Fix event-content and mouse-signals with 3D-capture-on-drag

Fix for 3D-physics processing:
- with enabled input_capture_on_drag now report correct position and
normals in _input_event
- mouse_enter and mouse_exit signals are emitted when the mouse cursor
leaves the visible area of the 3D-object, independently of pressed mouse
button or input_capture_on_drag
- make sure that collision input events are sent in the right order with
respect to mouse_enter and mouse_exit signals
This commit is contained in:
Markus Sauermann 2022-10-29 10:05:52 +02:00
parent 11e1bac768
commit 35956d9128

View File

@ -696,25 +696,15 @@ void Viewport::_process_picking() {
}
#ifndef _3D_DISABLED
bool captured = false;
CollisionObject3D *capture_object = nullptr;
if (physics_object_capture.is_valid()) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_capture));
if (co && camera_3d) {
_collision_object_3d_input_event(co, camera_3d, ev, Vector3(), Vector3(), 0);
captured = true;
if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && !mb->is_pressed()) {
physics_object_capture = ObjectID();
}
} else {
capture_object = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_capture));
if (!capture_object || !camera_3d || (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && !mb->is_pressed())) {
physics_object_capture = ObjectID();
}
}
if (captured) {
// None.
} else if (pos == last_pos) {
if (pos == last_pos) {
if (last_id.is_valid()) {
if (ObjectDB::get_instance(last_id) && last_object) {
// Good, exists.
@ -740,13 +730,12 @@ void Viewport::_process_picking() {
bool col = space->intersect_ray(ray_params, result);
ObjectID new_collider;
if (col) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(result.collider);
if (co && co->can_process()) {
_collision_object_3d_input_event(co, camera_3d, ev, result.position, result.normal, result.shape);
CollisionObject3D *co = col ? Object::cast_to<CollisionObject3D>(result.collider) : nullptr;
if (co && co->can_process()) {
new_collider = result.collider_id;
if (!capture_object) {
last_object = co;
last_id = result.collider_id;
new_collider = last_id;
if (co->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && mb->is_pressed()) {
physics_object_capture = last_id;
}
@ -755,21 +744,23 @@ void Viewport::_process_picking() {
if (is_mouse && new_collider != physics_object_over) {
if (physics_object_over.is_valid()) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_over));
if (co) {
co->_mouse_exit();
CollisionObject3D *previous_co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_over));
if (previous_co) {
previous_co->_mouse_exit();
}
}
if (new_collider.is_valid()) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(new_collider));
if (co) {
co->_mouse_enter();
}
co->_mouse_enter();
}
physics_object_over = new_collider;
}
if (capture_object) {
_collision_object_3d_input_event(capture_object, camera_3d, ev, result.position, result.normal, result.shape);
} else if (new_collider.is_valid()) {
_collision_object_3d_input_event(co, camera_3d, ev, result.position, result.normal, result.shape);
}
}
last_pos = pos;