mirror of
https://github.com/CrispyPin/ovr-utils.git
synced 2025-04-11 15:03:58 +02:00
164 lines
4.7 KiB
GDScript
164 lines
4.7 KiB
GDScript
extends ARVROrigin
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signal touch_on # a controller entered
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signal touch_off # a controller exited
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signal trigger_on # trigger pushed while touching
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signal trigger_off # trigger released
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var _touch_state = false setget ,get_touch_state
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var _trigger_state = false setget ,get_trigger_state
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# controller that currently the trigger down
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var _active_controller: ARVRController setget ,get_active_controller
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# reference to the area node thats used for touch
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var _overlay_area = preload("res://addons/openvr_overlay/interaction/OverlayArea.tscn").instance()
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var _cursor_node = preload("res://addons/openvr_overlay/interaction/Cursor.tscn").instance()
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var _right_is_activator = false
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var _left_is_activator = false
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onready var viewport: Viewport = get_node("../OverlayViewport")
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onready var panel: PanelContainer = get_node("../OverlayViewport/PanelContainer")
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func _ready() -> void:
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add_child(_overlay_area)
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get_node("../OverlayViewport").add_child(_cursor_node)
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_overlay_area.connect("body_entered", self, "_on_OverlayArea_entered")
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_overlay_area.connect("body_exited", self, "_on_OverlayArea_exited")
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get_parent().connect("width_changed", self, "_update_width")
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get_parent().connect("offset_changed", self, "_update_offset")
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get_parent().connect("target_changed", self, "_update_target")
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_update_width()
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_update_offset()
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_update_target()
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func _process(delta: float) -> void:
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_update_cursor()
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#get canvas position of active controller
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func get_canvas_pos() -> Vector2:
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if _active_controller == null:
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return Vector2(-1000, 1000) # offscreen
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var controller_local_pos = _overlay_area.global_transform.xform_inv(\
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_active_controller.global_transform.origin)
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var pos = Vector2(controller_local_pos.x, controller_local_pos.y)
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var overlay_size = OverlayInit.ovr_interface.get_render_targetsize()
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# scale to pixels
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pos *= overlay_size.x
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pos /= get_parent().width_meters
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# adjust to center
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pos.y *= -1
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pos += overlay_size * 0.5
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return pos
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func _update_cursor():
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_cursor_node.rect_position = get_canvas_pos()
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func _send_click_event(state: bool):
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var click_event = InputEventMouseButton.new()
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click_event.position = get_canvas_pos()
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click_event.pressed = state
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click_event.button_index = 1
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viewport.input(click_event)
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func _trigger_on(controller):
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if _touch_state:
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_active_controller = controller
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_trigger_state = true
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_send_click_event(true)
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emit_signal("trigger_on")
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func _trigger_off():
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_trigger_state = false
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_send_click_event(false)
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emit_signal("trigger_off")
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func _on_OverlayArea_entered(body: Node) -> void:
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if body.get_parent().get_parent() != self:
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return
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_touch_state = true
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_active_controller = body.get_parent()
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emit_signal("touch_on")
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func _on_OverlayArea_exited(body: Node) -> void:
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if body.get_parent().get_parent() != self:
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return
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_active_controller = null # TODO revert to other controller if both were touching (edge case)
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_touch_state = false
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emit_signal("touch_off")
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func _update_width():
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var ratio = OverlayInit.ovr_interface.get_render_targetsize()
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var extents = get_parent().width_meters * 0.5
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_overlay_area.get_child(0).shape.set_extents(Vector3(extents, extents * ratio.y/ratio.x, 0.1))
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func _update_offset():
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_overlay_area.translation = get_parent().translation
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_overlay_area.rotation_degrees = get_parent().rotation_degrees
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func _update_target():
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# move _overlay_area
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_overlay_area.get_parent().remove_child(_overlay_area)
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match get_parent().target:
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OverlayInstance.TARGETS.head:
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$Head.add_child(_overlay_area)
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OverlayInstance.TARGETS.left:
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$LeftHand.add_child(_overlay_area)
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OverlayInstance.TARGETS.right:
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$RightHand.add_child(_overlay_area)
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OverlayInstance.TARGETS.world:
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add_child(_overlay_area)
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_left_is_activator = get_parent().target != OverlayInstance.TARGETS.left
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_right_is_activator = get_parent().target != OverlayInstance.TARGETS.right
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# toggle appropriate colliders
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$LeftHand/OverlayActivator/Collision.disabled = !_left_is_activator
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$RightHand/OverlayActivator/Collision.disabled = !_right_is_activator
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func _on_RightHand_button_pressed(button: int) -> void:
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if button == JOY_VR_TRIGGER and _right_is_activator:
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_trigger_on($RightHand)
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func _on_RightHand_button_release(button: int) -> void:
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if button == JOY_VR_TRIGGER and _active_controller == $RightHand:
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_trigger_off()
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func _on_LeftHand_button_pressed(button: int) -> void:
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if button == JOY_VR_TRIGGER and _left_is_activator:
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_trigger_on($LeftHand)
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func _on_LeftHand_button_release(button: int) -> void:
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if button == JOY_VR_TRIGGER and _active_controller == $LeftHand:
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_trigger_off()
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func get_touch_state():
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return _touch_state
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func get_trigger_state():
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return _trigger_state
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func get_active_controller():
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return _active_controller
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