Files
godot-demo-projects/3d/waypoints/waypoint.gd
2025-10-11 05:03:59 -07:00

112 lines
3.9 KiB
GDScript

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