extends Node3D
-@onready var animation_tree: AnimationTree = $AnimationTree
-@onready var skeleton: Skeleton3D = $base/rig/Skeleton3D
+@export_category("Tracking")
+@export var head_influence: float = 0.5
+@export var eye_influence: float = 1.0
-# get tracking bones from skeleton
-var _eye_left_index := -1
-var _eye_right_index := -1
-var _eye_track_target: Vector3 = Vector3.ZERO
+@onready var _animation_tree: AnimationTree = $AnimationTree
+@onready var _head: TrackingBone3D_head = $base/rig/Skeleton3D/head
+@onready var _eye_L: TrackingBone3D = $base/rig/Skeleton3D/eye_L
+@onready var _eye_R: TrackingBone3D = $base/rig/Skeleton3D/eye_R
-var _head_index := -1
-var _head_track_target: Vector3 = Vector3.ZERO
-
-func _ready() -> void:
- _eye_left_index = skeleton.find_bone("DEF-eye.L")
- _eye_right_index = skeleton.find_bone("DEF-eye.R")
- _head_index = skeleton.find_bone("DEF-spine.006")
-
-
-func _process(_delta: float) -> void:
- if _eye_track_target != Vector3.ZERO:
- _process_eyes_tracking()
- if _head_track_target != Vector3.ZERO:
- _process_head_tracking()
-
-
-# manage eye tracking
+# TODO: eye tracking
func set_eyes_target(target: Vector3) -> void:
- _eye_track_target = target
+ for eye in [ _eye_L, _eye_R ]:
+ eye.target = target
+ eye.active = target != Vector3.ZERO
+ eye.influence = eye_influence
-func _process_eyes_tracking() -> void:
- # TODO: this is broken!
- for i in [_eye_left_index, _eye_right_index]:
- var bone_pose: Transform3D = skeleton.global_transform * skeleton.get_bone_global_pose(i)
- bone_pose = bone_pose.looking_at(_eye_track_target)
- var axis: Vector3 = bone_pose.basis.x
- bone_pose = bone_pose.rotated_local(axis, -PI/2)
- #skeleton.set_bone_global_pose_override(i, skeleton.global_transform.affine_inverse() * bone_pose, 1, true)
- # ^^^ this sets the bone position relative to its rest position, not after animation!
-
-
-# TODO: manage head tracking
+# TODO: head tracking
func set_head_target(target: Vector3) -> void:
- _head_track_target = target
-
-
-func _process_head_tracking() -> void:
- pass
+ _head.target = target
+ _head.active = target != Vector3.ZERO
+ _head.influence = head_influence
# manage talking and expressions
func talk() -> void:
- animation_tree.set("parameters/motion/transition_request", "talk")
+ _animation_tree.set("parameters/motion/transition_request", "talk")
# manage vectored movement
func current_state() -> String:
- return animation_tree.get("parameters/motion/current_state")
+ return _animation_tree.get("parameters/motion/current_state")
func set_hips_direction(direction: float) -> void:
- animation_tree.set("parameters/hips_direction/blend_position", clamp(direction, -PI / 2, PI / 2))
+ _animation_tree.set("parameters/hips_direction/blend_position", clamp(direction, -PI / 2, PI / 2))
func get_hips_direction() -> float:
- return animation_tree.get("parameters/hips_direction/blend_position")
+ return _animation_tree.get("parameters/hips_direction/blend_position")
func pose() -> void:
- animation_tree.set("parameters/motion/transition_request", "pose")
+ _animation_tree.set("parameters/motion/transition_request", "pose")
func idle() -> void:
- animation_tree.set("parameters/motion/transition_request", "idle")
+ _animation_tree.set("parameters/motion/transition_request", "idle")
func move_forward() -> void:
- animation_tree.set("parameters/motion/transition_request", "forward")
+ _animation_tree.set("parameters/motion/transition_request", "forward")
func move_backward() -> void:
- animation_tree.set("parameters/motion/transition_request", "backward")
+ _animation_tree.set("parameters/motion/transition_request", "backward")
func movement_speed(speed: float) -> void:
- animation_tree.set("parameters/forward/blend_position", speed)
- animation_tree.set("parameters/backward/blend_position", speed)
+ _animation_tree.set("parameters/forward/blend_position", speed)
+ _animation_tree.set("parameters/backward/blend_position", speed)
func jump() -> void:
- animation_tree.set("parameters/motion/transition_request", "fall")
+ _animation_tree.set("parameters/motion/transition_request", "fall")
func fall() -> void:
- animation_tree.set("parameters/motion/transition_request", "fall")
+ _animation_tree.set("parameters/motion/transition_request", "fall")
func landing() -> void:
- animation_tree.set("parameters/motion/transition_request", "landing")
+ _animation_tree.set("parameters/motion/transition_request", "landing")