+class_name WilliamSkin
extends Node3D
-# Called when the node enters the scene tree for the first time.
+@onready var animation_tree: AnimationTree = $AnimationTree
+@onready var skeleton: Skeleton3D = $base/rig/Skeleton3D
+
+
+# get tracking bones from skeleton
+var _eye_left_index := -1
+var _eye_right_index := -1
+var _eye_track_target: Vector3 = Vector3.ZERO
+
+var _head_index := -1
+var _head_track_target: Vector3 = Vector3.ZERO
+
+
func _ready() -> void:
- pass # Replace with function body.
+ _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
+func set_eyes_target(target: Vector3) -> void:
+ _eye_track_target = target
+
+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!
-# Called every frame. 'delta' is the elapsed time since the previous frame.
-func _process(delta: float) -> void:
+
+# TODO: manage head tracking
+func set_head_target(target: Vector3) -> void:
+ _head_track_target = target
+
+
+func _process_head_tracking() -> void:
pass
+
+
+# manage talking and expressions
+func talk() -> void:
+ animation_tree.set("parameters/motion/transition_request", "talk")
+
+
+# manage vectored movement
+func current_state() -> String:
+ 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))
+
+
+func get_hips_direction() -> float:
+ return animation_tree.get("parameters/hips_direction/blend_position")
+
+
+func pose() -> void:
+ animation_tree.set("parameters/motion/transition_request", "pose")
+
+
+func idle() -> void:
+ animation_tree.set("parameters/motion/transition_request", "idle")
+
+
+func move_forward() -> void:
+ animation_tree.set("parameters/motion/transition_request", "forward")
+
+
+func move_backward() -> void:
+ 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)
+
+
+func jump() -> void:
+ animation_tree.set("parameters/motion/transition_request", "fall")
+
+
+func fall() -> void:
+ animation_tree.set("parameters/motion/transition_request", "fall")
+
+
+func landing() -> void:
+ animation_tree.set("parameters/motion/transition_request", "landing")