extends Node3D ## Calculates collision for fingers and FingerAreas const Finger = preload ("res://lib/utils/touch/finger.gd") const TipCollider = preload ("res://content/system/hands/tip_collider.tscn") var tip_right: Node3D var tip_left: Node3D var tip_left_body: RigidBody3D var tip_right_body: RigidBody3D var hand_left: Node3D var hand_right: Node3D var hand_left_mesh: MeshInstance3D var hand_right_mesh: MeshInstance3D func _init(hand_left: OpenXRHand, hand_right: OpenXRHand, tip_left: Node3D, tip_right: Node3D): self.tip_right = tip_right self.tip_left = tip_left self.hand_left = hand_left self.hand_right = hand_right self.hand_left_mesh = hand_left.get_node("left_hand/Armature_001/Skeleton3D/vr_glove_left_slim") self.hand_right_mesh = hand_right.get_node("right_hand/Armature/Skeleton3D/vr_glove_right_slim") func _ready(): var body_container = Node3D.new() body_container.name = "HandBodyContainer" get_node("/root/Main/").add_child.call_deferred(body_container) tip_right_body = TipCollider.instantiate() tip_right_body.global_position = tip_right.global_position body_container.add_child(tip_right_body) tip_left_body = TipCollider.instantiate() tip_left_body.global_position = tip_left.global_position body_container.add_child(tip_left_body) func _physics_process(_delta): _move_tip_rigidbody_to_bone(tip_left_body, tip_left) _move_tip_rigidbody_to_bone(tip_right_body, tip_right) func _move_tip_rigidbody_to_bone(tip_rigidbody: RigidBody3D, tip_bone: Node3D): if tip_rigidbody.is_inside_tree() == false: return var move_delta: Vector3 = tip_bone.global_position - tip_rigidbody.global_position hand_right_mesh.global_position = hand_right.global_position - move_delta # Snap back the rigidbody if it's too far away. if move_delta.length() > 0.1: tip_rigidbody.global_position = tip_bone.global_position return var coef_force = 30.0 tip_rigidbody.apply_central_force(move_delta * coef_force) tip_rigidbody.global_transform.basis = hand_right.global_transform.basis