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demo.gd
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demo.gd
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extends Node3D
# Process movement based on keyboard
func _process(delta : float) -> void:
var xform : Transform3D = %Camera3D.global_transform
# Handle normal W/A/S/D/Q/E buttons
if Input.is_key_pressed(KEY_A):
xform.origin -= xform.basis.x * delta * 2.0
if Input.is_key_pressed(KEY_D):
xform.origin += xform.basis.x * delta * 2.0
if Input.is_key_pressed(KEY_W):
xform.origin -= xform.basis.z * delta * 2.0
if Input.is_key_pressed(KEY_S):
xform.origin += xform.basis.z * delta * 2.0
if Input.is_key_pressed(KEY_Q):
xform.origin -= xform.basis.y * delta * 2.0
if Input.is_key_pressed(KEY_E):
xform.origin += xform.basis.y * delta * 2.0
%Camera3D.global_transform = xform
# Process movement based on mouse events
func _input(event : InputEvent) -> void:
var xform : Transform3D = %Camera3D.global_transform
# Handle rotation by right-mouse-drag
var motion := event as InputEventMouseMotion
if motion and motion.button_mask & MOUSE_BUTTON_MASK_RIGHT:
xform.basis = Basis(Vector3.UP, -motion.relative.x * 0.001) * xform.basis
xform.basis = Basis(xform.basis.x, -motion.relative.y * 0.001) * xform.basis
# Handle mouse capture and mouse-wheel movement in/out
var button := event as InputEventMouseButton
if button and button.pressed and button.button_index == MOUSE_BUTTON_RIGHT:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if button and not button.pressed and button.button_index == MOUSE_BUTTON_RIGHT:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if button and button.button_index == MOUSE_BUTTON_WHEEL_UP:
xform.origin -= xform.basis.z * 0.1
if button and button.button_index == MOUSE_BUTTON_WHEEL_DOWN:
xform.origin += xform.basis.z * 0.1
%Camera3D.global_transform = xform
func _on_skeleton_spin_box_value_changed(value: float) -> void:
$"Chan/ChanAvatar/Test-Chan/Armature/Skeleton3D".motion_scale = value
$"Kun/KunAvatar/Test-Kun/Armature/Skeleton3D".motion_scale = value
func _on_world_spin_box_value_changed(value: float) -> void:
XRServer.world_scale = value