120 lines
3.8 KiB
GDScript
120 lines
3.8 KiB
GDScript
extends Control
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# Some margin to keep the marker away from the screen's corners.
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const MARGIN = 8
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@onready var camera:Camera3D = get_viewport().get_camera_3d()
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@onready var parent:Node3D = get_parent()
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@onready var label:Label = $Label
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@onready var marker:TextureRect = $Marker
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#
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## The waypoint's text.
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@export var text:String:
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get:
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return $Label.text
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set(value):
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print("Setting some_exported_property to %s" % value)
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$Label.text = value
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# If `true`, the waypoint sticks to the viewport's edges when moving off-screen.
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@export var sticky = true
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func set_text(p_text:String):
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text = p_text
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# The label's text can only be set once the node is ready.
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if is_inside_tree():
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label.text = p_text
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func _ready() -> void:
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if not parent is Node3D:
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push_error("The waypoint's parent node must inherit from Node3D.")
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func _process(_delta):
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if !weakref(camera).get_ref() or not camera.is_current():
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# If the camera we have isn't the current one, get the current camera.
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camera = get_viewport().get_camera_3d()
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var parent_translation = parent.get_global_transform().origin
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var camera_transform = camera.get_global_transform()
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var camera_translation = camera_transform.origin
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# We would use "camera.is_position_behind(parent_translation)", except
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# that it also accounts for the near clip plane, which we don't want.
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var is_behind = camera_transform.basis.z.dot(parent_translation - camera_translation) > 0
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# Fade the waypoint when the camera gets close.
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var distance = camera_translation.distance_to(parent_translation)
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modulate.a = clamp(range_lerp(distance, 0, 2, 0, 1), 0, 1 )
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var unprojected_position = camera.unproject_position(parent_translation)
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var viewport_base_size = get_viewport().size
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if not sticky:
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# For non-sticky waypoints, we don't need to clamp and calculate
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# the position if the waypoint goes off screen.
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position = unprojected_position
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visible = not is_behind
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return
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# We need to handle the axes differently.
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# For the screen's X axis, the projected position is useful to us,
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# but we need to force it to the side if it's also behind.
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if is_behind:
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if unprojected_position.x < viewport_base_size.x / 2:
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unprojected_position.x = viewport_base_size.x - MARGIN
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else:
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unprojected_position.x = MARGIN
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# For the screen's Y axis, the projected position is NOT useful to us
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# because we don't want to indicate to the user that they need to look
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# up or down to see something behind them. Instead, here we approximate
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# the correct position using difference of the X axis Euler angles
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# (up/down rotation) and the ratio of that with the camera's FOV.
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# This will be slightly off from the theoretical "ideal" position.
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if is_behind or unprojected_position.x < MARGIN or \
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unprojected_position.x > viewport_base_size.x - MARGIN:
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var look = camera_transform.looking_at(parent_translation, Vector3.UP)
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var diff = angle_diff(look.basis.get_euler().x, camera_transform.basis.get_euler().x)
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unprojected_position.y = viewport_base_size.y * (0.5 + (diff / deg2rad(camera.fov)))
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position = Vector2(
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clamp(unprojected_position.x, MARGIN, viewport_base_size.x - MARGIN),
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clamp(unprojected_position.y, MARGIN, viewport_base_size.y - MARGIN)
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)
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label.visible = true
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rotation = 0
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# Used to display a diagonal arrow when the waypoint is displayed in
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# one of the screen corners.
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var overflow = 0
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if position.x <= MARGIN:
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# Left overflow.
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overflow = -45
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label.visible = false
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rotation = 90
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elif position.x >= viewport_base_size.x - MARGIN:
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# Right overflow.
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overflow = 45
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label.visible = false
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rotation = 270
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if position.y <= MARGIN:
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# Top overflow.
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label.visible = false
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rotation = 180 + overflow
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elif position.y >= viewport_base_size.y - MARGIN:
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# Bottom overflow.
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label.visible = false
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rotation = -overflow
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static func angle_diff(from, to):
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var diff = fmod(to - from, TAU)
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return fmod(2.0 * diff, TAU) - diff
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