139 lines
3.5 KiB
GDScript3
139 lines
3.5 KiB
GDScript3
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@tool
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class_name XRToolsGrabPointHand
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extends XRToolsGrabPoint
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## XR Tools Grab Point Hand Script
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##
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## This script allows specifying a grab point for a specific hand. Additionally
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## the grab point can be used to control the pose of the hand, and to allow the
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## grab point position to be fine-tuned in the editor.
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## Hand for this grab point
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enum Hand {
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LEFT, ## Left hand
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RIGHT, ## Right hand
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}
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## Hand preview option
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enum PreviewMode {
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CLOSED, ## Preview hand closed
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OPEN, ## Preview hand open
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}
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## Left hand scene path (for editor preview)
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const LEFT_HAND_PATH := "res://addons/godot-xr-tools/hands/scenes/lowpoly/left_hand_low.tscn"
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## Right hand scene path (for editor preview)
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const RIGHT_HAND_PATH := "res://addons/godot-xr-tools/hands/scenes/lowpoly/right_hand_low.tscn"
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## Which hand this grab point is for
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@export var hand : Hand: set = _set_hand
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## Hand pose
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@export var hand_pose : XRToolsHandPoseSettings: set = _set_hand_pose
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## If true, the hand is shown in the editor
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@export var editor_preview_mode : PreviewMode = PreviewMode.CLOSED: set = _set_editor_preview_mode
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## Hand to use for editor preview
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var _editor_preview_hand : XRToolsHand
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## Called when the node enters the scene tree for the first time.
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func _ready():
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# If in the editor then update the preview
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if Engine.is_editor_hint():
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_update_editor_preview()
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## Test if a grabber can grab by this grab-point
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func can_grab(_grabber : Node) -> bool:
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# Skip if not enabled
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if not enabled:
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return false
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# Get the grabber controller
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var controller := _get_grabber_controller(_grabber)
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if not controller:
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return false
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# Only allow left controller to grab left-hand grab points
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if hand == Hand.LEFT and controller.tracker != "left_hand":
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return false
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# Only allow right controller to grab right-hand grab points
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if hand == Hand.RIGHT and controller.tracker != "right_hand":
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return false
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# Allow grab
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return true
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func _set_hand(new_value : Hand) -> void:
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hand = new_value
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if Engine.is_editor_hint():
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_update_editor_preview()
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func _set_hand_pose(new_value : XRToolsHandPoseSettings) -> void:
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hand_pose = new_value
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if Engine.is_editor_hint():
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_update_editor_preview()
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func _set_editor_preview_mode(new_value : PreviewMode) -> void:
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editor_preview_mode = new_value
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if Engine.is_editor_hint():
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_update_editor_preview()
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func _update_editor_preview() -> void:
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# Discard any existing hand model
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if _editor_preview_hand:
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remove_child(_editor_preview_hand)
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_editor_preview_hand.queue_free()
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_editor_preview_hand = null
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# Pick the hand scene
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var hand_path := LEFT_HAND_PATH if hand == Hand.LEFT else RIGHT_HAND_PATH
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var hand_scene : PackedScene = load(hand_path)
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if !hand_scene:
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return
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# Construct the model
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_editor_preview_hand = hand_scene.instantiate()
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# Set the pose
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if hand_pose:
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_editor_preview_hand.add_pose_override(self, 0.0, hand_pose)
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# Set the grip override
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if editor_preview_mode == PreviewMode.CLOSED:
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_editor_preview_hand.force_grip_trigger(1.0, 1.0)
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else:
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_editor_preview_hand.force_grip_trigger(0.0, 0.0)
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# Add the editor-preview hand as a child
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add_child(_editor_preview_hand)
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# Get the controller associated with a grabber
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static func _get_grabber_controller(_grabber : Node) -> XRController3D:
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# Ensure the grabber is valid
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if not is_instance_valid(_grabber):
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return null
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# Ensure the pickup is a function pickup for a controller
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var pickup := _grabber as XRToolsFunctionPickup
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if not pickup:
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return null
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# Get the controller associated with the pickup
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return pickup.get_controller()
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