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Rewrite GUI in 3D demo to use Physics Picking for mouse events (#925)
Rework GUI in 3D Demo to handle mouse events via Physics Picking instead of in _unhandled_input. This brings several benefits: - Correctly handle cases, where the 3D-GUI is located behind other collision objects. - Proper passive hovering support This allows also to make simplifications in the code, because 3D-mouse position no longer needs to be calculated manually.
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@@ -1,15 +1,11 @@
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extends Node3D
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# The size of the quad mesh itself.
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var quad_mesh_size
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# Used for checking if the mouse is inside the Area3D
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# Used for checking if the mouse is inside the Area3D.
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var is_mouse_inside = false
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# Used for checking if the mouse was pressed inside the Area3D
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var is_mouse_held = false
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# The last non-empty mouse position. Used when dragging outside of the box.
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var last_mouse_pos3D = null
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# The last processed input touch/mouse event. To calculate relative movement.
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var last_mouse_pos2D = null
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var last_event_pos2D = null
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# The time of the last event in seconds since engine start.
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var last_event_time: float = -1.0
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@onready var node_viewport = $SubViewport
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@onready var node_quad = $Quad
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@@ -17,6 +13,8 @@ var last_mouse_pos2D = null
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func _ready():
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node_area.mouse_entered.connect(self._mouse_entered_area)
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node_area.mouse_exited.connect(self._mouse_exited_area)
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node_area.input_event.connect(self._mouse_input_event)
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# If the material is NOT set to use billboard settings, then avoid running billboard specific code
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if node_quad.get_surface_override_material(0).billboard_mode == BaseMaterial3D.BillboardMode.BILLBOARD_DISABLED:
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@@ -32,134 +30,93 @@ func _mouse_entered_area():
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is_mouse_inside = true
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func _mouse_exited_area():
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is_mouse_inside = false
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func _unhandled_input(event):
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# Check if the event is a non-mouse/non-touch event
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var is_mouse_event = false
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for mouse_event in [InputEventMouseButton, InputEventMouseMotion, InputEventScreenDrag, InputEventScreenTouch]:
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if is_instance_of(event, mouse_event):
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is_mouse_event = true
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break
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# If the event is a mouse/touch event and/or the mouse is either held or inside the area, then
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# we need to do some additional processing in the handle_mouse function before passing the event to the viewport.
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# If the event is not a mouse/touch event, then we can just pass the event directly to the viewport.
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if is_mouse_event and (is_mouse_inside or is_mouse_held):
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handle_mouse(event)
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elif not is_mouse_event:
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node_viewport.push_input(event)
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# If the event is a mouse/touch event, then we can ignore it here, because it will be
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# handled via Physics Picking.
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return
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node_viewport.push_input(event)
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# Handle mouse events inside Area3D. (Area3D.input_event had many issues with dragging)
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func handle_mouse(event):
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func _mouse_input_event(_camera: Camera3D, event: InputEvent, event_position: Vector3, _normal: Vector3, _shape_idx: int):
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# Get mesh size to detect edges and make conversions. This code only support PlaneMesh and QuadMesh.
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quad_mesh_size = node_quad.mesh.size
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var quad_mesh_size = node_quad.mesh.size
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# Detect mouse being held to mantain event while outside of bounds. Avoid orphan clicks
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if event is InputEventMouseButton or event is InputEventScreenTouch:
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is_mouse_held = event.pressed
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# Event position in Area3D in world coordinate space.
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var event_pos3D = event_position
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# Find mouse position in Area3D
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var mouse_pos3D = find_mouse(event.global_position)
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# Current time in seconds since engine start.
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var now: float = Time.get_ticks_msec() / 1000.0
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# Convert position to a coordinate space relative to the Area3D node.
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# NOTE: affine_inverse accounts for the Area3D node's scale, rotation, and position in the scene!
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event_pos3D = node_quad.global_transform.affine_inverse() * event_pos3D
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# TODO: Adapt to bilboard mode or avoid completely.
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var event_pos2D: Vector2 = Vector2()
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# Check if the mouse is outside of bounds, use last position to avoid errors
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# NOTE: mouse_exited signal was unrealiable in this situation
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is_mouse_inside = mouse_pos3D != null
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if is_mouse_inside:
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# Convert click_pos from world coordinate space to a coordinate space relative to the Area3D node.
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# NOTE: affine_inverse accounts for the Area3D node's scale, rotation, and position in the scene!
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mouse_pos3D = node_area.global_transform.affine_inverse() * mouse_pos3D
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last_mouse_pos3D = mouse_pos3D
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else:
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mouse_pos3D = last_mouse_pos3D
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if mouse_pos3D == null:
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mouse_pos3D = Vector3.ZERO
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# Convert the relative event position from 3D to 2D.
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event_pos2D = Vector2(event_pos3D.x, -event_pos3D.y)
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# TODO: adapt to bilboard mode or avoid completely
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# Right now the event position's range is the following: (-quad_size/2) -> (quad_size/2)
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# We need to convert it into the following range: -0.5 -> 0.5
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event_pos2D.x = event_pos2D.x / quad_mesh_size.x
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event_pos2D.y = event_pos2D.y / quad_mesh_size.y
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# Then we need to convert it into the following range: 0 -> 1
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event_pos2D.x += 0.5
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event_pos2D.y += 0.5
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# convert the relative event position from 3D to 2D
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var mouse_pos2D = Vector2(mouse_pos3D.x, -mouse_pos3D.y)
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# Finally, we convert the position to the following range: 0 -> viewport.size
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event_pos2D.x *= node_viewport.size.x
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event_pos2D.y *= node_viewport.size.y
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# We need to do these conversions so the event's position is in the viewport's coordinate system.
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# Right now the event position's range is the following: (-quad_size/2) -> (quad_size/2)
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# We need to convert it into the following range: 0 -> quad_size
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mouse_pos2D.x += quad_mesh_size.x / 2
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mouse_pos2D.y += quad_mesh_size.y / 2
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# Then we need to convert it into the following range: 0 -> 1
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mouse_pos2D.x = mouse_pos2D.x / quad_mesh_size.x
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mouse_pos2D.y = mouse_pos2D.y / quad_mesh_size.y
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# Finally, we convert the position to the following range: 0 -> viewport.size
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mouse_pos2D.x = mouse_pos2D.x * node_viewport.size.x
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mouse_pos2D.y = mouse_pos2D.y * node_viewport.size.y
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# We need to do these conversions so the event's position is in the viewport's coordinate system.
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elif last_event_pos2D != null:
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# Fall back to the last known event position.
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event_pos2D = last_event_pos2D
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# Set the event's position and global position.
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event.position = mouse_pos2D
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event.global_position = mouse_pos2D
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event.position = event_pos2D
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if event is InputEventMouse:
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event.global_position = event_pos2D
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# If the event is a mouse motion event...
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if event is InputEventMouseMotion:
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# Calculate the relative event distance.
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if event is InputEventMouseMotion or event is InputEventScreenDrag:
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# If there is not a stored previous position, then we'll assume there is no relative motion.
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if last_mouse_pos2D == null:
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if last_event_pos2D == null:
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event.relative = Vector2(0, 0)
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# If there is a stored previous position, then we'll calculate the relative position by subtracting
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# the previous position from the new position. This will give us the distance the event traveled from prev_pos
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# the previous position from the new position. This will give us the distance the event traveled from prev_pos.
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else:
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event.relative = mouse_pos2D - last_mouse_pos2D
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# Update last_mouse_pos2D with the position we just calculated.
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last_mouse_pos2D = mouse_pos2D
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event.relative = event_pos2D - last_event_pos2D
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event.velocity = event.relative / (now - last_event_time)
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# Update last_event_pos2D with the position we just calculated.
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last_event_pos2D = event_pos2D
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# Update last_event_time to current time.
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last_event_time = now
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# Finally, send the processed input event to the viewport.
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node_viewport.push_input(event)
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func find_mouse(global_position):
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var camera = get_viewport().get_camera_3d()
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var dist = find_further_distance_to(camera.transform.origin)
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# From camera center to the mouse position in the Area3D.
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var parameters = PhysicsRayQueryParameters3D.new()
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parameters.from = camera.project_ray_origin(global_position)
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parameters.to = parameters.from + camera.project_ray_normal(global_position) * dist
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# Manually raycasts the area to find the mouse position.
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parameters.collision_mask = node_area.collision_layer
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parameters.collide_with_bodies = false
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parameters.collide_with_areas = true
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var result = get_world_3d().direct_space_state.intersect_ray(parameters)
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if result.size() > 0:
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return result.position
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else:
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return null
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func find_further_distance_to(origin):
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# Find edges of collision and change to global positions
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var edges = []
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edges.append(node_area.to_global(Vector3(quad_mesh_size.x / 2, quad_mesh_size.y / 2, 0)))
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edges.append(node_area.to_global(Vector3(quad_mesh_size.x / 2, -quad_mesh_size.y / 2, 0)))
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edges.append(node_area.to_global(Vector3(-quad_mesh_size.x / 2, quad_mesh_size.y / 2, 0)))
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edges.append(node_area.to_global(Vector3(-quad_mesh_size.x / 2, -quad_mesh_size.y / 2, 0)))
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# Get the furthest distance between the camera and collision to avoid raycasting too far or too short
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var far_dist = 0
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var temp_dist
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for edge in edges:
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temp_dist = origin.distance_to(edge)
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if temp_dist > far_dist:
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far_dist = temp_dist
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return far_dist
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func rotate_area_to_billboard():
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var billboard_mode = node_quad.get_surface_override_material(0).params_billboard_mode
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# Try to match the area with the material's billboard setting, if enabled
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# Try to match the area with the material's billboard setting, if enabled.
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if billboard_mode > 0:
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# Get the camera
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# Get the camera.
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var camera = get_viewport().get_camera_3d()
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# Look in the same direction as the camera
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# Look in the same direction as the camera.
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var look = camera.to_global(Vector3(0, 0, -100)) - camera.global_transform.origin
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look = node_area.position + look
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@@ -169,5 +126,5 @@ func rotate_area_to_billboard():
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node_area.look_at(look, Vector3.UP)
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# Rotate in the Z axis to compensate camera tilt
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# Rotate in the Z axis to compensate camera tilt.
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node_area.rotate_object_local(Vector3.BACK, camera.rotation.z)
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@@ -63,10 +63,10 @@ shadow_blur = 3.0
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omni_range = 10.0
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[node name="Camera_Move" type="AnimationPlayer" parent="."]
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autoplay = "Move_camera"
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libraries = {
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"": SubResource("AnimationLibrary_uw4n0")
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}
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autoplay = "Move_camera"
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[node name="Background" type="Node3D" parent="."]
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