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https://github.com/godotengine/godot-demo-projects.git
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83 lines
3.2 KiB
GDScript
83 lines
3.2 KiB
GDScript
extends WorldEnvironment
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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: int = 0
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var rot_x: float = deg_to_rad(-22.5) # This must be kept in sync with RotationX.
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var rot_y: float = deg_to_rad(90) # This must be kept in sync with CameraHolder.
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var zoom: float = 2.5
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var is_compatibility: bool = false
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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 = $CameraHolder/RotationX/Camera3D
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func _ready() -> void:
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if RenderingServer.get_current_rendering_method() == "gl_compatibility":
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# Use PCF13 shadow filtering to improve quality (Medium maps to PCF5 instead).
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RenderingServer.directional_soft_shadow_filter_set_quality(RenderingServer.SHADOW_QUALITY_SOFT_HIGH)
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# Darken the light's energy to compensate for sRGB blending (without affecting sky rendering).
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$DirectionalLight3D.sky_mode = DirectionalLight3D.SKY_MODE_SKY_ONLY
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var new_light: DirectionalLight3D = $DirectionalLight3D.duplicate()
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new_light.light_energy = 0.25
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new_light.sky_mode = DirectionalLight3D.SKY_MODE_LIGHT_ONLY
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add_child(new_light)
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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(input_event: InputEvent) -> void:
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if input_event.is_action_pressed(&"ui_left"):
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_on_previous_pressed()
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if input_event.is_action_pressed(&"ui_right"):
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_on_next_pressed()
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if input_event is InputEventMouseButton:
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if input_event.button_index == MOUSE_BUTTON_WHEEL_UP:
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zoom -= ZOOM_SPEED
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if input_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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zoom += ZOOM_SPEED
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zoom = clampf(zoom, 1.5, 4)
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if input_event is InputEventMouseMotion and input_event.button_mask & MAIN_BUTTONS:
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# Use `screen_relative` to make mouse sensitivity independent of viewport resolution.
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var relative_motion: Vector2 = input_event.screen_relative
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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 = clampf(rot_x, deg_to_rad(-90), 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, zoom, 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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