diff --git a/addons/procedural_3d_grid/core/xr_pinch.gd b/addons/procedural_3d_grid/core/xr_pinch.gd index f17ac45..a01d439 100644 --- a/addons/procedural_3d_grid/core/xr_pinch.gd +++ b/addons/procedural_3d_grid/core/xr_pinch.gd @@ -46,6 +46,8 @@ var hand_right_grab_debounce_timer: float = 0.0 var last_hand_left_grab_state: bool = false var last_hand_right_grab_state: bool = false +@export var linear_dampening: float = 0.45 +@export var angular_dampening: float = 0.45 func _process(delta_time: float) -> void: var hand_left_grab: float = hand_left.get_float("grip") @@ -64,41 +66,35 @@ func _process(delta_time: float) -> void: if both_hands_just_grabbed(): state = Mode.PINCH - if not (hand_left_grab or hand_right_grab): - state = Mode.NONE - delta_transform = Transform3D() # Reset delta_transform when not grabbing - apply_velocity(delta_time) # Apply stored velocities when not grabbing + + if not (hand_left_grab and hand_right_grab): + if state != Mode.NONE: + state = Mode.NONE + delta_transform = Transform3D() # Reset delta_transform when not grabbing + apply_velocity(delta_time) # Apply stored velocities when not grabbing match state: Mode.NONE: - if hand_left_grab and not left_hand_just_grabbed.value: - state = Mode.GRAB - elif hand_right_grab and not right_hand_just_grabbed.value: - state = Mode.GRAB - - Mode.GRAB: - if hand_left_grab and hand_right_grab: - state = Mode.ORBIT - - set_pivot_and_transform(hand_left_grab, prev_hand_left_transform, hand_left.transform) - set_pivot_and_transform(hand_right_grab, prev_hand_right_transform, hand_right.transform) - store_velocity(prev_hand_left_transform, hand_left.transform, delta_time) + # Do nothing when no hands are grabbing + pass Mode.PINCH: - if not (hand_left_grab and hand_right_grab) and both_hands_just_ungrabbed: - state = Mode.GRAB + if not (hand_left_grab and hand_right_grab): + state = Mode.NONE - set_pinch_pivot_and_transform(prev_hand_left_transform.origin, prev_hand_right_transform.origin, hand_left.transform.origin, hand_right.transform.origin) - store_velocity(prev_hand_left_transform, hand_left.transform, delta_time) - store_velocity(prev_hand_right_transform, hand_right.transform, delta_time) + if hand_left_grab and hand_right_grab and hand_left_grab_debounce_timer >= debounce_duration and hand_right_grab_debounce_timer >= debounce_duration: + set_pinch_pivot_and_transform(prev_hand_left_transform.origin, prev_hand_right_transform.origin, hand_left.transform.origin, hand_right.transform.origin) + store_velocity(prev_hand_left_transform, hand_left.transform, delta_time) + store_velocity(prev_hand_right_transform, hand_right.transform, delta_time) Mode.ORBIT: if not (hand_left_grab and hand_right_grab): - state = Mode.GRAB + state = Mode.NONE - set_orbit_pivot_and_transform(prev_hand_left_transform.origin, prev_hand_right_transform.origin, hand_left.transform.origin, hand_right.transform.origin) - store_velocity(prev_hand_left_transform, hand_left.transform, delta_time) - store_velocity(prev_hand_right_transform, hand_right.transform, delta_time) + if hand_left_grab and hand_right_grab and hand_left_grab_debounce_timer >= debounce_duration and hand_right_grab_debounce_timer >= debounce_duration: + set_orbit_pivot_and_transform(prev_hand_left_transform.origin, prev_hand_right_transform.origin, hand_left.transform.origin, hand_right.transform.origin) + store_velocity(prev_hand_left_transform, hand_left.transform, delta_time) + store_velocity(prev_hand_right_transform, hand_right.transform, delta_time) # Integrate motion target_transform = delta_transform * target_transform @@ -112,7 +108,6 @@ func _process(delta_time: float) -> void: prev_hand_left_grab = hand_left_grab prev_hand_right_grab = hand_right_grab - func handle_debounce(current_grab_value: float, delta_time: float, is_left_hand: bool) -> void: var grab_debounce_timer: float = hand_right_grab_debounce_timer @@ -145,11 +140,6 @@ func handle_debounce(current_grab_value: float, delta_time: float, is_left_hand: else: hand_right_grab_debounce_timer = grab_debounce_timer - -@export var linear_dampening: float = 0.45 -@export var angular_dampening: float = 0.45 - - func apply_velocity(delta_time: float) -> void: # Apply linear damping, reducing the velocity by the damping factor each frame linear_velocity *= (1.0 - linear_dampening) @@ -167,7 +157,6 @@ func apply_velocity(delta_time: float) -> void: # Apply angular damping to reduce angular speed over time angular_velocity *= (1.0 - angular_dampening) - func store_velocity(prev_hand_transform: Transform3D, hand_transform: Transform3D, delta_time: float) -> void: if delta_time > 0: var displacement = hand_transform.origin - prev_hand_transform.origin @@ -186,30 +175,32 @@ func store_velocity(prev_hand_transform: Transform3D, hand_transform: Transform3 # Here the angular velocity will be the rotation axis scaled by the amount of rotation over time. angular_velocity = rotation_axis * (rotation_amount / delta_time) - func both_hands_just_grabbed() -> bool: return left_hand_just_grabbed.value and right_hand_just_grabbed.value - func update_hand_grab_status(hand_grab: float, prev_hand_grab: float, just_grabbed: BoolTimer, just_ungrabbed: BoolTimer) -> void: if hand_grab and not prev_hand_grab: just_grabbed.set_true(max_pinch_time) if not hand_grab and prev_hand_grab: just_ungrabbed.set_true(max_pinch_time) - func set_pivot_and_transform(hand_grab: float, prev_hand_transform: Transform3D, hand_transform: Transform3D) -> void: if hand_grab: from_pivot = prev_hand_transform.origin to_pivot = prev_hand_transform.origin delta_transform = _world_grab.get_grab_transform(prev_hand_transform, hand_transform) - func set_pinch_pivot_and_transform(prev_hand_left_origin: Vector3, prev_hand_right_origin: Vector3, hand_left_origin: Vector3, hand_right_origin: Vector3) -> void: - from_pivot = (prev_hand_left_origin + prev_hand_right_origin) / 2.0 - to_pivot = (hand_left_origin + hand_right_origin) / 2.0 - delta_transform = _world_grab.get_pinch_transform(prev_hand_left_origin, prev_hand_right_origin, hand_left_origin, hand_right_origin) - + var prev_distance = prev_hand_left_origin.distance_to(prev_hand_right_origin) + var current_distance = hand_left_origin.distance_to(hand_right_origin) + var distance_change = current_distance - prev_distance + var deadzone_threshold: float = 0.01 + if abs(distance_change) > deadzone_threshold: + from_pivot = (prev_hand_left_origin + prev_hand_right_origin) / 2.0 + to_pivot = (hand_left_origin + hand_right_origin) / 2.0 + delta_transform = _world_grab.get_pinch_transform(prev_hand_left_origin, prev_hand_right_origin, hand_left_origin, hand_right_origin) + else: + delta_transform = Transform3D() func set_orbit_pivot_and_transform(prev_hand_left_origin: Vector3, prev_hand_right_origin: Vector3, hand_left_origin: Vector3, hand_right_origin: Vector3) -> void: from_pivot = prev_hand_left_origin