Added extra rewriting in the code to improve mouse drag

* Made the whole block a separated scene to demonstrate it can work across multiple instances.
* Dropped the Area.input_event and did everything manually with raycasting.
* Made quad_mesh_size automatically pick the quad size, avoiding the extra setup.
* Changed from PlaneMesh to QuadMesh. Now everyting can start with 0 rotation.
* The function will keep handling input when the mouse is outside of the area to avoid orphan clicks, but stop when the click is released.
* Changed some variable and function names to make sense with the code changes.
* Added an extra function to deal with billboard mode. But is not perfect, specially with scaling and Y-billboard + camera tilting.
This commit is contained in:
Wagner Ferreira
2019-02-06 14:13:52 -02:00
committed by TwistedTwigleg
parent 092cf6fc03
commit 9adc81ce7f
4 changed files with 820 additions and 64 deletions

View File

@@ -1,102 +1,156 @@
extends Spatial
# Member variables
# The size of the quad mesh itself.
# NOTE: Do not apply the scale of the MeshInstance node, just the scale of the quad mesh!
export (Vector2) var quad_mesh_size = Vector2(3, 2)
# The scale of the quad node. It is assumed that the node is scaled evenly across the X, Y, and Z axes.
export (float) var quad_node_scale = 1
# The position of the last processed input touch/mouse event.
var prev_pos = null
# The last non-empty click_pos position. We need this to simulate drag events.
var last_click_pos = null
# The viewport we want to interact with.
var viewport = null
# A empty Vector3 used for comparison.
var empty_vector = Vector3(0,0,0)
var quad_mesh_size
# Indentify if the mouse is inside the Area
var mouse_inside = false
# Identify if the mouse was pressed inside the Area
var mouse_held = false
# The last non-empty mouse position. Used when dragging outside of the box.
var last_mouse_pos3D = null
# The last processed input touch/mouse event. To calculate relative movement.
var last_mouse_pos2D = null
# Most used nodes
onready var node_viewport = $Viewport
onready var node_quad = $Quad
onready var node_area = $Quad/Area
onready var node_collision = $Quad/Area/CollisionShape
func _ready():
node_area.connect("mouse_entered", self, "_mouse_entered_area")
print(node_quad.get_surface_material(0).params_billboard_mode)
func _process(delta):
#NOTE: Remove this function if you don't plan on using billboard settings.
rotate_area_to_billboard()
func _mouse_entered_area():
mouse_inside = true
func _input(event):
# Check if the event is a non-mouse/non-touch event
var is_mouse_event = false
var mouse_events = [InputEventMouseButton, InputEventMouseMotion, InputEventScreenDrag, InputEventScreenTouch]
for mouse_event in mouse_events:
for mouse_event in [InputEventMouseButton, InputEventMouseMotion, InputEventScreenDrag, InputEventScreenTouch]:
if event is mouse_event:
is_mouse_event = true
break
# If the event is not a mouse/touch event, then pass the event to the viewport as we do not
# need to do any conversions for these events.
if is_mouse_event == false:
viewport.input(event)
if is_mouse_event and (mouse_inside or mouse_held):
handle_mouse(event)
elif not is_mouse_event:
node_viewport.input(event)
# Mouse events for Area
func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx):
# If click_pos is not empty, then we want to store it so we can use it to simulate drag events.
if click_pos != empty_vector:
last_click_pos = click_pos
# Handle mouse events inside Area. (Area.input_event had many issues with dragging)
func handle_mouse(event):
#Get mesh size to detect edges and make conversions. This code only support PlaneMesh and QuadMesh.
quad_mesh_size = node_quad.mesh.size
var pos
if click_pos == empty_vector:
# Convert the last known click pos, last_click_pos, from world coordinate space to a coordinate space
# relative to the Area node.
# NOTE: affine_inverse accounts for the Area node's scale, rotation, and translation in the scene!
pos = get_node("Area").global_transform.affine_inverse()*last_click_pos
# If the event is has some form of dragging, then we need to simulate that drag in code.
# NOTE: this is not a perfect solution, but it works okay.
if event is InputEventMouseMotion or event is InputEventScreenDrag:
pos.x += event.relative.x / viewport.size.x
pos.y -= event.relative.y / viewport.size.y
# Update last_click_pos with the newest version of pos, with adjustments for quad size.
last_click_pos = pos * quad_node_scale
else:
#Detect mouse being held to mantain event while outside of bounds. Avoid orphan clicks
if event is InputEventMouseButton or event is InputEventScreenTouch:
mouse_held = event.pressed
#Find mouse position in Area
var mouse_pos3D = find_mouse(event.global_position)
# Check if the mouse is outside of bounds, use last position to avoid errors
#NOTE: mouse_exited signal was unrealiable in this situation
mouse_inside = mouse_pos3D != null
if mouse_inside:
# Convert click_pos from world coordinate space to a coordinate space relative to the Area node.
# NOTE: affine_inverse accounts for the Area node's scale, rotation, and translation in the scene!
pos = get_node("Area").global_transform.affine_inverse()*click_pos
mouse_pos3D = node_area.global_transform.affine_inverse() * mouse_pos3D
last_mouse_pos3D = mouse_pos3D
else:
mouse_pos3D = last_mouse_pos3D
#TODO: adapt to bilboard mode or avoid completelly
# convert the relative event position from 3D to 2D
pos = Vector2(pos.x, -pos.y)
var mouse_pos2D = Vector2(mouse_pos3D.x, -mouse_pos3D.y)
# Right now the event position's range is the following: (-quad_size/2) -> (quad_size/2)
# We need to convert it into the following range: 0 -> quad_size
pos.x += quad_mesh_size.x/2
pos.y += quad_mesh_size.y/2
mouse_pos2D.x += quad_mesh_size.x / 2
mouse_pos2D.y += quad_mesh_size.y / 2
# Then we need to convert it into the following range: 0 -> 1
pos.x = pos.x/quad_mesh_size.x
pos.y = pos.y/quad_mesh_size.y
mouse_pos2D.x = mouse_pos2D.x / quad_mesh_size.x
mouse_pos2D.y = mouse_pos2D.y / quad_mesh_size.y
# Finally, we convert the position to the following range: 0 -> viewport.size
pos.x = pos.x * viewport.size.x
pos.y = pos.y * viewport.size.y
mouse_pos2D.x = mouse_pos2D.x * node_viewport.size.x
mouse_pos2D.y = mouse_pos2D.y * node_viewport.size.y
# We need to do these conversions so the event's position is in the viewport's coordinate system.
# Set the event's position and global position.
event.position = pos
event.global_position = pos
event.position = mouse_pos2D
event.global_position = mouse_pos2D
# If the event is a mouse motion event...
if event is InputEventMouseMotion:
# If there is not a stored previous position, then we'll assume there is no relative motion.
if prev_pos == null:
if last_mouse_pos2D == null:
event.relative = Vector2(0, 0)
# If there is a stored previous position, then we'll calculate the relative position by subtracting
# the previous position from the new position. This will give us the distance the event traveled from prev_pos
else:
event.relative = pos - prev_pos
# Update prev_pos with the position we just calculated.
prev_pos = pos
event.relative = mouse_pos2D - last_mouse_pos2D
# Update last_mouse_pos2D with the position we just calculated.
last_mouse_pos2D = mouse_pos2D
# Finally, send the processed input event to the viewport.
viewport.input(event)
node_viewport.input(event)
func find_mouse(global_position):
var camera = get_viewport().get_camera()
#from camera center to the mouse position in the Area
var from = camera.project_ray_origin(global_position)
var dist = find_further_distance_to(camera.transform.origin)
var to = from + camera.project_ray_normal(global_position) * dist
#Manually raycasts the are to find the mouse position
var result = get_world().direct_space_state.intersect_ray(from, to, [], node_area.collision_layer) #,false,true) #for 3.1 changes
if result.size() > 0:
return result.position
else:
return null
func _ready():
# Get the Viewport node and assign it to viewport for later use.
viewport = get_node("Viewport")
# Connect the input_event signal to the _on_area_input_event function.
get_node("Area").connect("input_event", self, "_on_area_input_event")
func find_further_distance_to(origin):
#Find edges of collision and change to global positions
var edges = []
edges.append(node_area.to_global(Vector3(quad_mesh_size.x / 2, quad_mesh_size.y / 2, 0)))
edges.append(node_area.to_global(Vector3(quad_mesh_size.x / 2, -quad_mesh_size.y / 2, 0)))
edges.append(node_area.to_global(Vector3(-quad_mesh_size.x / 2, quad_mesh_size.y / 2, 0)))
edges.append(node_area.to_global(Vector3(-quad_mesh_size.x / 2, -quad_mesh_size.y / 2, 0)))
#Get the furthest distance between the camera and collision to avoid raycasting too far or too short
var far_dist = 0
var temp_dist
for edge in edges:
temp_dist = origin.distance_to(edge)
if temp_dist > far_dist:
far_dist = temp_dist
return far_dist
func rotate_area_to_billboard():
var billboard_mode = node_quad.get_surface_material(0).params_billboard_mode
#try to match the area with the material's billboard setting, if enabled
if billboard_mode > 0:
#Look in the same direction as the camera
var look = get_viewport().get_camera().to_global(Vector3(0,0,-100)) - get_viewport().get_camera().global_transform.origin
look = node_area.translation + look
# Y-Billboard: Lock Y rotation, but gives bad results if the camera is tilted.
if billboard_mode == 2:
look = Vector3(look.x,0,look.z)
node_area.look_at(look, Vector3(0,1,0))
#Ratate in the Z axis to compensate camera tilt
node_area.rotate_object_local(Vector3(0,0,1), get_viewport().get_camera().rotation.z)

View File

@@ -0,0 +1,309 @@
[gd_scene load_steps=10 format=2]
[ext_resource path="res://view_gui.tscn" type="PackedScene" id=1]
[sub_resource type="Animation" id=1]
length = 6.0
loop = true
step = 0.1
tracks/0/type = "value"
tracks/0/path = NodePath("Camera:transform")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 2, 4, 6 ),
"transitions": PoolRealArray( 1, 1, 1, 1 ),
"update": 0,
"values": [ Transform( 0.994592, 0, 0.103856, 0, 1, 0, -0.103856, 0, 0.994592, 0.465682, 0, 1.78523 ), Transform( 0.962984, 0, -0.269557, 0, 1, 0, 0.269557, 0, 0.962984, -0.462237, 0, 2.41934 ), Transform( 0.806599, 0, -0.591098, 0, 1, 0, 0.591098, 0, 0.806599, -1.59502, 0, 2.05358 ), Transform( 0.994592, 0, 0.103856, 0, 1, 0, -0.103856, 0, 0.994592, 0.465682, 0, 1.78523 ) ]
}
[sub_resource type="PlaneMesh" id=2]
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector2( 2, 2 )
subdivide_width = 0
subdivide_depth = 0
[sub_resource type="GDScript" id=3]
script/source = "tool
extends Object
func e():
return 0
"
[sub_resource type="GDScript" id=4]
script/source = "tool
extends Object
func e():
return 90
"
[sub_resource type="GDScript" id=5]
script/source = "tool
extends Object
func e():
return 0
"
[sub_resource type="CubeMesh" id=6]
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector3( 2, 2, 2 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[sub_resource type="SpatialMaterial" id=7]
render_priority = 0
flags_transparent = false
flags_unshaded = false
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 0
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 0.722656, 0.791992, 1, 1 )
metallic = 0.0
metallic_specular = 0.5
metallic_texture_channel = 0
roughness = 0.0
roughness_texture_channel = 0
emission_enabled = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo" ]
[sub_resource type="GDScript" id=8]
script/source = "tool
extends Object
func e():
return 0
"
[node name="gui_in_3d" type="Spatial" index="0"]
[node name="view_gui" parent="." index="0" instance=ExtResource( 1 )]
_sections_unfolded = [ "Transform", "Visibility" ]
[node name="Camera" type="Camera" parent="." index="1"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 0.999999, 0, 0, 3 )
keep_aspect = 1
cull_mask = 1048575
environment = null
h_offset = 0.0
v_offset = 0.0
doppler_tracking = 0
projection = 0
current = false
fov = 74.0
size = 1.0
near = 0.1
far = 100.0
_sections_unfolded = [ "Transform" ]
[node name="OmniLight" type="OmniLight" parent="." index="2"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 1.38866, 1.2413, 2.72141 )
layers = 1
light_color = Color( 1, 1, 1, 1 )
light_energy = 1.0
light_indirect_energy = 1.0
light_negative = false
light_specular = 0.5
light_bake_mode = 1
light_cull_mask = -1
shadow_enabled = true
shadow_color = Color( 0, 0, 0, 1 )
shadow_bias = 0.15
shadow_contact = 0.0
shadow_reverse_cull_face = false
editor_only = false
omni_range = 10.0
omni_attenuation = 1.0
omni_shadow_mode = 1
omni_shadow_detail = 1
_sections_unfolded = [ "Light", "Omni", "Shadow" ]
[node name="Camera_Move" type="AnimationPlayer" parent="." index="3"]
root_node = NodePath("..")
autoplay = "Move_camera"
playback_process_mode = 1
playback_default_blend_time = 0.0
playback_speed = 0.25
anims/Move_camera = SubResource( 1 )
blend_times = [ ]
_sections_unfolded = [ "Playback Options" ]
[node name="3D_background" type="Spatial" parent="." index="4"]
editor/display_folded = true
[node name="Wall" type="MeshInstance" parent="3D_background" index="0"]
transform = Transform( 4, 0, 0, 0, -1.74846e-007, -4, 0, 4, -1.74846e-007, -2.60819, 0.589247, -2.08943 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 2 )
skeleton = NodePath("..")
material/0 = null
script = SubResource( 3 )
_sections_unfolded = [ "Transform" ]
[node name="Wall2" type="MeshInstance" parent="3D_background" index="1"]
transform = Transform( 4, 0, 0, 0, -1.74846e-007, -4, 0, 4, -1.74846e-007, 5.08055, 0.589247, -2.08943 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 2 )
skeleton = NodePath("..")
material/0 = null
script = SubResource( 3 )
_sections_unfolded = [ "Transform" ]
[node name="Wall3" type="MeshInstance" parent="3D_background" index="2"]
transform = Transform( -1.74846e-007, -4, 0, -1.74846e-007, 7.64274e-015, -4, 4, -1.74846e-007, -1.74846e-007, 9.04446, 0.589247, 1.62058 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 2 )
skeleton = NodePath("..")
material/0 = null
script = SubResource( 4 )
_sections_unfolded = [ "Transform" ]
[node name="Floor" type="MeshInstance" parent="3D_background" index="3"]
transform = Transform( 4, 0, 0, 0, 4, 0, 0, 0, 4, -2.60819, -2.68765, 1.46502 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 2 )
skeleton = NodePath("..")
material/0 = null
script = SubResource( 5 )
_sections_unfolded = [ "Transform" ]
[node name="Floor2" type="MeshInstance" parent="3D_background" index="4"]
transform = Transform( 4, 0, 0, 0, 4, 0, 0, 0, 4, 5.08055, -2.68765, 1.46502 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 2 )
skeleton = NodePath("..")
material/0 = null
script = SubResource( 5 )
_sections_unfolded = [ "Transform" ]
[node name="Cube" type="MeshInstance" parent="3D_background" index="5"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 4.25901, -0.598608, 0.374871 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 6 )
skeleton = NodePath("..")
material/0 = SubResource( 7 )
script = SubResource( 8 )
_sections_unfolded = [ "Transform", "material" ]
[node name="Cube2" type="MeshInstance" parent="3D_background" index="6"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 2.88761, 2.01326, 0.374871 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 6 )
skeleton = NodePath("..")
material/0 = SubResource( 7 )
script = SubResource( 8 )
_sections_unfolded = [ "Transform" ]

View File

@@ -11,13 +11,17 @@ config_version=3
[application]
config/name="GUI in 3D"
run/main_scene="res://Gui_in_3D.tscn"
run/main_scene="res://gui_in_3d.tscn"
config/icon="res://icon.png"
[gdnative]
singletons=[ ]
[layer_names]
3d_physics/layer_2="Control"
[rendering]
environment/default_environment="res://default_env.tres"

View File

@@ -0,0 +1,389 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://gui_3d.gd" type="Script" id=1]
[ext_resource path="res://icon.png" type="Texture" id=2]
[sub_resource type="QuadMesh" id=1]
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector2( 3, 2 )
[sub_resource type="ViewportTexture" id=2]
resource_local_to_scene = true
flags = 0
viewport_path = NodePath("Viewport")
[sub_resource type="SpatialMaterial" id=3]
resource_local_to_scene = true
render_priority = 0
flags_transparent = true
flags_unshaded = true
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = true
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 0
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 1, 1, 1, 1 )
albedo_texture = SubResource( 2 )
metallic = 0.0
metallic_specular = 0.5
metallic_texture_channel = 0
roughness = 0.0
roughness_texture_channel = 0
emission_enabled = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Flags", "Parameters", "Vertex Color" ]
[sub_resource type="GDScript" id=4]
script/source = "tool
extends Object
func e():
return 0.01
"
[sub_resource type="BoxShape" id=5]
extents = Vector3( 1.5, 1, 0.01 )
script = SubResource( 4 )
[node name="GUI_3D" type="Spatial" index="0"]
script = ExtResource( 1 )
_sections_unfolded = [ "Transform" ]
[node name="Viewport" type="Viewport" parent="." index="0"]
arvr = false
size = Vector2( 280, 180 )
own_world = false
world = null
transparent_bg = false
msaa = 0
hdr = false
disable_3d = false
usage = 0
debug_draw = 0
render_target_v_flip = true
render_target_clear_mode = 0
render_target_update_mode = 3
audio_listener_enable_2d = false
audio_listener_enable_3d = false
physics_object_picking = false
gui_disable_input = false
gui_snap_controls_to_pixels = true
shadow_atlas_size = 0
shadow_atlas_quad_0 = 2
shadow_atlas_quad_1 = 2
shadow_atlas_quad_2 = 3
shadow_atlas_quad_3 = 4
[node name="GUI" type="Control" parent="Viewport" index="0"]
editor/display_folded = true
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 280.0
margin_bottom = 180.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 1
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
[node name="Panel" type="Panel" parent="Viewport/GUI" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
_sections_unfolded = [ "Rect" ]
[node name="Label" type="Label" parent="Viewport/GUI/Panel" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 44.0
margin_top = 27.0
margin_right = 121.0
margin_bottom = 41.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 4
text = "Hello world!"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
[node name="Button" type="Button" parent="Viewport/GUI/Panel" index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 14.0
margin_top = 46.0
margin_right = 154.0
margin_bottom = 74.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
toggle_mode = false
enabled_focus_mode = 2
shortcut = null
group = null
text = "A button!"
flat = false
align = 1
_sections_unfolded = [ "Rect" ]
[node name="TextEdit" type="LineEdit" parent="Viewport/GUI/Panel" index="2"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 14.0
margin_top = 87.0
margin_right = 154.0
margin_bottom = 111.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 1
size_flags_horizontal = 1
size_flags_vertical = 1
focus_mode = 2
context_menu_enabled = true
placeholder_alpha = 0.6
caret_blink = false
caret_blink_speed = 0.65
caret_position = 0
_sections_unfolded = [ "Rect" ]
[node name="HSlider" type="HSlider" parent="Viewport/GUI/Panel" index="3"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 14.0
margin_top = 118.0
margin_right = 154.0
margin_bottom = 143.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 0
min_value = 0.0
max_value = 100.0
step = 1.0
page = 0.0
value = 0.0
exp_edit = false
rounded = false
editable = true
tick_count = 0
ticks_on_borders = false
focus_mode = 2
_sections_unfolded = [ "Rect" ]
[node name="ColorRect" type="ColorRect" parent="Viewport/GUI/Panel" index="4"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 180.0
margin_top = 26.0
margin_right = 244.0
margin_bottom = 90.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
color = Color( 1, 0, 0, 1 )
_sections_unfolded = [ "Rect" ]
[node name="TextureRect" type="TextureRect" parent="Viewport/GUI/Panel" index="5"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = 52.0
margin_top = -52.0
margin_right = 92.0
margin_bottom = -12.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 1
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
texture = ExtResource( 2 )
expand = true
stretch_mode = 0
[node name="VSlider" type="VSlider" parent="Viewport/GUI/Panel" index="6"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 260.0
margin_top = 26.0
margin_right = 276.0
margin_bottom = 166.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 0
size_flags_vertical = 1
min_value = 0.0
max_value = 100.0
step = 1.0
page = 0.0
value = 0.0
exp_edit = false
rounded = false
editable = true
tick_count = 0
ticks_on_borders = false
focus_mode = 2
_sections_unfolded = [ "Rect" ]
[node name="OptionButton" type="OptionButton" parent="Viewport/GUI/Panel" index="7"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 170.0
margin_top = 111.0
margin_right = 252.0
margin_bottom = 165.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
toggle_mode = false
action_mode = 0
enabled_focus_mode = 2
shortcut = null
group = null
text = "Item 0"
flat = false
align = 0
items = [ "Item 0", null, false, -1, null, "Item 1", null, false, -1, null, "Item 2", null, false, -1, null ]
selected = 0
_sections_unfolded = [ "Rect" ]
[node name="Quad" type="MeshInstance" parent="." index="1"]
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = SubResource( 3 )
_sections_unfolded = [ "Geometry", "Transform", "material" ]
[node name="Area" type="Area" parent="Quad" index="0"]
input_ray_pickable = true
input_capture_on_drag = true
space_override = 0
gravity_point = false
gravity_distance_scale = 0.0
gravity_vec = Vector3( 0, -1, 0 )
gravity = 9.8
linear_damp = 0.1
angular_damp = 1.0
priority = 0.0
monitoring = true
monitorable = true
collision_layer = 2
collision_mask = 1
audio_bus_override = false
audio_bus_name = "Master"
reverb_bus_enable = false
reverb_bus_name = "Master"
reverb_bus_amount = 0.0
reverb_bus_uniformity = 0.0
[node name="CollisionShape" type="CollisionShape" parent="Quad/Area" index="0"]
shape = SubResource( 5 )
disabled = false