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class_name SyncController
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extends Node
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var module: copyMultiplayer
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var model_controller: ModelController
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var peer_id: int
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var nickname: String
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var model_name: String
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var model: Node
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var skeleton: Skeleton3D
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# Allows us to use the "apply_animations" function to apply blendshapes to a model.
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static var _functions_blendshapes: Script = load("res://Mods/MediaPipe/MediaPipeController_BlendShapes.gd")
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func _ready() -> void:
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module = get_parent().get_parent()
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model_controller = get_parent()
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peer_id = model_controller.name.to_int()
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func get_display_name() -> String:
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if nickname: return "Player '%s' (%d)" % [ nickname, peer_id ]
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else: return "Player (%d)" % peer_id
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func change_nickname(new_nickname: String) -> void:
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new_nickname = new_nickname.strip_edges()
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if new_nickname == "": return # Ignore empty nicknames.
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module.print_log("%s is now known as '%s'" % [ get_display_name(), new_nickname ])
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nickname = new_nickname
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## Attempts to change the model of this player.
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func change_model(filename: String) -> void:
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if not filename.is_valid_filename():
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module.print_log("ERROR: '%s' is not a valid file name!" % filename)
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return
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var full_path := module.cache.path_join(filename)
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if not FileAccess.file_exists(full_path):
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module.print_log("%s wanted to switch to '%s', but it doesn't exist, skipping" % [ get_display_name(), filename ])
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return
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if not model_controller.load_vrm(full_path):
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module.print_log("ERROR: Model '%s' could not be loaded!" % filename)
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return
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module.print_log("%s switched to '%s'" % [ get_display_name(), filename ])
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model_name = filename
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model = model_controller.get_node_or_null("Model")
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skeleton = model_controller._get_model_skeleton()
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func sync_model_animation(
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model_transform: Transform3D,
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shape_dict: Dictionary, # Dictionary[String, float]
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bone_poses: Dictionary, # Dictionary[String, Transform3D]
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) -> void:
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if (not model) or (not skeleton): return
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model.transform = model_transform
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_functions_blendshapes.apply_animations(model, shape_dict)
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for bone_name in bone_poses:
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var pose: Transform3D = bone_poses[bone_name]
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var idx := skeleton.find_bone(bone_name)
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if idx != -1: skeleton.set_bone_pose(idx, pose)
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@warning_ignore("shadowed_variable")
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static func send_model_animation(module: copyMultiplayer) -> void:
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# Check if there's other players we're connected to.
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if module.multiplayer.get_peers().size() == 0: return
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var model := module.get_model()
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var skeleton := module.get_skeleton()
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var media_pipe = module.get_node("../MediaPipeController")
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if (not model) or (not skeleton) or (not media_pipe): return
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var shape_dict = media_pipe.blend_shape_last_values
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var bone_poses = {}
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for bone_name in module.tracked_bones:
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var bone_idx = skeleton.find_bone(bone_name)
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if bone_idx == -1: continue
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var bone_pose = skeleton.get_bone_pose(bone_idx)
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bone_poses[bone_name] = bone_pose
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# FIXME: This sends way more information than necessary, but works as a proof-of-concept!
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module.sync_model_animation.rpc(model.transform, shape_dict, bone_poses)
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