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- extends Control
- # Some margin to keep the marker away from the screen's corners.
- const MARGIN = 8
- @onready var camera = get_viewport().get_camera_3d()
- @onready var parent = get_parent()
- @onready var label = $Label
- @onready var marker = $Marker
- # The waypoint's text.
- @export var text = "Waypoint":
- set(value):
- text = value
- # The label's text can only be set once the node is ready.
- if is_inside_tree():
- label.text = value
- # If `true`, the waypoint sticks to the viewport's edges when moving off-screen.
- @export var sticky = true
- func _ready() -> void:
- self.text = text
- if not parent is Node3D:
- push_error("The waypoint's parent node must inherit from Node3D.")
- func _process(_delta):
- if not camera.current:
- # If the camera we have isn't the current one, get the current camera.
- camera = get_viewport().get_camera_3d()
- var parent_position = parent.global_transform.origin
- var camera_transform = camera.global_transform
- var camera_position = camera_transform.origin
- # We would use "camera.is_position_behind(parent_position)", except
- # that it also accounts for the near clip plane, which we don't want.
- var is_behind = camera_transform.basis.z.dot(parent_position - camera_position) > 0
- # Fade the waypoint when the camera gets close.
- var distance = camera_position.distance_to(parent_position)
- modulate.a = clamp(remap(distance, 0, 2, 0, 1), 0, 1 )
- var unprojected_position = camera.unproject_position(parent_position)
- # `get_size_override()` will return a valid size only if the stretch mode is `2d`.
- # Otherwise, the viewport size is used directly.
- var viewport_base_size = (
- get_viewport().content_scale_size if get_viewport().content_scale_size > Vector2i(0, 0)
- else get_viewport().size
- )
- if not sticky:
- # For non-sticky waypoints, we don't need to clamp and calculate
- # the position if the waypoint goes off screen.
- position = unprojected_position
- visible = not is_behind
- return
- # We need to handle the axes differently.
- # For the screen's X axis, the projected position is useful to us,
- # but we need to force it to the side if it's also behind.
- if is_behind:
- if unprojected_position.x < viewport_base_size.x / 2:
- unprojected_position.x = viewport_base_size.x - MARGIN
- else:
- unprojected_position.x = MARGIN
- # For the screen's Y axis, the projected position is NOT useful to us
- # because we don't want to indicate to the user that they need to look
- # up or down to see something behind them. Instead, here we approximate
- # the correct position using difference of the X axis Euler angles
- # (up/down rotation) and the ratio of that with the camera's FOV.
- # This will be slightly off from the theoretical "ideal" position.
- if is_behind or unprojected_position.x < MARGIN or \
- unprojected_position.x > viewport_base_size.x - MARGIN:
- var look = camera_transform.looking_at(parent_position, Vector3.UP)
- var diff = angle_diff(look.basis.get_euler().x, camera_transform.basis.get_euler().x)
- unprojected_position.y = viewport_base_size.y * (0.5 + (diff / deg_to_rad(camera.fov)))
- position = Vector2(
- clamp(unprojected_position.x, MARGIN, viewport_base_size.x - MARGIN),
- clamp(unprojected_position.y, MARGIN, viewport_base_size.y - MARGIN)
- )
- label.visible = true
- rotation = 0
- # Used to display a diagonal arrow when the waypoint is displayed in
- # one of the screen corners.
- var overflow = 0
- if position.x <= MARGIN:
- # Left overflow.
- overflow = -TAU / 8.0
- label.visible = false
- rotation = TAU / 4.0
- elif position.x >= viewport_base_size.x - MARGIN:
- # Right overflow.
- overflow = TAU / 8.0
- label.visible = false
- rotation = TAU * 3.0 / 4.0
- if position.y <= MARGIN:
- # Top overflow.
- label.visible = false
- rotation = TAU / 2.0 + overflow
- elif position.y >= viewport_base_size.y - MARGIN:
- # Bottom overflow.
- label.visible = false
- rotation = -overflow
- static func angle_diff(from, to):
- var diff = fmod(to - from, TAU)
- return fmod(2.0 * diff, TAU) - diff
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