extends Control ## Some margin to keep the marker away from the screen's corners. const MARGIN = 8 ## The waypoint's text. @export var text: String = "Waypoint": set(value): text = value # The label's text can only be set once the node is ready. if is_inside_tree(): label.text = value ## If `true`, the waypoint sticks to the viewport's edges when moving off-screen. @export var sticky: bool = true @onready var camera := get_viewport().get_camera_3d() @onready var parent := get_parent() @onready var label: Label = $Label @onready var marker: TextureRect = $Marker func _ready() -> void: self.text = text assert(parent is Node3D, "The waypoint's parent node must inherit from Node3D.") func _process(_delta: float) -> void: if not camera.current: # If the camera we have isn't the current one, get the current camera. camera = get_viewport().get_camera_3d() var parent_position: Vector3 = parent.global_transform.origin var camera_transform := camera.global_transform var camera_position := camera_transform.origin # We would use "camera.is_position_behind(parent_position)", except # that it also accounts for the near clip plane, which we don't want. var is_behind := camera_transform.basis.z.dot(parent_position - camera_position) > 0 # Fade the waypoint when the camera gets close. var distance := camera_position.distance_to(parent_position) modulate.a = clamp(remap(distance, 0, 2, 0, 1), 0, 1 ) var unprojected_position := camera.unproject_position(parent_position) # `get_size_override()` will return a valid size only if the stretch mode is `2d`. # Otherwise, the viewport size is used directly. var viewport_base_size: Vector2i = ( get_viewport().content_scale_size if get_viewport().content_scale_size > Vector2i(0, 0) else get_viewport().size ) if not sticky: # For non-sticky waypoints, we don't need to clamp and calculate # the position if the waypoint goes off screen. position = unprojected_position visible = not is_behind return # We need to handle the axes differently. # For the screen's X axis, the projected position is useful to us, # but we need to force it to the side if it's also behind. if is_behind: if unprojected_position.x < viewport_base_size.x / 2: unprojected_position.x = viewport_base_size.x - MARGIN else: unprojected_position.x = MARGIN # For the screen's Y axis, the projected position is NOT useful to us # because we don't want to indicate to the user that they need to look # up or down to see something behind them. Instead, here we approximate # the correct position using difference of the X axis Euler angles # (up/down rotation) and the ratio of that with the camera's FOV. # This will be slightly off from the theoretical "ideal" position. if is_behind or unprojected_position.x < MARGIN or \ unprojected_position.x > viewport_base_size.x - MARGIN: var look := camera_transform.looking_at(parent_position, Vector3.UP) var diff := angle_difference(look.basis.get_euler().x, camera_transform.basis.get_euler().x) unprojected_position.y = viewport_base_size.y * (0.5 + (diff / deg_to_rad(camera.fov))) position = Vector2( clamp(unprojected_position.x, MARGIN, viewport_base_size.x - MARGIN), clamp(unprojected_position.y, MARGIN, viewport_base_size.y - MARGIN) ) label.visible = true rotation = 0 # Used to display a diagonal arrow when the waypoint is displayed in # one of the screen corners. var overflow := 0 if position.x <= MARGIN: # Left overflow. overflow = int(-TAU / 8.0) label.visible = false rotation = TAU / 4.0 elif position.x >= viewport_base_size.x - MARGIN: # Right overflow. overflow = int(TAU / 8.0) label.visible = false rotation = TAU * 3.0 / 4.0 if position.y <= MARGIN: # Top overflow. label.visible = false rotation = TAU / 2.0 + overflow elif position.y >= viewport_base_size.y - MARGIN: # Bottom overflow. label.visible = false rotation = -overflow