2024-08-18 22:04:20 +01:00
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class_name Body extends Node3D
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@export var arms: Array[Arm]
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@export var body_offset: float = 0.25
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@export var skeleton: Skeleton3D
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@export var body_bone: StringName
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@onready var previous_position: Vector3 = global_position
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var active_arm: Arm
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _unhandled_input(event: InputEvent) -> void:
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for arm in arms:
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if Input.is_action_pressed(arm.action):
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active_arm = arm
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return
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if Input.is_action_just_released(arm.action):
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active_arm = null
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return
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func _physics_process(delta: float) -> void:
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if active_arm == null: return
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active_arm.update_target_pos(delta)
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var avg_tip_pos: Vector3
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var avg_tip_basis: Basis
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for arm in arms:
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var tip_bone_global_pos: Vector3 = skeleton.to_global(arm.tip_bone_trans.origin)
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#var tip_bone_global_basis: Basis = arm.tip_bone_tras.basis
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avg_tip_pos += tip_bone_global_pos
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#avg_tip_basis.x += tip_bone_global_basis.x
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#avg_tip_basis.y += tip_bone_global_basis.y
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#avg_tip_basis.z += tip_bone_global_basis.z
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avg_tip_pos /= arms.size()
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#avg_tip_basis.x /= arms.size()
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#avg_tip_basis.y /= arms.size()
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#avg_tip_basis.z /= arms.size()
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#skeleton.global_position = avg_tip_pos
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#var m = MeshInstance3D.new()
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var body_bone_id: int = skeleton.find_bone(body_bone)
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var body_bone_transform = skeleton.get_bone_global_pose(body_bone_id)
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2024-08-18 23:16:53 +01:00
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#var velocity = global_position - previous_position
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var global_pos = skeleton.to_local(avg_tip_pos)# + velocity
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$tip_average_marker.set_global_position(global_pos)
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#$center_bone_marker.set_global_position()
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2024-08-18 22:04:20 +01:00
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body_bone_transform.origin = global_pos
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skeleton.set_bone_global_pose(body_bone_id, body_bone_transform)
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2024-08-18 23:16:53 +01:00
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#previous_position = global_pos
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2024-08-18 22:04:20 +01:00
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#m.global_position = avg_tip_pos
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#skeleton.global_basis = avg_tip_basis
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