8639cecf4c
The scripts were streamlined using more or less the following conventions: - space after a comma in lists of arguments - space around weak operators (+, -), no space around strong operators (*, /) - space after a comment start (#) - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now) - function blocks separate by two newlines The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
38 lines
1.1 KiB
GDScript
38 lines
1.1 KiB
GDScript
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extends Spatial
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# member variables
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var prev_pos = null
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func _input(event):
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# all other (non-mouse) events
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if (not event.type in [InputEvent.MOUSE_BUTTON, InputEvent.MOUSE_MOTION, InputEvent.SCREEN_DRAG, InputEvent.SCREEN_TOUCH]):
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get_node("viewport").input(event)
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# mouse events for area
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func _on_area_input_event(camera, event, 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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event.pos = pos
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event.global_pos = pos
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if (prev_pos == null):
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prev_pos = pos
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if (event.type == InputEvent.MOUSE_MOTION):
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event.relative_pos = pos - prev_pos
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prev_pos = pos
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# sned the event to the viewport
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get_node("viewport").input(event)
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func _ready():
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# Initalization here
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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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