extends Control @export var target: NodePath @export var min_scale = 0.1 @export var max_scale = 3.0 @export var one_finger_rot_x = true @export var one_finger_rot_y = true @export var two_fingers_rot_z = true @export var two_fingers_zoom = true var base_state var curr_state var target_node # We keep here a copy of the state before the number of fingers changed to avoid accumulation errors. var base_xform func _ready(): base_state = {} curr_state = {} target_node = get_node(target) func _gui_input(event): # We must start touching inside, but we can drag or unpress outside. # if not (event is InputEventScreenDrag or # (event is InputEventScreenTouch and (not event.pressed or get_global_rect().has_point(event.position)))): # return var finger_count = base_state.size() if finger_count == 0: # No fingers => Accept press. if event is InputEventScreenTouch: if event.pressed: # A finger started touching. base_state = { event.index: event.position, } elif finger_count == 1: # One finger => For rotating around X and Y. # Accept one more press, unpress or drag. if event is InputEventScreenTouch: if event.pressed: # One more finger started touching. # Reset the base state to the only current and the new fingers. base_state = { curr_state.keys()[0]: curr_state.values()[0], event.index: event.position, } else: if base_state.has(event.index): # Only touching finger released. base_state.clear() elif event is InputEventScreenDrag: if curr_state.has(event.index): # Touching finger dragged. var unit_drag = _px2unit(base_state[base_state.keys()[0]] - event.position) if one_finger_rot_x: target_node.global_rotate(Vector3.UP, deg_to_rad(180.0 * unit_drag.x)) if one_finger_rot_y: target_node.global_rotate(Vector3.RIGHT, deg_to_rad(180.0 * unit_drag.y)) # Since rotating around two axes, we have to reset the base constantly. curr_state[event.index] = event.position base_state[event.index] = event.position base_xform = target_node.get_transform() elif finger_count == 2: # Two fingers => To pinch-zoom and rotate around Z. # Accept unpress or drag. if event is InputEventScreenTouch: if not event.pressed and base_state.has(event.index): # Some known touching finger released. # Clear the base state base_state.clear() elif event is InputEventScreenDrag: if curr_state.has(event.index): # Some known touching finger dragged. curr_state[event.index] = event.position # Compute base and current inter-finger vectors. var base_segment = base_state[base_state.keys()[0]] - base_state[base_state.keys()[1]] var new_segment = curr_state[curr_state.keys()[0]] - curr_state[curr_state.keys()[1]] # Get the base scale from the base matrix. var base_scale = Vector3(base_xform.basis.x.x, base_xform.basis.y.y, base_xform.basis.z.z).length() if two_fingers_zoom: # Compute the new scale limiting it and taking into account the base scale. var new_scale = clamp(base_scale * (new_segment.length() / base_segment.length()), min_scale, max_scale) / base_scale target_node.set_transform(base_xform.scaled(new_scale * Vector3.ONE)) else: target_node.set_transform(base_xform) if two_fingers_rot_z: # Apply rotation between base inter-finger vector and the current one. var rot = new_segment.angle_to(base_segment) target_node.global_rotate(Vector3.BACK, rot) # Finger count changed? if base_state.size() != finger_count: # Copy new base state to the current state. curr_state = {} for idx in base_state.keys(): curr_state[idx] = base_state[idx] # Remember the base transform. base_xform = target_node.get_transform() # Converts a vector in pixels to a unitary magnitude, # considering the number of pixels of the shorter axis is the unit. func _px2unit(v): var shortest = min(get_size().x, get_size().y) return v * (1.0 / shortest)