""" Asset: Godot Simple Portal System File: player.gd Description: Simple controllable player with raycaster. Repository: https://github.com/Donitzo/godot-simple-portal-system License: CC0 License """ extends MeshInstance3D const _MOUSE_PAN_THRESHOLD: float = 0.4; const _MOUSE_PAN_SPEED: float = 200 const _MOVE_SPEED: float = 4 var _mouse_look: Vector2 @onready var _line_renderer: LineRenderer = $"../LineRenderer" @onready var _camera: Camera3D = $Camera @onready var _pip_camera: Camera3D = $PipViewport1/Camera @onready var _handle_raycast_callable: Callable = Callable(self, "_handle_raycast") func _ready() -> void: set_layer_mask_value(1, false) set_layer_mask_value(2, true) _camera.set_cull_mask_value(2, false) func _process(delta: float) -> void: var viewport: Viewport = get_viewport() var mouse_position: Vector2 = viewport.get_mouse_position() var viewport_size: Vector2i = viewport.size var normalized_mouse_position: Vector2 = mouse_position / Vector2(viewport_size) var horizontal_speed: float = 0 var vertical_speed: float = 0 if normalized_mouse_position.x > 0 and normalized_mouse_position.x < 1 and \ normalized_mouse_position.y > 0 and normalized_mouse_position.y < 1: if normalized_mouse_position.x < _MOUSE_PAN_THRESHOLD: horizontal_speed = lerp(0, 1, _MOUSE_PAN_THRESHOLD - normalized_mouse_position.x) elif normalized_mouse_position.x > 1 - _MOUSE_PAN_THRESHOLD: horizontal_speed = lerp(0, -1, normalized_mouse_position.x - (1.0 - _MOUSE_PAN_THRESHOLD)) if normalized_mouse_position.y < _MOUSE_PAN_THRESHOLD: vertical_speed = lerp(0, 1, _MOUSE_PAN_THRESHOLD - normalized_mouse_position.y) elif normalized_mouse_position.y > 1 - _MOUSE_PAN_THRESHOLD: vertical_speed = lerp(0, -1, normalized_mouse_position.y - (1.0 - _MOUSE_PAN_THRESHOLD)) _mouse_look.x = fmod(_mouse_look.x + horizontal_speed * _MOUSE_PAN_SPEED * delta + 360, 360) _mouse_look.y = clamp(_mouse_look.y + vertical_speed * _MOUSE_PAN_SPEED * delta, -80, 80) rotation_degrees = Vector3(0, _mouse_look.x, 0) _camera.rotation_degrees = Vector3(_mouse_look.y, 0, 0) var right: Vector3 = (global_transform.basis.x * Vector3(1, 0, 1)).normalized() var forward: Vector3 = (global_transform.basis.z * Vector3(1, 0, 1)).normalized() if Input.is_key_pressed(KEY_LEFT) or Input.is_key_pressed(KEY_A): global_translate(- right * _MOVE_SPEED * delta) if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D): global_translate(right * _MOVE_SPEED * delta) if Input.is_key_pressed(KEY_UP) or Input.is_key_pressed(KEY_W): global_translate(- forward * _MOVE_SPEED * delta) if Input.is_key_pressed(KEY_DOWN) or Input.is_key_pressed(KEY_S): global_translate(forward * _MOVE_SPEED * delta) if abs(position.z) > 4.4: position.x = clamp(position.x, -0.75, 0.75) else: position.x = clamp(position.x, -3.8, 3.8) if abs(position.x) > 0.75: position.z = clamp(position.z, -3.8, 3.8) _pip_camera.global_position = _camera.to_global(Vector3(0, 1.5, 1.5)) _pip_camera.global_rotation = _camera.global_rotation var origin: Vector3 = _camera.project_ray_origin(mouse_position) var end: Vector3 = origin + _camera.project_ray_normal(mouse_position) * 100 _line_renderer.clear_lines() Portal.raycast(get_tree(), origin, (end - origin).normalized(), _handle_raycast_callable) func _handle_raycast(from: Vector3, dir: Vector3, segment_distance: float, _recursive_distance: float, recursions: int) -> bool: var distance: float = min(100, segment_distance) var target: Vector3 = from + dir * distance _line_renderer.add_line(from, target, Color.GREEN) for i in 16: _line_renderer.add_line(target, target + Vector3( randf_range(-0.1, 0.1), randf_range(-0.1, 0.1), randf_range(-0.1, 0.1)), Color.RED) if recursions > 0: _line_renderer.add_line(from, from + Vector3( randf_range(-0.1, 0.1), randf_range(-0.1, 0.1), randf_range(-0.1, 0.1)), Color.BLUE) var space_state: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state var query: PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(from, from + dir * distance) var result: Dictionary = space_state.intersect_ray(query) if not result.is_empty() and result.collider is Hoverable: result.collider.hovered = true for i in 16: _line_renderer.add_line(result.position, result.position + Vector3( randf_range(-0.1, 0.1), randf_range(-0.1, 0.1), randf_range(-0.1, 0.1)), Color.GREEN) return true return false