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Add Sprite3D and AnimatedSprite3D demo (#1191)
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70
3d/sprites/scripts/3d_sprites.gd
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70
3d/sprites/scripts/3d_sprites.gd
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extends Node
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const ROT_SPEED = 0.003
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const ZOOM_SPEED = 0.125
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const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE
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var tester_index := 0
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var rot_x := -TAU / 16 # This must be kept in sync with RotationX.
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var rot_y := TAU / 6 # This must be kept in sync with CameraHolder.
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var camera_distance := 3.4
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var base_height := int(ProjectSettings.get_setting("display/window/size/viewport_height"))
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@onready var testers: Node3D = $Testers
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@onready var camera_holder: Node3D = $CameraHolder # Has a position and rotates on Y.
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@onready var rotation_x: Node3D = $CameraHolder/RotationX
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@onready var camera: Camera3D = $CameraHolder/RotationX/Camera3D
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func _ready() -> void:
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camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0))
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rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0))
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update_gui()
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed(&"ui_left"):
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_on_previous_pressed()
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if event.is_action_pressed(&"ui_right"):
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_on_next_pressed()
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_WHEEL_UP:
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camera_distance -= ZOOM_SPEED
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if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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camera_distance += ZOOM_SPEED
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camera_distance = clamp(camera_distance, 1.5, 6)
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if event is InputEventMouseMotion and event.button_mask & MAIN_BUTTONS:
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# Compensate motion speed to be resolution-independent (based on the window height).
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var relative_motion: Vector2 = event.relative * DisplayServer.window_get_size().y / base_height
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rot_y -= relative_motion.x * ROT_SPEED
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rot_x -= relative_motion.y * ROT_SPEED
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rot_x = clamp(rot_x, -1.57, 0)
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camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0))
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rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0))
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func _process(delta: float) -> void:
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var current_tester: Node3D = testers.get_child(tester_index)
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# This code assumes CameraHolder's X and Y coordinates are already correct.
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var current_position := camera_holder.global_transform.origin.z
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var target_position := current_tester.global_transform.origin.z
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camera_holder.global_transform.origin.z = lerpf(current_position, target_position, 3 * delta)
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camera.position.z = lerpf(camera.position.z, camera_distance, 10 * delta)
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func _on_previous_pressed() -> void:
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tester_index = max(0, tester_index - 1)
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update_gui()
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func _on_next_pressed() -> void:
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tester_index = min(tester_index + 1, testers.get_child_count() - 1)
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update_gui()
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func update_gui() -> void:
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$TestName.text = str(testers.get_child(tester_index).name).capitalize()
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$Previous.disabled = tester_index == 0
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$Next.disabled = tester_index == testers.get_child_count() - 1
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1
3d/sprites/scripts/3d_sprites.gd.uid
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1
3d/sprites/scripts/3d_sprites.gd.uid
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uid://v0e1avxpe8n7
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27
3d/sprites/scripts/player.gd
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27
3d/sprites/scripts/player.gd
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extends Node3D
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@onready var sprite: AnimatedSprite3D = $AnimatedSprite3D
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@export var move_speed: float = 5.0
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var velocity: Vector3 = Vector3.ZERO
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func _process(delta: float) -> void:
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var input_vector: Vector2 = Vector2.ZERO
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input_vector.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
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input_vector.y = Input.get_action_strength("move_back") - Input.get_action_strength("move_forward")
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if input_vector.length() > 0:
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input_vector = input_vector.normalized()
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# Update player's position in 3D space.
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velocity = Vector3(input_vector.x, 0, input_vector.y) * move_speed
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translate(velocity * delta)
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# Play corresponding animation.
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if abs(input_vector.x) > abs(input_vector.y):
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sprite.play("walk_right" if input_vector.x > 0 else "walk_left")
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else:
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sprite.play("walk_down" if input_vector.y > 0 else "walk_up")
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else:
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sprite.stop()
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1
3d/sprites/scripts/player.gd.uid
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1
3d/sprites/scripts/player.gd.uid
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uid://c7bu02ppdx1v5
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7
3d/sprites/scripts/sprite_rotate.gd
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7
3d/sprites/scripts/sprite_rotate.gd
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extends Sprite3D
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@export var speed_deg: float = 90.0
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func _process(delta: float) -> void:
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rotate_y(deg_to_rad(speed_deg * delta))
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1
3d/sprites/scripts/sprite_rotate.gd.uid
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1
3d/sprites/scripts/sprite_rotate.gd.uid
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uid://bmij60kwbx48u
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