init
This commit is contained in:
505
addons/godot-xr-tools/hands/hand.gd
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505
addons/godot-xr-tools/hands/hand.gd
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@tool
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@icon("res://addons/godot-xr-tools/editor/icons/hand.svg")
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class_name XRToolsHand
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extends XRToolsHandPalmOffset
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## XR Tools Hand Script
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##
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## This script manages a godot-xr-tools hand. It animates the hand blending
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## grip and trigger animations based on controller input.
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##
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## Additionally the hand script detects world-scale changes in the XRServer
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## and re-scales the hand appropriately so the hand stays scaled to the
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## physical hand of the user.
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## Signal emitted when the hand scale changes
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signal hand_scale_changed(scale)
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## Blend tree to use
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@export var hand_blend_tree : AnimationNodeBlendTree: set = set_hand_blend_tree
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## Override the hand material
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@export var hand_material_override : Material: set = set_hand_material_override
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## Default hand pose
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@export var default_pose : XRToolsHandPoseSettings: set = set_default_pose
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## Name of the Grip action in the OpenXR Action Map.
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@export var grip_action : String = "grip"
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## Name of the Trigger action in the OpenXR Action Map.
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@export var trigger_action : String = "trigger"
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## Last world scale (for scaling hands)
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var _last_world_scale : float = 1.0
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## Initial hand transform (from controller) - used for scaling hands
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var _initial_transform : Transform3D
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## Current hand transform (from controller) - after scale
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var _transform : Transform3D
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## Hand mesh
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var _hand_mesh : MeshInstance3D
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## Hand animation player
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var _animation_player : AnimationPlayer
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## Hand animation tree
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var _animation_tree : AnimationTree
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## Animation blend tree
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var _tree_root : AnimationNodeBlendTree
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## Sorted stack of PoseOverride
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var _pose_overrides := []
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## Force grip value (< 0 for no force)
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var _force_grip := -1.0
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## Force trigger value (< 0 for no force)
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var _force_trigger := -1.0
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# Sorted stack of TargetOverride
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var _target_overrides := []
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# Current target (controller or override)
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var _target : Node3D
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## Pose-override class
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class PoseOverride:
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## Who requested the override
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var who : Node
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## Pose priority
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var priority : int
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## Pose settings
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var settings : XRToolsHandPoseSettings
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## Pose-override constructor
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func _init(w : Node, p : int, s : XRToolsHandPoseSettings):
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who = w
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priority = p
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settings = s
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## Target-override class
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class TargetOverride:
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## Target of the override
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var target : Node3D
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## Target priority
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var priority : int
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## Target-override constructor
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func _init(t : Node3D, p : int):
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target = t
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priority = p
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# Add support for is_xr_class on XRTools classes
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func is_xr_class(xr_name: String) -> bool:
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return xr_name == "XRToolsHand"
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## Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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# Save the initial hand transform
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_initial_transform = transform
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_transform = _initial_transform
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# Disconnect from parent transform as we move to it in the physics step,
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# and boost the physics priority after any grab-drivers but before other
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# processing.
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if not Engine.is_editor_hint():
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top_level = true
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process_physics_priority = -70
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# Find the relevant hand nodes
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_hand_mesh = _find_child(self, "MeshInstance3D")
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_animation_player = _find_child(self, "AnimationPlayer")
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_animation_tree = _find_child(self, "AnimationTree")
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# Apply all updates
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_update_hand_blend_tree()
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_update_hand_material_override()
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_update_pose()
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_update_target()
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# Called when we get added to our tree
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func _enter_tree():
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# Assume our first child is our hand subscene, we position this
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var child = get_child(0)
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if child:
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set_apply_to(child)
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super._enter_tree()
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# Offset our hand
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var base_transform = Transform3D()
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if _controller and _controller.tracker == "left_hand":
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base_transform.origin = Vector3(-0.01, 0.0, 0.05)
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else:
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base_transform.origin = Vector3(0.01, 0.0, 0.05)
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set_base_transform(base_transform)
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## This method checks for world-scale changes and scales itself causing the
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## hand mesh and skeleton to scale appropriately. It then reads the grip and
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## trigger action values to animate the hand.
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func _physics_process(_delta: float) -> void:
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# Do not run the rest of physics if in the editor
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if Engine.is_editor_hint():
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return
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# Scale the hand mesh with the world scale.
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if XRServer.world_scale != _last_world_scale:
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_last_world_scale = XRServer.world_scale
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_transform = _initial_transform.scaled(Vector3.ONE * _last_world_scale)
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emit_signal("hand_scale_changed", _last_world_scale)
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# Animate the hand mesh with the controller inputs
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if _controller:
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var grip : float = _controller.get_float(grip_action)
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var trigger : float = _controller.get_float(trigger_action)
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# Allow overriding of grip and trigger
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if _force_grip >= 0.0: grip = _force_grip
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if _force_trigger >= 0.0: trigger = _force_trigger
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$AnimationTree.set("parameters/Grip/blend_amount", grip)
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$AnimationTree.set("parameters/Trigger/blend_amount", trigger)
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# Move to target
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var target_transform : Transform3D
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if _target is XRToolsGrabPointHand:
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target_transform = _target.get_palm_transform(true)
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if hand_offset_mode != 4:
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target_transform = target_transform * XRTools.get_palm_offset(hand_offset_mode, _controller).inverse()
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else:
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target_transform = _target.global_transform
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global_transform = target_transform * _transform
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force_update_transform()
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# This method verifies the hand has a valid configuration.
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func _get_configuration_warnings() -> PackedStringArray:
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var warnings : PackedStringArray = super._get_configuration_warnings()
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# Check hand for mesh instance
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if not _find_child(self, "MeshInstance3D"):
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warnings.append("Hand does not have a MeshInstance3D")
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# Check hand for animation player
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if not _find_child(self, "AnimationPlayer"):
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warnings.append("Hand does not have a AnimationPlayer")
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# Check hand for animation tree
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var tree : AnimationTree = _find_child(self, "AnimationTree")
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if not tree:
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warnings.append("Hand does not have a AnimationTree")
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elif not tree.tree_root:
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warnings.append("Hand AnimationTree has no root")
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# Return warnings
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return warnings
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## Find an [XRToolsHand] node.
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##
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## This function searches from the specified node for an [XRToolsHand] assuming
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## the node is a sibling of the hand under an [XROrigin3D].
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static func find_instance(node : Node) -> XRToolsHand:
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return XRTools.find_xr_child(
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XRHelpers.get_xr_controller(node),
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"*",
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"XRToolsHand") as XRToolsHand
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## This function searches from the specified node for the left controller
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## [XRToolsHand] assuming the node is a sibling of the [XROrigin3D].
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static func find_left(node : Node) -> XRToolsHand:
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return XRTools.find_xr_child(
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XRHelpers.get_left_controller(node),
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"*",
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"XRToolsHand") as XRToolsHand
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## This function searches from the specified node for the right controller
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## [XRToolsHand] assuming the node is a sibling of the [XROrigin3D].
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static func find_right(node : Node) -> XRToolsHand:
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return XRTools.find_xr_child(
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XRHelpers.get_right_controller(node),
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"*",
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"XRToolsHand") as XRToolsHand
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# Check property config
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func _validate_property(property):
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if property.name == "top_level":
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# Hide it!
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property.usage = PROPERTY_USAGE_NONE
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else:
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super._validate_property(property)
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## Set the blend tree
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func set_hand_blend_tree(blend_tree : AnimationNodeBlendTree) -> void:
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hand_blend_tree = blend_tree
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if is_inside_tree():
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_update_hand_blend_tree()
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_update_pose()
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## Set the hand material override
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func set_hand_material_override(material : Material) -> void:
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hand_material_override = material
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if is_inside_tree():
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_update_hand_material_override()
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## Set the default open-hand pose
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func set_default_pose(pose : XRToolsHandPoseSettings) -> void:
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default_pose = pose
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if is_inside_tree():
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_update_pose()
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## Add a pose override
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func add_pose_override(who : Node, priority : int, settings : XRToolsHandPoseSettings) -> void:
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# Remove any existing pose override from this source
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var modified := _remove_pose_override(who)
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# Insert the pose override
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if settings:
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_insert_pose_override(who, priority, settings)
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modified = true
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# Update the pose
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if modified:
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_update_pose()
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## Remove a pose override
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func remove_pose_override(who : Node) -> void:
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# Remove the pose override
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var modified := _remove_pose_override(who)
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# Update the pose
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if modified:
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_update_pose()
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## Force the grip and trigger values (primarily for preview)
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func force_grip_trigger(grip : float = -1.0, trigger : float = -1.0) -> void:
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# Save the forced values
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_force_grip = grip
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_force_trigger = trigger
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# Update the animation if forcing to specific values
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if grip >= 0.0: $AnimationTree.set("parameters/Grip/blend_amount", grip)
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if trigger >= 0.0: $AnimationTree.set("parameters/Trigger/blend_amount", trigger)
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## This function adds a target override. The collision hand will attempt to
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## move to the highest priority target, or the [XRController3D] if no override
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## is specified.
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func add_target_override(target : Node3D, priority : int) -> void:
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# Remove any existing target override from this source
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var modified := _remove_target_override(target)
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# Insert the target override
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_insert_target_override(target, priority)
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modified = true
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# Update the target
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if modified:
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_update_target()
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## This function remove a target override.
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func remove_target_override(target : Node3D) -> void:
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# Remove the target override
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var modified := _remove_target_override(target)
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# Update the pose
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if modified:
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_update_target()
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func _update_hand_blend_tree() -> void:
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# As we're going to make modifications to our animation tree, we need to do
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# a deep copy, simply setting resource local to scene does not seem to be enough
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if _animation_tree and hand_blend_tree:
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_tree_root = hand_blend_tree.duplicate(true)
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_animation_tree.tree_root = _tree_root
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func _update_hand_material_override() -> void:
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if _hand_mesh:
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_hand_mesh.material_override = hand_material_override
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func _update_pose() -> void:
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# Skip if no blend tree
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if !_tree_root:
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return
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# Select the pose settings
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var pose_settings : XRToolsHandPoseSettings = default_pose
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if _pose_overrides.size():
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pose_settings = _pose_overrides[0].settings
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# Get the open and closed pose animations
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var open_pose : Animation = pose_settings.open_pose
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var closed_pose : Animation = pose_settings.closed_pose
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# Apply the open hand pose in the player and blend tree
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if open_pose:
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var open_name = _animation_player.find_animation(open_pose)
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if open_name == "":
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open_name = "open_hand"
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if _animation_player.has_animation(open_name):
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_animation_player.get_animation_library("").remove_animation(open_name)
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_animation_player.get_animation_library("").add_animation(open_name, open_pose)
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var open_hand_obj : AnimationNodeAnimation = _tree_root.get_node("OpenHand")
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if open_hand_obj:
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open_hand_obj.animation = open_name
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# Apply the closed hand pose in the player and blend tree
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if closed_pose:
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var closed_name = _animation_player.find_animation(closed_pose)
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if closed_name == "":
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closed_name = "closed_hand"
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if _animation_player.has_animation(closed_name):
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_animation_player.get_animation_library("").remove_animation(closed_name)
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_animation_player.get_animation_library("").add_animation(closed_name, closed_pose)
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var closed_hand_obj : AnimationNodeAnimation = _tree_root.get_node("ClosedHand1")
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if closed_hand_obj:
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closed_hand_obj.animation = closed_name
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closed_hand_obj = _tree_root.get_node("ClosedHand2")
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if closed_hand_obj:
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closed_hand_obj.animation = closed_name
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func _insert_pose_override(who : Node, priority : int, settings : XRToolsHandPoseSettings) -> void:
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# Construct the pose override
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var override := PoseOverride.new(who, priority, settings)
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# Iterate over all pose overrides in the list
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for pos in _pose_overrides.size():
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# Get the pose override
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var pose : PoseOverride = _pose_overrides[pos]
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# Insert as early as possible to not invalidate sorting
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if pose.priority <= priority:
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_pose_overrides.insert(pos, override)
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return
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# Insert at the end
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_pose_overrides.push_back(override)
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func _remove_pose_override(who : Node) -> bool:
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var pos := 0
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var length := _pose_overrides.size()
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var modified := false
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# Iterate over all pose overrides in the list
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while pos < length:
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# Get the pose override
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var pose : PoseOverride = _pose_overrides[pos]
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# Check for a match
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if pose.who == who:
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# Remove the override
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_pose_overrides.remove_at(pos)
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modified = true
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length -= 1
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else:
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# Advance down the list
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pos += 1
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# Return the modified indicator
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return modified
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# This function inserts a target override into the overrides list by priority
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# order.
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func _insert_target_override(target : Node3D, priority : int) -> void:
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# Construct the target override
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var override := TargetOverride.new(target, priority)
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# Iterate over all target overrides in the list
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for pos in _target_overrides.size():
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# Get the target override
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var o : TargetOverride = _target_overrides[pos]
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# Insert as early as possible to not invalidate sorting
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if o.priority <= priority:
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_target_overrides.insert(pos, override)
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return
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# Insert at the end
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_target_overrides.push_back(override)
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# This function removes a target from the overrides list
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func _remove_target_override(target : Node) -> bool:
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var pos := 0
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var length := _target_overrides.size()
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var modified := false
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# Iterate over all pose overrides in the list
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while pos < length:
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# Get the target override
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var o : TargetOverride = _target_overrides[pos]
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# Check for a match
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if o.target == target:
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# Remove the override
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_target_overrides.remove_at(pos)
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modified = true
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length -= 1
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else:
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# Advance down the list
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pos += 1
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# Return the modified indicator
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return modified
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# This function updates the target for hand movement.
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func _update_target() -> void:
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if _target_overrides.size():
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_target = _target_overrides[0].target
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else:
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_target = get_parent()
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static func _find_child(node : Node, type : String) -> Node:
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# Iterate through all children
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for child in node.get_children():
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# If the child is a match then return it
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if child.is_class(type):
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return child
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# Recurse into child
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var found := _find_child(child, type)
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if found:
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return found
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# No child found matching type
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return null
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Block a user