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https://github.com/godotengine/godot-demo-projects.git
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118 lines
4.1 KiB
GDScript
118 lines
4.1 KiB
GDScript
extends Control
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@export var target: NodePath
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@export var min_scale := 0.1
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@export var max_scale := 3.0
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@export var one_finger_rot_x: bool = true
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@export var one_finger_rot_y: bool = true
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@export var two_fingers_rot_z: bool = true
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@export var two_fingers_zoom: bool = true
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var base_state := {}
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var curr_state := {}
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# We keep here a copy of the state before the number of fingers changed to avoid accumulation errors.
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var base_xform: Transform3D
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@onready var target_node: Node = get_node(target)
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func _gui_input(input_event: InputEvent) -> void:
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# We must start touching inside, but we can drag or unpress outside.
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# if not (input_event is InputEventScreenDrag or
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# (input_event is InputEventScreenTouch and (not input_event.pressed or get_global_rect().has_point(input_event.position)))):
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# return
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var finger_count := base_state.size()
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if finger_count == 0:
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# No fingers => Accept press.
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if input_event is InputEventScreenTouch:
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if input_event.pressed:
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# A finger started touching.
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base_state = {
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input_event.index: input_event.position,
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}
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elif finger_count == 1:
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# One finger => For rotating around X and Y.
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# Accept one more press, unpress, or drag.
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if input_event is InputEventScreenTouch:
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if input_event.pressed:
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# One more finger started touching.
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# Reset the base state to the only current and the new fingers.
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base_state = {
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curr_state.keys()[0]: curr_state.values()[0],
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input_event.index: input_event.position,
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}
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else:
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if base_state.has(input_event.index):
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# Only touching finger released.
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base_state.clear()
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elif input_event is InputEventScreenDrag:
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if curr_state.has(input_event.index):
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# Touching finger dragged.
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var unit_drag := _px2unit(base_state[base_state.keys()[0]] - input_event.position)
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if one_finger_rot_x:
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target_node.global_rotate(Vector3.UP, deg_to_rad(180.0 * unit_drag.x))
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if one_finger_rot_y:
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target_node.global_rotate(Vector3.RIGHT, deg_to_rad(180.0 * unit_drag.y))
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# Since rotating around two axes, we have to reset the base constantly.
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curr_state[input_event.index] = input_event.position
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base_state[input_event.index] = input_event.position
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base_xform = target_node.get_transform()
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elif finger_count == 2:
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# Two fingers => To pinch-zoom and rotate around Z.
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# Accept unpress or drag.
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if input_event is InputEventScreenTouch:
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if not input_event.pressed and base_state.has(input_event.index):
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# Some known touching finger released.
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# Clear the base state
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base_state.clear()
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elif input_event is InputEventScreenDrag:
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if curr_state.has(input_event.index):
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# Some known touching finger dragged.
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curr_state[input_event.index] = input_event.position
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# Compute base and current inter-finger vectors.
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var base_segment: Vector3 = base_state[base_state.keys()[0]] - base_state[base_state.keys()[1]]
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var new_segment: Vector3 = curr_state[curr_state.keys()[0]] - curr_state[curr_state.keys()[1]]
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# Get the base scale from the base matrix.
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var base_scale := Vector3(base_xform.basis.x.x, base_xform.basis.y.y, base_xform.basis.z.z).length()
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if two_fingers_zoom:
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# Compute the new scale limiting it and taking into account the base scale.
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var new_scale := clampf(base_scale * (new_segment.length() / base_segment.length()), min_scale, max_scale) / base_scale
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target_node.set_transform(base_xform.scaled(new_scale * Vector3.ONE))
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else:
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target_node.set_transform(base_xform)
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if two_fingers_rot_z:
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# Apply rotation between base inter-finger vector and the current one.
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var rot := new_segment.angle_to(base_segment)
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target_node.global_rotate(Vector3.BACK, rot)
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# Finger count changed?
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if base_state.size() != finger_count:
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# Copy new base state to the current state.
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curr_state = {}
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for idx: int in base_state.keys():
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curr_state[idx] = base_state[idx]
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# Remember the base transform.
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base_xform = target_node.get_transform()
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# Converts a vector in pixels to a unitary magnitude,
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# considering the number of pixels of the shorter axis is the unit.
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func _px2unit(v: Vector2) -> Vector2:
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var shortest := minf(get_size().x, get_size().y)
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return v * (1.0 / shortest)
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