nodes
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## position set as desired.
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##
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## When the handle is released, it snaps back to its parent origin. If the
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## handle is pulled further than its snap distance, then the handle is
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## automatically released.
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## Distance from the handle origin to auto-snap the grab
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@export var snap_distance : float = 0.3
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# Handle origin spatial node
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@onready var handle_origin: Node3D = get_parent()
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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 == "XRToolsInteractableHandle" or super(name)
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# Called when this handle is added to the scene
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func _ready() -> void:
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# In Godot 4 we must now manually call our super class ready function
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super()
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# Ensure we start at our origin
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transform = Transform3D.IDENTITY
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# Turn off processing - it will be turned on only when held
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set_process(false)
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# Called on every frame when the handle is held to check for snapping
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func _process(_delta: float) -> void:
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# Skip if not picked up
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if !picked_up_by:
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return
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# If too far from the origin then drop the handle
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var origin_pos = handle_origin.global_transform.origin
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var handle_pos = global_transform.origin
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if handle_pos.distance_to(origin_pos) > snap_distance:
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picked_up_by.drop_object()
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# Called when the handle is picked up
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func pick_up(by, with_controller) -> void:
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# Call the base-class to perform the pickup
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super(by, with_controller)
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# Enable the process function while held
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set_process(true)
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# Called when the handle is dropped
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func let_go(_p_linear_velocity: Vector3, _p_angular_velocity: Vector3) -> void:
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# Call the base-class to perform the drop, but with no velocity
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super(Vector3.ZERO, Vector3.ZERO)
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# Disable the process function as no-longer held
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set_process(false)
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# Snap the handle back to the origin
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transform = Transform3D.IDENTITY
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# Check handle configurationv
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func _get_configuration_warnings() -> PackedStringArray:
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var warnings := PackedStringArray()
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if !transform.is_equal_approx(Transform3D.IDENTITY):
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warnings.append("Interactable handle must have no transform from its parent handle origin")
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return warnings
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