Add Sprite3D and AnimatedSprite3D demo (#1191)

This commit is contained in:
Tianle
2025-04-24 08:45:14 -07:00
committed by GitHub
parent a531235db3
commit 90f309174d
40 changed files with 1460 additions and 0 deletions

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extends Node
const ROT_SPEED = 0.003
const ZOOM_SPEED = 0.125
const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE
var tester_index := 0
var rot_x := -TAU / 16 # This must be kept in sync with RotationX.
var rot_y := TAU / 6 # This must be kept in sync with CameraHolder.
var camera_distance := 3.4
var base_height := int(ProjectSettings.get_setting("display/window/size/viewport_height"))
@onready var testers: Node3D = $Testers
@onready var camera_holder: Node3D = $CameraHolder # Has a position and rotates on Y.
@onready var rotation_x: Node3D = $CameraHolder/RotationX
@onready var camera: Camera3D = $CameraHolder/RotationX/Camera3D
func _ready() -> void:
camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0))
rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0))
update_gui()
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed(&"ui_left"):
_on_previous_pressed()
if event.is_action_pressed(&"ui_right"):
_on_next_pressed()
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
camera_distance -= ZOOM_SPEED
if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
camera_distance += ZOOM_SPEED
camera_distance = clamp(camera_distance, 1.5, 6)
if event is InputEventMouseMotion and event.button_mask & MAIN_BUTTONS:
# Compensate motion speed to be resolution-independent (based on the window height).
var relative_motion: Vector2 = event.relative * DisplayServer.window_get_size().y / base_height
rot_y -= relative_motion.x * ROT_SPEED
rot_x -= relative_motion.y * ROT_SPEED
rot_x = clamp(rot_x, -1.57, 0)
camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0))
rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0))
func _process(delta: float) -> void:
var current_tester: Node3D = testers.get_child(tester_index)
# This code assumes CameraHolder's X and Y coordinates are already correct.
var current_position := camera_holder.global_transform.origin.z
var target_position := current_tester.global_transform.origin.z
camera_holder.global_transform.origin.z = lerpf(current_position, target_position, 3 * delta)
camera.position.z = lerpf(camera.position.z, camera_distance, 10 * delta)
func _on_previous_pressed() -> void:
tester_index = max(0, tester_index - 1)
update_gui()
func _on_next_pressed() -> void:
tester_index = min(tester_index + 1, testers.get_child_count() - 1)
update_gui()
func update_gui() -> void:
$TestName.text = str(testers.get_child(tester_index).name).capitalize()
$Previous.disabled = tester_index == 0
$Next.disabled = tester_index == testers.get_child_count() - 1

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uid://v0e1avxpe8n7

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extends Node3D
@onready var sprite: AnimatedSprite3D = $AnimatedSprite3D
@export var move_speed: float = 5.0
var velocity: Vector3 = Vector3.ZERO
func _process(delta: float) -> void:
var input_vector: Vector2 = Vector2.ZERO
input_vector.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
input_vector.y = Input.get_action_strength("move_back") - Input.get_action_strength("move_forward")
if input_vector.length() > 0:
input_vector = input_vector.normalized()
# Update player's position in 3D space.
velocity = Vector3(input_vector.x, 0, input_vector.y) * move_speed
translate(velocity * delta)
# Play corresponding animation.
if abs(input_vector.x) > abs(input_vector.y):
sprite.play("walk_right" if input_vector.x > 0 else "walk_left")
else:
sprite.play("walk_down" if input_vector.y > 0 else "walk_up")
else:
sprite.stop()

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uid://c7bu02ppdx1v5

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extends Sprite3D
@export var speed_deg: float = 90.0
func _process(delta: float) -> void:
rotate_y(deg_to_rad(speed_deg * delta))

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uid://bmij60kwbx48u