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- extends Node3D
- const INTERP_SPEED = 2
- const ROT_SPEED = 0.003
- const ZOOM_SPEED = 0.1
- const ZOOM_MAX = 2.5
- const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_MIDDLE | MOUSE_BUTTON_MASK_RIGHT
- var tester_index := 0
- var rot_x := -0.5 # This must be kept in sync with RotationX.
- var rot_y := -0.5 # This must be kept in sync with CameraHolder.
- var zoom := 5.0
- var base_height := int(ProjectSettings.get_setting("display/window/size/viewport_height"))
- var backgrounds: Array[Dictionary] = [
- { path = "res://backgrounds/schelde.hdr", name = "Riverside" },
- { path = "res://backgrounds/lobby.hdr", name = "Lobby" },
- { path = "res://backgrounds/park.hdr", name = "Park" },
- { path = "res://backgrounds/night.hdr", name = "Night" },
- { path = "res://backgrounds/experiment.hdr", name = "Experiment" },
- ]
- @onready var testers: Node3D = $Testers
- @onready var material_name: Label = $UI/MaterialName
- @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/Camera
- func _ready() -> void:
- for background in backgrounds:
- get_node(^"UI/Background").add_item(background.name)
- update_gui()
- func _unhandled_input(event: InputEvent) -> void:
- if event.is_action_pressed(&"ui_left"):
- _on_previous_pressed()
- if event.is_action_pressed(&"ui_right"):
- _on_next_pressed()
- if event is InputEventMouseButton:
- if event.button_index == MOUSE_BUTTON_WHEEL_UP:
- zoom -= ZOOM_SPEED
- if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
- zoom += ZOOM_SPEED
- zoom = clamp(zoom, 2, 8)
- camera.position.z = zoom
- if event is InputEventMouseMotion and event.button_mask & MAIN_BUTTONS:
- # Compensate motion speed to be resolution-independent (based on the window height).
- var relative_motion: Vector2 = event.relative * DisplayServer.window_get_size().y / base_height
- rot_y -= relative_motion.x * ROT_SPEED
- rot_y = clamp(rot_y, -1.95, 1.95)
- rot_x -= relative_motion.y * ROT_SPEED
- rot_x = clamp(rot_x, -1.4, 0.45)
- 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 Y and Z coordinates are already correct.
- var target_position := current_tester.transform.origin.x
- var current_position := camera_holder.transform.origin.x
- camera_holder.transform.origin.x = lerp(current_position, target_position, INTERP_SPEED * delta)
- func _on_previous_pressed() -> void:
- if tester_index > 0:
- tester_index -= 1
- update_gui()
- func _on_next_pressed() -> void:
- if tester_index < testers.get_child_count() - 1:
- tester_index += 1
- update_gui()
- func update_gui() -> void:
- var current_tester := testers.get_child(tester_index)
- material_name.text = current_tester.get_name()
- $UI/Previous.disabled = tester_index == 0
- $UI/Next.disabled = tester_index == testers.get_child_count() - 1
- func _on_bg_item_selected(index: int) -> void:
- var sky_material: PanoramaSkyMaterial = $WorldEnvironment.environment.sky.sky_material
- sky_material.panorama = load(backgrounds[index].path)
- # Force reflection probes to update by moving them slightly.
- for reflection_probe: ReflectionProbe in get_tree().get_nodes_in_group(&"reflection_probe"):
- reflection_probe.position.y += randf_range(-0.0001, 0.0001)
- func _on_reflection_probes_item_selected(index: int) -> void:
- match index:
- 0: # No Reflection Probes
- for reflection_probe: ReflectionProbe in get_tree().get_nodes_in_group(&"reflection_probe"):
- reflection_probe.visible = false
- 1: # Reflection Probes (Reflection only)
- for reflection_probe: ReflectionProbe in get_tree().get_nodes_in_group(&"reflection_probe"):
- reflection_probe.visible = true
- reflection_probe.ambient_mode = ReflectionProbe.AMBIENT_DISABLED
- 2: # Reflection Probes (Reflection + Ambient)
- for reflection_probe: ReflectionProbe in get_tree().get_nodes_in_group(&"reflection_probe"):
- reflection_probe.visible = true
- reflection_probe.ambient_mode = ReflectionProbe.AMBIENT_ENVIRONMENT
- func _on_quit_pressed() -> void:
- get_tree().quit()
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