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

79 lines
3.0 KiB
GDScript

extends Node
const ROT_SPEED = 0.003
const ZOOM_SPEED = 0.125
const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE
var tester_index: int = 0
var rot_x: float = -TAU / 16 # This must be kept in sync with RotationX.
var rot_y: float = TAU / 8 # This must be kept in sync with CameraHolder.
var camera_distance: float = 4.0
@onready var testers: Node3D = $Testers
@onready var camera_holder: Node3D = $CameraHolder # Has a position and rotates on Y.
@onready var rotation_x: Node3D = $CameraHolder/RotationX
@onready var camera: Camera3D = $CameraHolder/RotationX/Camera3D
func _ready() -> void:
if RenderingServer.get_current_rendering_method() == "gl_compatibility":
# Darken the light's energy to compensate for sRGB blending (without affecting sky rendering).
$DirectionalLight3D.sky_mode = DirectionalLight3D.SKY_MODE_SKY_ONLY
var new_light: DirectionalLight3D = $DirectionalLight3D.duplicate()
new_light.light_energy = 0.3
new_light.sky_mode = DirectionalLight3D.SKY_MODE_LIGHT_ONLY
add_child(new_light)
camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0))
rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0))
update_gui()
func _unhandled_input(input_event: InputEvent) -> void:
if input_event.is_action_pressed(&"ui_left"):
_on_previous_pressed()
if input_event.is_action_pressed(&"ui_right"):
_on_next_pressed()
if input_event is InputEventMouseButton:
if input_event.button_index == MOUSE_BUTTON_WHEEL_UP:
camera_distance -= ZOOM_SPEED
if input_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
camera_distance += ZOOM_SPEED
camera_distance = clamp(camera_distance, 1.5, 6)
if input_event is InputEventMouseMotion and input_event.button_mask & MAIN_BUTTONS:
# Use `screen_relative` to make mouse sensitivity independent of viewport resolution.
var relative_motion: Vector2 = input_event.screen_relative
rot_y -= relative_motion.x * ROT_SPEED
rot_x -= relative_motion.y * ROT_SPEED
rot_x = clamp(rot_x, -1.57, 0)
camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0))
rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0))
func _process(delta: float) -> void:
var current_tester: Node3D = testers.get_child(tester_index)
# This code assumes CameraHolder's X and Y coordinates are already correct.
var current_position := camera_holder.global_transform.origin.z
var target_position := current_tester.global_transform.origin.z
camera_holder.global_transform.origin.z = lerpf(current_position, target_position, 3 * delta)
camera.position.z = lerpf(camera.position.z, camera_distance, 10 * delta)
func _on_previous_pressed() -> void:
tester_index = max(0, tester_index - 1)
update_gui()
func _on_next_pressed() -> void:
tester_index = min(tester_index + 1, testers.get_child_count() - 1)
update_gui()
func update_gui() -> void:
$TestName.text = str(testers.get_child(tester_index).name).capitalize()
$Previous.disabled = tester_index == 0
$Next.disabled = tester_index == testers.get_child_count() - 1