808 lines
22 KiB
Lua
808 lines
22 KiB
Lua
--Panel3D: 3D GUI panels for VR
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--written by 0xBAADF00D
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--revised/refactored 5/11/16
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local UserInputService = game:GetService("UserInputService")
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local RunService = game:GetService("RunService")
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local GuiService = game:GetService("GuiService")
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local CoreGui = game:GetService("CoreGui")
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local RobloxGui = CoreGui:WaitForChild("RobloxGui")
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local PlayersService = game.Players
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--Util
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local Util = {}
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do
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function Util.Create(instanceType)
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return function(data)
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local obj = Instance.new(instanceType)
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for k, v in pairs(data) do
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if type(k) == 'number' then
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v.Parent = obj
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else
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obj[k] = v
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end
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end
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return obj
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end
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end
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-- RayPlaneIntersection (shortened)
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-- http://www.siggraph.org/education/materials/HyperGraph/raytrace/rayplane_intersection.htm
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function Util.RayPlaneIntersection(ray, planeNormal, pointOnPlane)
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planeNormal = planeNormal.unit
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ray = ray.Unit
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local Vd = planeNormal:Dot(ray.Direction)
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if Vd == 0 then -- parallel, no intersection
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return nil
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end
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local V0 = planeNormal:Dot(pointOnPlane - ray.Origin)
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local t = V0 / Vd
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if t < 0 then --plane is behind ray origin, and thus there is no intersection
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return nil
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end
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return ray.Origin + ray.Direction * t
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end
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end
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--End of Util
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--Panel3D State variables
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local renderStepName = "Panel3DRenderStep-" .. game:GetService("HttpService"):GenerateGUID()
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local defaultPixelsPerStud = 64
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local pointUpCF = CFrame.Angles(math.rad(-90), math.rad(180), 0)
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local zeroVector = Vector3.new(0, 0, 0)
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local zeroVector2 = Vector2.new(0, 0)
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local turnAroundCF = CFrame.Angles(0, math.rad(180), 0)
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local fullyOpaqueAtPixelsFromEdge = 10
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local fullyTransparentAtPixelsFromEdge = 80
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local partThickness = 0.2
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local cursorHidden = false
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local cursorHideTime = 2.5
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local currentModal = nil
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local lastModal = nil
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local currentMaxDist = math.huge
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local currentClosest = nil
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local lastClosest = nil
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local currentHeadScale = 1
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local panels = {}
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local floorRotation = CFrame.new()
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local cursor = Util.Create "ImageLabel" {
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Image = "rbxasset://textures/Cursors/Gamepad/Pointer.png",
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Size = UDim2.new(0, 8, 0, 8),
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BackgroundTransparency = 1,
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ZIndex = 10
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}
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--End of Panel3D State variables
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--Panel3D Declaration and enumerations
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local Panel3D = {}
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Panel3D.Type = {
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None = 0,
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Floor = 1,
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Fixed = 2,
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HorizontalFollow = 3,
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FixedToHead = 4
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}
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Panel3D.OnPanelClosed = Util.Create 'BindableEvent' {
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Name = 'OnPanelClosed'
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}
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function Panel3D.GetHeadLookXZ(withTranslation)
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local userHeadCF = UserInputService:GetUserCFrame(Enum.UserCFrame.Head)
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local headLook = userHeadCF.lookVector
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local headYaw = math.atan2(-headLook.Z, headLook.X) + math.rad(90)
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local cf = CFrame.Angles(0, headYaw, 0)
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if withTranslation then
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cf = cf + userHeadCF.p
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end
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return cf
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end
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function Panel3D.FindContainerOf(element)
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for i, v in pairs(panels) do
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if v.gui and v.gui:IsAncestorOf(element) then
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return v
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end
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end
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return nil
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end
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function Panel3D.SetModalPanel(panel)
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if currentModal == panel then
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return
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end
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if currentModal then
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currentModal:OnModalChanged(false)
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end
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if panel then
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panel:OnModalChanged(true)
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end
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lastModal = currentModal
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currentModal = panel
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end
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--End of Panel3D Declaration and enumerations
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--Cursor autohiding methods
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local cursorHidden = false
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local hasTool = false
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local lastMouseActivity = tick()
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local lastMouseBehavior = Enum.MouseBehavior.Default
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local function OnCharacterAdded(character)
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hasTool = false
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for i, v in ipairs(character:GetChildren()) do
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if v:IsA("Tool") then
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hasTool = true
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end
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end
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character.ChildAdded:connect(function(child)
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if child:IsA("Tool") then
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hasTool = true
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lastMouseActivity = tick() --kick the mouse when a tool is equipped
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end
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end)
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character.ChildRemoved:connect(function(child)
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if child:IsA("Tool") then
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hasTool = false
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end
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end)
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end
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spawn(function()
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while not PlayersService.LocalPlayer do wait() end
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PlayersService.LocalPlayer.CharacterAdded:connect(OnCharacterAdded)
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if PlayersService.LocalPlayer.Character then OnCharacterAdded(PlayersService.LocalPlayer.Character) end
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end)
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local function autoHideCursor(hide)
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if not UserInputService.VREnabled then
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cursorHidden = false
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return
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end
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if hide then
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--don't hide if there's a tool in the character
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local character = PlayersService.LocalPlayer.Character
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if character and hasTool then
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return
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end
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cursorHidden = true
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UserInputService.OverrideMouseIconBehavior = Enum.OverrideMouseIconBehavior.ForceHide
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else
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cursorHidden = false
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UserInputService.OverrideMouseIconBehavior = Enum.OverrideMouseIconBehavior.None
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end
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end
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local function isCursorVisible()
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--if ForceShow, the cursor is definitely visible at all times
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if UserInputService.OverrideMouseIconBehavior == Enum.OverrideMouseIconBehavior.ForceShow then
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return true
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end
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--if ForceHide, the cursor is definitely NOT visible
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if UserInputService.OverrideMouseIconBehavior == Enum.OverrideMouseIconBehavior.ForceHide then
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return false
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end
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--Otherwise, we need to check if the developer set MouseIconEnabled=false
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if UserInputService.MouseIconEnabled and UserInputService.OverrideMouseIconBehavior == Enum.OverrideMouseIconBehavior.None then
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return true
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end
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return false
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end
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--End of cursor autohiding methods
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--Panel class implementation
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local Panel = {}
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Panel.mt = { __index = Panel }
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function Panel.new(name)
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local instance = {
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name = name,
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part = nil,
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gui = nil,
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width = 1,
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height = 1,
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isVisible = false,
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isEnabled = false,
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panelType = Panel3D.Type.None,
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pixelScale = 1,
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showCursor = true,
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canFade = true,
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shouldFindLookAtGuiElement = false,
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ignoreModal = false,
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linkedTo = nil,
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subpanels = {},
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transparency = 1,
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forceShowUntilLookedAt = false,
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isLookedAt = false,
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isOffscreen = true,
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lookAtPixel = Vector2.new(-1, -1),
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lookAtDistance = math.huge,
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lookAtGuiElement = nil,
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isClosest = true
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}
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if panels[name] then
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error("A panel by the name of " .. name .. " already exists.")
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end
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panels[name] = instance
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return setmetatable(instance, Panel.mt)
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end
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--Panel accessor methods
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function Panel:GetPart()
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if not self.part then
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self.part = Util.Create "Part" {
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Name = self.name,
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Parent = nil,
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Transparency = 1,
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CanCollide = false,
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Anchored = true,
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Archivable = false,
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Size = Vector3.new(1, 1, partThickness)
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}
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end
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return self.part
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end
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function Panel:GetGUI()
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if not self.gui then
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local part = self:GetPart()
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self.gui = Util.Create "SurfaceGui" {
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Parent = CoreGui,
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Adornee = part,
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Active = true,
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ToolPunchThroughDistance = 1000,
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CanvasSize = Vector2.new(0, 0),
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Enabled = self.isEnabled,
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AlwaysOnTop = true
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}
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end
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return self.gui
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end
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function Panel:FindHoveredGuiElement(elements)
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local x, y = self.lookAtPixel.X, self.lookAtPixel.Y
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for i, v in pairs(elements) do
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local minPt = v.AbsolutePosition
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local maxPt = v.AbsolutePosition + v.AbsoluteSize
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if minPt.X <= x and maxPt.X >= x and
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minPt.Y <= y and maxPt.Y >= y then
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return v, i
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end
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end
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end
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--End of panel accessor methods
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--Panel update methods
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function Panel:SetPartCFrame(cframe)
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self:GetPart().CFrame = cframe * CFrame.new(0, 0, -0.5 * partThickness)
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end
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function Panel:SetEnabled(enabled)
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if self.isEnabled == enabled then
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return
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end
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self.isEnabled = enabled
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if enabled then
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self:GetPart().Parent = workspace.CurrentCamera --todo: Perhaps this can change soon.
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self:GetGUI().Enabled = true
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for i, v in pairs(self.subpanels) do
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v:GetPart().Parent = workspace.CurrentCamera
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v:GetGUI().Enabled = true
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end
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else
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self:GetPart().Parent = nil
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self:GetGUI().Enabled = false
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for i, v in pairs(self.subpanels) do
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v:GetPart().Parent = nil
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v:GetGUI().Enabled = false
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end
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end
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self:OnEnabled(enabled)
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end
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function Panel:EvaluatePositioning(cameraCF, cameraRenderCF, userHeadCF)
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if self.panelType == Panel3D.Type.Floor then
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--Floor panels simply... go on the floor.
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--Panel will be in camera's local space (which is assumed to be horizontal),
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--and floorRotation is derived from the user's head rotation (yaw only)
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local floorCF = cameraCF * CFrame.new(0, -headHeightFromFloor * currentHeadScale, 0) * floorRotation
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self:SetPartCFrame(floorCF * pointUpCF)
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elseif self.panelType == Panel3D.Type.Fixed then
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--Places the panel in the camera's local space, but doesn't follow the user's head.
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--Useful if you know what you're doing. localCF can be updated in PreUpdate for animation.
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local cf = self.localCF - self.localCF.p
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cf = cf + (self.localCF.p * currentHeadScale)
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self:SetPartCFrame(cameraCF * cf)
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elseif self.panelType == Panel3D.Type.HorizontalFollow then
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local headLook = userHeadCF.lookVector
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local headYaw = math.atan2(-headLook.Z, headLook.X) + math.rad(90)
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local headForwardCF = CFrame.Angles(0, headYaw, 0) + userHeadCF.p
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local localCF = (headForwardCF * self.angleFromForward) * --Rotate about Y (left-right)
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self.angleFromHorizon * --Rotate about X (up-down)
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(currentHeadScale * self.distance) * --Move into scene
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turnAroundCF --Turn around to face character
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self:SetPartCFrame(cameraCF * localCF)
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elseif self.panelType == Panel3D.Type.FixedToHead then
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--Places the panel in the user's head local space. localCF can be updated in PreUpdate for animation.
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local cf = self.localCF - self.localCF.p
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cf = cf + (self.localCF.p * currentHeadScale)
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self:SetPartCFrame(cameraRenderCF * cf)
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end
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end
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function Panel:EvaluateGaze(cameraCF, cameraRenderCF, userHeadCF, lookRay)
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--reset distance data
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self.isClosest = false
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self.lookAtPixel = zeroVector2
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self.lookAtDistance = math.huge
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--Evaluate the lookRay versus this panel
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local planeCF = self:GetPart().CFrame
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local planeNormal = planeCF.lookVector
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local pointOnPlane = planeCF.p + (planeNormal * partThickness * 0.5) --Move the point out by half the thickness of the part
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local worldIntersectPoint = Util.RayPlaneIntersection(lookRay, planeNormal, pointOnPlane)
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if worldIntersectPoint then
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self.isOffscreen = false
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--transform worldIntersectPoint to gui space
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local gui = self:GetGUI()
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local guiWidth, guiHeight = gui.AbsoluteSize.X, gui.AbsoluteSize.Y
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local localIntersectPoint = (planeCF:pointToObjectSpace(worldIntersectPoint) / currentHeadScale) * Vector3.new(-1, 1, 1) + Vector3.new(self.width / 2, -self.height / 2, 0)
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self.lookAtPixel = Vector2.new((localIntersectPoint.X / self.width) * gui.AbsoluteSize.X, (localIntersectPoint.Y / self.height) * -gui.AbsoluteSize.Y)
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--fire mouse enter/leave events if necessary
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local guiX, guiY = self.lookAtPixel.X, self.lookAtPixel.Y
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if guiX >= 0 and guiX <= guiWidth and
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guiY >= 0 and guiY <= guiHeight then
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if not self.isLookedAt then
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self.isLookedAt = true
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self:OnMouseEnter(guiX, guiY)
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if self.forceShowUntilLookedAt then
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self.forceShowUntilLookedAt = false
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end
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end
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else
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if self.isLookedAt then
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self.isLookedAt = false
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self:OnMouseLeave(guiX, guiY)
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end
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end
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--evaluate distance
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self.lookAtDistance = (worldIntersectPoint - cameraRenderCF.p).magnitude
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if self.isLookedAt and self.lookAtDistance < currentMaxDist and self.showCursor then
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currentMaxDist = self.lookAtDistance
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currentClosest = self
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end
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else
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self.isOffscreen = true
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--Not looking at the plane at all, so fire off mouseleave if necessary.
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if self.isLookedAt then
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self.isLookedAt = false
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self:OnMouseLeave(self.lookAtPixel.X, self.lookAtPixel.Y)
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end
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end
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end
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function Panel:EvaluateTransparency()
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--Early exit if force shown
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if self.forceShowUntilLookedAt then
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self.transparency = 0
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return
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end
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--Early exit if we're looking at the panel (no transparency!)
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if self.isLookedAt then
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self.transparency = 0
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return
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end
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--Similarly, exit if we can't possibly see the panel.
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if self.isOffscreen then
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self.transparency = 1
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return
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end
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--Otherwise, we'll want to calculate the transparency.
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self.transparency = self:CalculateTransparency()
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end
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function Panel:Update(cameraCF, cameraRenderCF, userHeadCF, lookRay)
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if self.forceShowUntilLookedAt and not self.part then
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self:GetPart()
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self:GetGUI()
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end
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if not self.part then
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return
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end
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local isModal = (currentModal == self)
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if not isModal and self.linkedTo and self.linkedTo == currentModal then
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isModal = true
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end
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if currentModal and not isModal then
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self:SetEnabled(false)
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return
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end
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self:PreUpdate(cameraCF, cameraRenderCF, userHeadCF, lookRay)
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if self.isVisible then
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self:EvaluatePositioning(cameraCF, cameraRenderCF, userHeadCF)
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self:EvaluateGaze(cameraCF, cameraRenderCF, userHeadCF, lookRay)
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self:EvaluateTransparency(cameraCF, cameraRenderCF)
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end
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end
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--End of Panel update methods
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--Panel virtual methods
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function Panel:PreUpdate() --virtual: handle positioning here
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end
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function Panel:OnUpdate() --virtual: handle transparency here
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end
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function Panel:OnMouseEnter(x, y) --virtual
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end
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function Panel:OnMouseLeave(x, y) --virtual
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end
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function Panel:OnEnabled(enabled) --virtual
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end
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function Panel:OnModalChanged(isModal) --virtual
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end
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function Panel:OnVisibilityChanged(visible) --virtual
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end
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function Panel:CalculateTransparency() --virtual
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if not self.canFade then
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return 0
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end
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local guiWidth, guiHeight = self.gui.AbsoluteSize.X, self.gui.AbsoluteSize.Y
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local lookX, lookY = self.lookAtPixel.X, self.lookAtPixel.Y
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--Determine the distance from the edge;
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--if x is negative it's on the left side, meaning the distance is just absolute value
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--if x is positive it's on the right side, meaning the distance is x minus the width
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local xEdgeDist = lookX < 0 and -lookX or (lookX - guiWidth)
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local yEdgeDist = lookY < 0 and -lookY or (lookY - guiHeight)
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if lookX > 0 and lookX < guiWidth then
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xEdgeDist = 0
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end
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if lookY > 0 and lookY < guiHeight then
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yEdgeDist = 0
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end
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local edgeDist = math.sqrt(xEdgeDist ^ 2 + yEdgeDist ^ 2)
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--since transparency is 0-1, we know how many pixels will give us 0 and how many will give us 1.
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local offset = fullyOpaqueAtPixelsFromEdge
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local interval = fullyTransparentAtPixelsFromEdge
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--then we just clamp between 0 and 1.
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return math.max(0, math.min(1, (edgeDist - offset) / interval))
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end
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--End of Panel virtual methods
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--Panel configuration methods
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function Panel:ResizeStuds(width, height, pixelsPerStud)
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pixelsPerStud = pixelsPerStud or defaultPixelsPerStud
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self.width = width
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self.height = height
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self.pixelScale = pixelsPerStud / defaultPixelsPerStud
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local part = self:GetPart()
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part.Size = Vector3.new(self.width * currentHeadScale, self.height * currentHeadScale, partThickness)
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local gui = self:GetGUI()
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gui.CanvasSize = Vector2.new(pixelsPerStud * self.width, pixelsPerStud * self.height)
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end
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function Panel:ResizePixels(width, height, pixelsPerStud)
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pixelsPerStud = pixelsPerStud or defaultPixelsPerStud
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local widthInStuds = width / pixelsPerStud
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local heightInStuds = height / pixelsPerStud
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self:ResizeStuds(widthInStuds, heightInStuds, pixelsPerStud)
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end
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function Panel:OnHeadScaleChanged(newHeadScale)
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local pixelsPerStud = self.pixelScale * defaultPixelsPerStud
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self:ResizeStuds(self.width, self.height, pixelsPerStud)
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end
|
|
|
|
function Panel:SetType(panelType, config)
|
|
self.panelType = panelType
|
|
|
|
--clear out old type-specific members
|
|
self.floorPos = nil
|
|
|
|
self.localCF = nil
|
|
|
|
self.angleFromHorizon = nil
|
|
self.angleFromForward = nil
|
|
self.distance = nil
|
|
|
|
if not config then
|
|
config = {}
|
|
end
|
|
|
|
if panelType == Panel3D.Type.None then
|
|
--nothing to do
|
|
return
|
|
elseif panelType == Panel3D.Type.Floor then
|
|
self.floorPos = config.FloorPosition or Vector3.new(0, 0, 0)
|
|
elseif panelType == Panel3D.Type.Fixed then
|
|
self.localCF = config.CFrame or CFrame.new()
|
|
elseif panelType == Panel3D.Type.HorizontalFollow then
|
|
self.angleFromHorizon = CFrame.Angles(config.angleFromHorizon or 0, 0, 0)
|
|
self.angleFromForward = CFrame.Angles(0, config.angleFromForward or 0, 0)
|
|
self.distance = CFrame.new(0, 0, config.distance or 5)
|
|
elseif panelType == Panel3D.Type.FixedToHead then
|
|
self.localCF = config.CFrame or CFrame.new()
|
|
else
|
|
error("Invalid Panel type")
|
|
end
|
|
end
|
|
|
|
function Panel:SetVisible(visible, modal)
|
|
if visible ~= self.isVisible then
|
|
self:OnVisibilityChanged(visible)
|
|
if not visible then
|
|
Panel3D.OnPanelClosed:Fire(self.name)
|
|
end
|
|
end
|
|
|
|
self.isVisible = visible
|
|
self:SetEnabled(visible)
|
|
if visible and modal then
|
|
Panel3D.SetModalPanel(self)
|
|
end
|
|
if not visible and currentModal == self then
|
|
if modal and not doNotRestore then
|
|
--restore last modal panel
|
|
Panel3D.SetModalPanel(lastModal)
|
|
else
|
|
Panel3D.SetModalPanel(nil)
|
|
|
|
--if the coder explicitly wanted to hide this modal panel,
|
|
--it follows that they don't want it to be restored when the next
|
|
--modal panel is hidden.
|
|
if lastModal == self then
|
|
lastModal = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
if not visible and self.forceShowUntilLookedAt then
|
|
self.forceShowUntilLookedAt = false
|
|
end
|
|
end
|
|
|
|
function Panel:LinkTo(panelName)
|
|
if type(panelName) == "string" then
|
|
self.linkedTo = Panel3D.Get(panelName)
|
|
else
|
|
self.linkedTo = panelName
|
|
end
|
|
end
|
|
|
|
function Panel:ForceShowUntilLookedAt(makeModal)
|
|
--ensure the part exists
|
|
self:GetPart()
|
|
self:GetGUI()
|
|
|
|
self:SetVisible(true, makeModal)
|
|
self.forceShowUntilLookedAt = true
|
|
end
|
|
|
|
function Panel:SetCanFade(canFade)
|
|
self.canFade = canFade
|
|
end
|
|
|
|
--Child class, Subpanel
|
|
local Subpanel = {}
|
|
local Subpanel_mt = {}
|
|
function Subpanel.new(guiElement)
|
|
local instance = {
|
|
guiElement = guiElement
|
|
}
|
|
return setmetatable(instance, Subpanel_mt)
|
|
end
|
|
|
|
function Subpanel:GetPart()
|
|
warn("Subpanel:GetPart() not yet implemented")
|
|
return nil
|
|
end
|
|
|
|
function Subpanel:GetGUI()
|
|
warn("Subpanel:GetGUI() not yet implemented")
|
|
return nil
|
|
end
|
|
|
|
function Panel:AddSubpanel(guiElement)
|
|
local subpanel = Subpanel.new(guiElement)
|
|
self.subpanels[guiElement] = subpanel
|
|
end
|
|
|
|
function Panel:RemoveSubpanel(guiElement)
|
|
self.subpanels[guiElement] = nil
|
|
end
|
|
--End of Panel configuration methods
|
|
--End of Panel class implementation
|
|
|
|
|
|
--Panel3D API
|
|
function Panel3D.Get(name)
|
|
local panel = panels[name]
|
|
if not panels[name] then
|
|
panels[name] = Panel.new(name)
|
|
panel = panels[name]
|
|
end
|
|
return panel
|
|
end
|
|
--End of Panel3D API
|
|
|
|
|
|
--Panel3D Setup
|
|
local function onRenderStep()
|
|
if not UserInputService.VREnabled then
|
|
return
|
|
end
|
|
|
|
|
|
--reset distance info
|
|
currentClosest = nil
|
|
currentMaxDist = math.huge
|
|
|
|
--figure out some useful stuff
|
|
local camera = workspace.CurrentCamera
|
|
local cameraCF = camera.CFrame
|
|
local cameraRenderCF = camera:GetRenderCFrame()
|
|
local userHeadCF = UserInputService:GetUserCFrame(Enum.UserCFrame.Head)
|
|
local lookRay = Ray.new(cameraRenderCF.p, cameraRenderCF.lookVector)
|
|
|
|
--allow all panels to run their own update code
|
|
for i, v in pairs(panels) do
|
|
v:Update(cameraCF, cameraRenderCF, userHeadCF, lookRay)
|
|
end
|
|
|
|
--evaluate linked panels
|
|
local processed = {}
|
|
for i, v in pairs(panels) do
|
|
if not processed[v] and v.linkedTo and v.isVisible and v.linkedTo.isVisible then
|
|
processed[v] = true
|
|
processed[v.linkedTo] = true
|
|
|
|
local minTransparency = math.min(v.transparency, v.linkedTo.transparency)
|
|
v.transparency = minTransparency
|
|
v.linkedTo.transparency = minTransparency
|
|
end
|
|
end
|
|
|
|
--run post update because the distance information hasn't been
|
|
--finalized until now.
|
|
for i, v in pairs(panels) do
|
|
--If the part is fully transparent, we don't want to keep it around in the workspace.
|
|
if v.part and v.gui then
|
|
--check if this panel is the current modal panel
|
|
local isModal = (currentModal == v)
|
|
--but also check if this panel is linked to the current modal panel
|
|
if not isModal and v.linkedTo and v.linkedTo == currentModal then
|
|
isModal = true
|
|
end
|
|
|
|
local show = v.isVisible
|
|
if not isModal and currentModal then
|
|
show = false
|
|
end
|
|
if v.transparency >= 1 then
|
|
show = false
|
|
end
|
|
|
|
if v.forceShowUntilLookedAt then
|
|
show = true
|
|
end
|
|
if not v.canFade and v.isVisible then
|
|
show = true
|
|
end
|
|
|
|
v:SetEnabled(show)
|
|
end
|
|
|
|
v:OnUpdate()
|
|
end
|
|
|
|
--place the cursor on the closest panel (for now)
|
|
if not currentClosest and lastClosest then
|
|
UserInputService.MouseBehavior = lastMouseBehavior
|
|
elseif currentClosest and not lastClosest then
|
|
lastMouseBehavior = UserInputService.MouseBehavior
|
|
end
|
|
|
|
if currentClosest then
|
|
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
|
|
UserInputService.OverrideMouseIconBehavior = Enum.OverrideMouseIconBehavior.ForceHide
|
|
cursor.Parent = currentClosest:GetGUI()
|
|
|
|
local x, y = currentClosest.lookAtPixel.X, currentClosest.lookAtPixel.Y
|
|
cursor.Size = UDim2.new(0, 8 * currentClosest.pixelScale, 0, 8 * currentClosest.pixelScale)
|
|
cursor.Position = UDim2.new(0, x - cursor.AbsoluteSize.x * 0.5, 0, y - cursor.AbsoluteSize.y * 0.5)
|
|
else
|
|
cursor.Parent = nil
|
|
end
|
|
lastClosest = currentClosest
|
|
end
|
|
RunService:BindToRenderStep(renderStepName, Enum.RenderPriority.Last.Value, onRenderStep)
|
|
|
|
--Implement cursor autohide functionality
|
|
UserInputService.InputChanged:connect(function(inputObj, processed)
|
|
if inputObj.UserInputType == Enum.UserInputType.MouseMovement then
|
|
lastMouseActivity = tick()
|
|
autoHideCursor(false)
|
|
end
|
|
end)
|
|
local function onHeartbeat()
|
|
if isCursorVisible() then
|
|
cursorHidden = false
|
|
end
|
|
if lastMouseActivity + cursorHideTime < tick() and not GuiService.MenuIsOpen and not cursorHidden then
|
|
autoHideCursor(true)
|
|
end
|
|
end
|
|
RunService.Heartbeat:connect(onHeartbeat)
|
|
|
|
--Handle camera changes
|
|
local cameraChangedConnection = nil
|
|
local function onCameraChanged(prop)
|
|
if prop == "HeadScale" then
|
|
pcall(function()
|
|
currentHeadScale = workspace.CurrentCamera.HeadScale
|
|
end)
|
|
for i, v in pairs(panels) do
|
|
v:OnHeadScaleChanged(currentHeadScale)
|
|
end
|
|
end
|
|
end
|
|
|
|
local function onWorkspaceChanged(prop)
|
|
if prop == "CurrentCamera" then
|
|
onCameraChanged("HeadScale")
|
|
if cameraChangedConnection then
|
|
cameraChangedConnection:disconnect()
|
|
end
|
|
cameraChangedConnection = workspace.CurrentCamera.Changed:connect(onCameraChanged)
|
|
end
|
|
end
|
|
if workspace.CurrentCamera then
|
|
onWorkspaceChanged("CurrentCamera")
|
|
end
|
|
workspace.Changed:connect(onWorkspaceChanged)
|
|
|
|
return Panel3D |