mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-18 01:06:47 +01:00
49 lines
1.5 KiB
GDScript
49 lines
1.5 KiB
GDScript
tool
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extends Spatial
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class_name BoneHandle
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var bone_editor
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var skeleton:Skeleton = null
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var bone_id:int = -1
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var bone_name:String = ""
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var original_rest:Transform
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var original_parent_rest:Transform
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var original_global_rest_origin:Vector3
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var enabled:bool = true
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var pose:Transform
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func _ready( ):
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if self.skeleton == null or self.bone_id == -1:
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return
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self.original_rest = self.skeleton.get_bone_rest( self.bone_id )
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var parent_bone_id:int = self.skeleton.get_bone_parent( self.bone_id )
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if parent_bone_id != -1:
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self.original_parent_rest = self.skeleton.get_bone_global_pose( parent_bone_id )
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self.transform.basis = Basis( )
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self.transform.origin = self.original_parent_rest.basis.xform( self.original_rest.origin )
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self.original_global_rest_origin = self.transform.origin
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func init_pose( ):
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self.transform.basis = Basis( )
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self.transform.origin = self.original_parent_rest.basis.xform( self.original_rest.origin )
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func set_pose( basis:Basis, origin:Vector3 ):
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self.transform.basis = basis
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self.transform.origin = self.original_global_rest_origin + self.original_parent_rest.basis.xform( origin )
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# printt( self.bone_name, basis, origin )
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func _process( delta:float ):
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if self.skeleton == null or self.bone_id == -1:
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return
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if self.enabled:
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var t:Transform = Transform( )
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t.basis = self.transform.basis
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t.origin = self.original_parent_rest.basis.xform_inv( self.transform.origin - self.original_global_rest_origin )
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self.skeleton.set_bone_pose( self.bone_id, t )
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self.pose = t
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