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@ -27,6 +27,9 @@ var accumulative_offset := Vector3( 0.35, 0.0, 0.0) |
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# I don't believe this should be a source of issues. |
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func _ready() -> void: |
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# FIXME: Hardcoded way to get the main model controller. |
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main_controller = $"/root/SnekStudio_Main/ModelController" |
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# FIXME: This is just thrown together. Dunno if this is an accurate list. |
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# TODO: Allow specifying additional bones, with the help of a hierachical list of existing bones in the model. |
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tracked_bones = [ "Hips", "Spine", "Chest", "UpperChest", "Neck", "Head" ] |
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@ -46,11 +49,6 @@ func _ready() -> void: |
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for phalange in [ "Proximal", "Intermediate", "Distal" ]: |
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tracked_bones.append("%s%s%s" % [ side, finger, phalange ]) |
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# FIXME: Hardcoded way to get the main model controller. |
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main_controller = $"/root/SnekStudio_Main/ModelController" |
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main_controller.child_entered_tree.connect(on_model_changed) |
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on_model_changed(main_controller.get_node_or_null("Model")) |
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setup_setting_widget("cache" , "Cache/LineEdit", true ) |
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setup_setting_widget("nickname", "Name/LineEdit" , false) |
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setup_setting_widget("address" , "Host/Address" , true ) |
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@ -222,13 +220,12 @@ func clear_player_models() -> void: |
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func _process(_delta: float) -> void: |
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SyncController.send_model_animation(self) |
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# Will be called once when the module is initialized, and also when a child is |
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# added to the main ModelController, which happens when the model is changed. |
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func on_model_changed(model: Node) -> void: |
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if (model == null) or (model.name != "Model"): return |
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var skeleton: Skeleton3D = main_controller._get_model_skeleton() |
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if not skeleton: return # Do nothing, I guess? Unsure if potential bug. |
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# Called when module is initialized or load_vrm is called. |
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func scene_init() -> void: |
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var model := get_model() |
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var skeleton := get_skeleton() |
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# Do nothing, I guess? Unsure if source of potential bugs. |
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if (not model) or (not skeleton): return |
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# This "version" is used to ensure that sync updates |
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# are not applied to the incorrect lookup tables. |
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@ -250,10 +247,8 @@ func on_model_changed(model: Node) -> void: |
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blendshape_lookup.append(anim.track_get_path(track_index)) |
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continue |
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# Wait for one frame, then "_last_loaded_vrm" is updated. |
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await get_tree().process_frame |
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if multiplayer.get_peers().size() > 1: |
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var filename = main_controller._last_loaded_vrm.get_file() |
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change_model.rpc(version, bone_lookup, blendshape_lookup, filename) |
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