@tool class_name Body extends Node3D @export var arms: Array[Arm] @export var body_offset: float = 0.25 @export var skeleton: Skeleton3D @export var body_bone: StringName @export var move_speed: float = 0.5 @onready var previous_position: Vector3 = global_position var active_arm: Arm # Called every frame. 'delta' is the elapsed time since the previous frame. func _unhandled_input(event: InputEvent) -> void: for arm in arms: if Input.is_action_pressed(arm.action): active_arm = arm return if Input.is_action_just_released(arm.action): active_arm = null return func _physics_process(delta: float) -> void: if active_arm == null: return active_arm.update_target_pos(delta) var avg_tip_pos: Vector3 var avg_tip_basis: Basis for arm in arms: var tip_bone_global_pos: Vector3 = skeleton.to_global(arm.tip_bone_trans.origin) avg_tip_pos += tip_bone_global_pos avg_tip_pos /= arms.size() #skeleton.global_position = avg_tip_pos #var m = MeshInstance3D.new() var body_bone_id: int = skeleton.find_bone(body_bone) var body_bone_transform = skeleton.get_bone_global_pose(body_bone_id) var global_pos = skeleton.to_local(avg_tip_pos)# + velocity body_bone_transform.origin = global_pos skeleton.set_bone_global_pose(body_bone_id, body_bone_transform) # terrible code but its a jam so fuck it var br = skeleton.to_global(arms[0].tip_bone_trans.origin) var fr = skeleton.to_global(arms[1].tip_bone_trans.origin) var fl = skeleton.to_global(arms[2].tip_bone_trans.origin) var bl = skeleton.to_global(arms[3].tip_bone_trans.origin) var plane1 = Plane(bl, fl, fr) var plane2 = Plane(fr, br, bl) var normal_avg = ((plane1.normal + plane2.normal) / 2).normalized() var basis = Basis() basis.x = normal_avg.cross(skeleton.transform.basis.z) basis.y = normal_avg basis.z = skeleton.transform.basis.x.cross(normal_avg) print(bl, fl, fr) basis = basis.orthonormalized() var target_basis = basis skeleton.transform.basis = lerp(skeleton.transform.basis, target_basis, move_speed * delta).orthonormalized()