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Godot Viewport Input from Raycast (Useful for VR)
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extends Area | |
onready var viewport = $"../Viewport" | |
onready var collion = $CollisionShape | |
var last_collided = Vector3.ZERO | |
var mouse_mask = 0 | |
var mesh_size_x = 0.5 | |
var mesh_size_y = 0.5 | |
var uv_offset_x = -0.1 | |
var uv_offset_y = -0.1 | |
func global_to_viewport(point): | |
var t = collion.global_transform | |
var at = t.xform_inv(point) | |
var half = 0.5 | |
at.x = ((at.x / mesh_size_x) + half + uv_offset_x) * viewport.size.x | |
at.y = (half - (at.y / mesh_size_y) + uv_offset_y) * viewport.size.y | |
return Vector2(at.x, at.y) | |
func _on_pointer_moved(point): | |
if point != last_collided: | |
var at = global_to_viewport(point) | |
var from = global_to_viewport(last_collided) | |
last_collided = point | |
var event = InputEventMouseMotion.new() | |
event.set_position(at) | |
event.set_global_position(at) | |
event.set_relative(at - from) | |
event.set_button_mask(mouse_mask) | |
viewport.input(event) | |
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extends Node | |
onready var raycast = $RayCast | |
func _process(delta): | |
var target = raycast.get_collider() | |
if target and target.has_method("_on_pointer_moved"): | |
target._on_pointer_moved(raycast.get_collision_point()) | |
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