tool extends Spatial class_name BoneHandle var bone_editor var skeleton:Skeleton = null var bone_id:int = -1 var bone_name:String = "" var original_rest:Transform var original_parent_rest:Transform var original_global_rest_origin:Vector3 var enabled:bool = true var pose:Transform func _ready( ): if self.skeleton == null or self.bone_id == -1: return self.original_rest = self.skeleton.get_bone_rest( self.bone_id ) var parent_bone_id:int = self.skeleton.get_bone_parent( self.bone_id ) if parent_bone_id != -1: self.original_parent_rest = self.skeleton.get_bone_global_pose( parent_bone_id ) self.transform.basis = Basis( ) self.transform.origin = self.original_parent_rest.basis.xform( self.original_rest.origin ) self.original_global_rest_origin = self.transform.origin func init_pose( ): self.transform.basis = Basis( ) self.transform.origin = self.original_parent_rest.basis.xform( self.original_rest.origin ) func set_pose( basis:Basis, origin:Vector3 ): self.transform.basis = basis self.transform.origin = self.original_global_rest_origin + self.original_parent_rest.basis.xform( origin ) # printt( self.bone_name, basis, origin ) func _process( delta:float ): if self.skeleton == null or self.bone_id == -1: return if self.enabled: var t:Transform = Transform( ) t.basis = self.transform.basis t.origin = self.original_parent_rest.basis.xform_inv( self.transform.origin - self.original_global_rest_origin ) self.skeleton.set_bone_pose( self.bone_id, t ) self.pose = t func ensure_bone_editor(): if !bone_editor: var n : Node = get_parent() while n: if n.has_method("is_done_editor"): bone_editor = n return n = n.get_parent() func _notification(what): if what == NOTIFICATION_PARENTED: ensure_bone_editor() if !bone_editor: return if !bone_editor.edit_bone_hierarchy: return var n : Node = get_parent() if n == bone_editor: bone_editor.set_bone_parent(bone_id, -1) else: bone_editor.set_bone_parent(bone_id, n.bone_id)