68 lines
2 KiB
GDScript
68 lines
2 KiB
GDScript
@tool
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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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@export var move_speed: float = 0.5
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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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avg_tip_pos += tip_bone_global_pos
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avg_tip_pos /= 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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var global_pos = skeleton.to_local(avg_tip_pos)# + velocity
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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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# terrible code but its a jam so fuck it
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var br = skeleton.to_global(arms[0].tip_bone_trans.origin)
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var fr = skeleton.to_global(arms[1].tip_bone_trans.origin)
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var fl = skeleton.to_global(arms[2].tip_bone_trans.origin)
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var bl = skeleton.to_global(arms[3].tip_bone_trans.origin)
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var plane1 = Plane(bl, fl, fr)
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var plane2 = Plane(fr, br, bl)
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var normal_avg = ((plane1.normal + plane2.normal) / 2).normalized()
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var basis = Basis()
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basis.x = normal_avg.cross(skeleton.transform.basis.z)
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basis.y = normal_avg
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basis.z = skeleton.transform.basis.x.cross(normal_avg)
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print(bl, fl, fr)
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basis = basis.orthonormalized()
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var target_basis = basis
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skeleton.transform.basis = lerp(skeleton.transform.basis, target_basis, move_speed * delta).orthonormalized()
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