gui in 3D demo now uses area for input
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@ -7,38 +7,39 @@ extends Spatial
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var prev_pos=null
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func _input(ev):
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if (ev.type in [InputEvent.MOUSE_BUTTON,InputEvent.MOUSE_MOTION]):
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var pos = ev.pos
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var rfrom = get_node("camera").project_ray_origin(pos)
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var rnorm = get_node("camera").project_ray_normal(pos)
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func _input( ev ):
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#all other (non-mouse) events
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if (not ev.type in [InputEvent.MOUSE_BUTTON,InputEvent.MOUSE_MOTION,InputEvent.SCREEN_DRAG,InputEvent.SCREEN_TOUCH]):
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get_node("viewport").input(ev)
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#simple collision test against aligned plane
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#for game UIs of this kind consider more complex collision against plane
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var p = Plane(Vector3(0,0,1),0).intersects_ray(rfrom,rnorm)
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if (p==null):
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return
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pos.x=(p.x+1.5)*100
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pos.y=(-p.y+0.75)*100
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ev.pos=pos
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ev.global_pos=pos
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if (prev_pos==null):
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prev_pos=pos
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if (ev.type==InputEvent.MOUSE_MOTION):
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ev.relative_pos=pos-prev_pos
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#mouse events for area
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func _on_area_input_event( camera, ev, click_pos, click_normal, shape_idx ):
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#use click pos (click in 3d space, convert to area space
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var pos = get_node("area").get_global_transform().affine_inverse() * click_pos
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#convert to 2D
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pos = Vector2(pos.x,pos.y)
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#convert to viewport coordinate system
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pos.x=(pos.x+1.5)*100
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pos.y=(-pos.y+0.75)*100
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#set to event
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ev.pos=pos
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ev.global_pos=pos
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if (prev_pos==null):
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prev_pos=pos
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if (ev.type==InputEvent.MOUSE_MOTION):
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ev.relative_pos=pos-prev_pos
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prev_pos=pos
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get_node("viewport").input(ev)
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func _ready():
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# Initalization here
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get_node("quad").get_material_override().set_texture(FixedMaterial.PARAM_DIFFUSE, get_node("viewport").get_render_target_texture() )
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get_node("area/quad").get_material_override().set_texture(FixedMaterial.PARAM_DIFFUSE, get_node("viewport").get_render_target_texture() )
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set_process_input(true)
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pass
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@ -660,6 +660,12 @@ void Spatial::orthonormalize() {
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}
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void Spatial::set_identity() {
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set_transform(Transform());
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}
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void Spatial::look_at(const Vector3& p_target, const Vector3& p_up_normal) {
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@ -735,6 +741,7 @@ void Spatial::_bind_methods() {
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ObjectTypeDB::bind_method( _MD("translate","offset"),&Spatial::translate );
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ObjectTypeDB::bind_method( _MD("global_translate","offset"),&Spatial::global_translate );
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ObjectTypeDB::bind_method( _MD("orthonormalize"),&Spatial::orthonormalize );
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ObjectTypeDB::bind_method( _MD("set_identity"),&Spatial::set_identity );
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ObjectTypeDB::bind_method( _MD("look_at","target","up"),&Spatial::look_at );
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ObjectTypeDB::bind_method( _MD("look_at_from_pos","pos","target","up"),&Spatial::look_at_from_pos );
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@ -180,6 +180,7 @@ public:
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void look_at_from_pos(const Vector3& p_pos,const Vector3& p_target, const Vector3& p_up_normal);
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void orthonormalize();
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void set_identity();
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void show();
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void hide();
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