class_name SyncController extends Node var module: copyMultiplayer var model_controller: ModelController var peer_id: int var nickname: String var model_name: String var model: Node var skeleton: Skeleton3D # Reusable buffer to write data for synchronizing models. static var write_stream: StreamBuffer = StreamBuffer.with_capacity(2048) # Allows us to use the "apply_animations" function to apply blendshapes to a model. static var BlendShapes: Script = load("res://Mods/MediaPipe/MediaPipeController_BlendShapes.gd") func _ready() -> void: module = get_parent().get_parent() model_controller = get_parent() peer_id = model_controller.name.to_int() func get_display_name() -> String: if nickname: return "Player '%s' (%d)" % [ nickname, peer_id ] else: return "Player (%d)" % peer_id func change_nickname(new_nickname: String) -> void: new_nickname = new_nickname.strip_edges() if new_nickname == "": return # Ignore empty nicknames. module.print_log("%s is now known as '%s'" % [ get_display_name(), new_nickname ]) nickname = new_nickname ## Attempts to change the model of this player. func change_model(filename: String) -> void: if not filename.is_valid_filename(): module.print_log("ERROR: '%s' is not a valid file name!" % filename) return var full_path := module.cache.path_join(filename) if not FileAccess.file_exists(full_path): module.print_log("%s wanted to switch to '%s', but it doesn't exist, skipping" % [ get_display_name(), filename ]) return if not model_controller.load_vrm(full_path): module.print_log("ERROR: Model '%s' could not be loaded!" % filename) return module.print_log("%s switched to '%s'" % [ get_display_name(), filename ]) model_name = filename model = model_controller.get_node_or_null("Model") skeleton = model_controller._get_model_skeleton() func sync_model_animation(uncompressed_length: int, buffer: PackedByteArray) -> void: if (not model) or (not skeleton): return var uncompressed_buffer := buffer.decompress(uncompressed_length, FileAccess.COMPRESSION_ZSTD); var stream := StreamBuffer.from_buffer(uncompressed_buffer) model.transform = stream.read_transform32() var shape_dict := {} # 256 blendshapes (and bones) should be enough, right? var num_shapes := stream.read_uint8() for i in num_shapes: var shape_name := stream.read_string() var shape_alpha := stream.read_float16() shape_dict[shape_name] = shape_alpha BlendShapes.apply_animations(model, shape_dict) var num_bones := stream.read_uint8() for i in num_bones: var bone_name := stream.read_string() var bone_pose := stream.read_bone_pose() var bone_idx := skeleton.find_bone(bone_name) if bone_idx != -1: skeleton.set_bone_pose(bone_idx, bone_pose) @warning_ignore("shadowed_variable") static func send_model_animation(module: copyMultiplayer) -> void: # Check if there's other players we're connected to. if module.multiplayer.get_peers().size() == 0: return var model := module.get_model() var skeleton := module.get_skeleton() var media_pipe = module.get_node("../MediaPipeController") if (not model) or (not skeleton) or (not media_pipe): return write_stream.write_transform32(model.transform) # TODO: Do not write full strings. Use a lookup table! # TODO: Only write non-default blendshapes. Anything missing = default. var shape_dict: Dictionary = media_pipe.blend_shape_last_values write_stream.write_uint8(shape_dict.size()) for shape_name in shape_dict: var shape_alpha: float = shape_dict[shape_name] write_stream.write_string(shape_name) write_stream.write_float16(shape_alpha) var bone_poses = {} for bone_name in module.tracked_bones: var bone_idx = skeleton.find_bone(bone_name) if bone_idx == -1: continue var bone_pose = skeleton.get_bone_pose(bone_idx) bone_poses[bone_name] = bone_pose write_stream.write_uint8(bone_poses.size()) for bone_name in bone_poses: var bone_pose: Transform3D = bone_poses[bone_name] write_stream.write_string(bone_name) write_stream.write_bone_pose(bone_pose) # TODO: Ideally, compression won't be needed once we remove strings. var compressed_buffer := write_stream.slice().compress(FileAccess.COMPRESSION_ZSTD); # DEBUG: Uncomment this to see packet size (ideally < 1024). # module.set_status("Packet size: %d (%d uncompressed)" % [compressed_buffer.size(), write_stream.size]) module.sync_model_animation.rpc(write_stream.size, compressed_buffer) write_stream.clear()