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- extends Node3D
- # Used for checking if the mouse is inside the Area3D.
- var is_mouse_inside = false
- # The last processed input touch/mouse event. To calculate relative movement.
- var last_event_pos2D = null
- # The time of the last event in seconds since engine start.
- var last_event_time: float = -1.0
- @onready var node_viewport = $SubViewport
- @onready var node_quad = $Quad
- @onready var node_area = $Quad/Area3D
- func _ready():
- node_area.mouse_entered.connect(self._mouse_entered_area)
- node_area.mouse_exited.connect(self._mouse_exited_area)
- node_area.input_event.connect(self._mouse_input_event)
- # If the material is NOT set to use billboard settings, then avoid running billboard specific code
- if node_quad.get_surface_override_material(0).billboard_mode == BaseMaterial3D.BillboardMode.BILLBOARD_DISABLED:
- set_process(false)
- func _process(_delta):
- # NOTE: Remove this function if you don't plan on using billboard settings.
- rotate_area_to_billboard()
- func _mouse_entered_area():
- is_mouse_inside = true
- func _mouse_exited_area():
- is_mouse_inside = false
- func _unhandled_input(event):
- # Check if the event is a non-mouse/non-touch event
- for mouse_event in [InputEventMouseButton, InputEventMouseMotion, InputEventScreenDrag, InputEventScreenTouch]:
- if is_instance_of(event, mouse_event):
- # If the event is a mouse/touch event, then we can ignore it here, because it will be
- # handled via Physics Picking.
- return
- node_viewport.push_input(event)
- func _mouse_input_event(_camera: Camera3D, event: InputEvent, event_position: Vector3, _normal: Vector3, _shape_idx: int):
- # Get mesh size to detect edges and make conversions. This code only support PlaneMesh and QuadMesh.
- var quad_mesh_size = node_quad.mesh.size
- # Event position in Area3D in world coordinate space.
- var event_pos3D = event_position
- # Current time in seconds since engine start.
- var now: float = Time.get_ticks_msec() / 1000.0
- # Convert position to a coordinate space relative to the Area3D node.
- # NOTE: affine_inverse accounts for the Area3D node's scale, rotation, and position in the scene!
- event_pos3D = node_quad.global_transform.affine_inverse() * event_pos3D
- # TODO: Adapt to bilboard mode or avoid completely.
- var event_pos2D: Vector2 = Vector2()
- if is_mouse_inside:
- # Convert the relative event position from 3D to 2D.
- event_pos2D = Vector2(event_pos3D.x, -event_pos3D.y)
- # Right now the event position's range is the following: (-quad_size/2) -> (quad_size/2)
- # We need to convert it into the following range: -0.5 -> 0.5
- event_pos2D.x = event_pos2D.x / quad_mesh_size.x
- event_pos2D.y = event_pos2D.y / quad_mesh_size.y
- # Then we need to convert it into the following range: 0 -> 1
- event_pos2D.x += 0.5
- event_pos2D.y += 0.5
- # Finally, we convert the position to the following range: 0 -> viewport.size
- event_pos2D.x *= node_viewport.size.x
- event_pos2D.y *= node_viewport.size.y
- # We need to do these conversions so the event's position is in the viewport's coordinate system.
- elif last_event_pos2D != null:
- # Fall back to the last known event position.
- event_pos2D = last_event_pos2D
- # Set the event's position and global position.
- event.position = event_pos2D
- if event is InputEventMouse:
- event.global_position = event_pos2D
- # Calculate the relative event distance.
- if event is InputEventMouseMotion or event is InputEventScreenDrag:
- # If there is not a stored previous position, then we'll assume there is no relative motion.
- if last_event_pos2D == null:
- event.relative = Vector2(0, 0)
- # If there is a stored previous position, then we'll calculate the relative position by subtracting
- # the previous position from the new position. This will give us the distance the event traveled from prev_pos.
- else:
- event.relative = event_pos2D - last_event_pos2D
- event.velocity = event.relative / (now - last_event_time)
- # Update last_event_pos2D with the position we just calculated.
- last_event_pos2D = event_pos2D
- # Update last_event_time to current time.
- last_event_time = now
- # Finally, send the processed input event to the viewport.
- node_viewport.push_input(event)
- func rotate_area_to_billboard():
- var billboard_mode = node_quad.get_surface_override_material(0).params_billboard_mode
- # Try to match the area with the material's billboard setting, if enabled.
- if billboard_mode > 0:
- # Get the camera.
- var camera = get_viewport().get_camera_3d()
- # Look in the same direction as the camera.
- var look = camera.to_global(Vector3(0, 0, -100)) - camera.global_transform.origin
- look = node_area.position + look
- # Y-Billboard: Lock Y rotation, but gives bad results if the camera is tilted.
- if billboard_mode == 2:
- look = Vector3(look.x, 0, look.z)
- node_area.look_at(look, Vector3.UP)
- # Rotate in the Z axis to compensate camera tilt.
- node_area.rotate_object_local(Vector3.BACK, camera.rotation.z)
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