Implement playable Mac client and rendering validation
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@@ -0,0 +1,40 @@
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# 40250 ActorInstanceMotionEvent / ActorInstanceAttach: bone * offset * actor
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# in row-vector order. The Godot equivalent is actor * offset * bone.
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extends Node
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const SOURCE_TO_METRES := Transform3D(Basis(Vector3(0.01, 0, 0), Vector3(0, 0, -0.01), Vector3(0, 0.01, 0)), Vector3.ZERO)
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var model: Node3D
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var animator: Node
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var event := {}
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func configure(view: Node3D, data: Dictionary) -> bool:
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model = view.get("model")
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animator = view.get("anim")
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event = data.duplicate()
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# Sample immediately, then after animation (default priority 0) every frame.
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process_priority = 100
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if not update_anchor():
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return false
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var attached := bool(event.get("attaching", false))
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set_process(not bool(event.get("independent", false)) and
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(not attached or bool(event.get("following", false))))
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return true
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func update_anchor() -> bool:
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if not is_instance_valid(model) or not model.is_inside_tree():
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return false
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var bone := Transform3D.IDENTITY
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if bool(event.get("attaching", false)) and not bool(event.get("independent", false)):
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if not is_instance_valid(animator):
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return false
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var pose: Dictionary = animator.get_effect_bone_pose(String(event.get("bone", "")))
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if pose.is_empty():
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return false # No silent substitution of the actor origin for a missing bone.
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bone = pose.transform
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var offset := Transform3D(Basis.IDENTITY, event.get("pos", Vector3.ZERO))
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get_parent().global_transform = model.global_transform * offset * bone * SOURCE_TO_METRES.affine_inverse()
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return true
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func _process(_delta: float) -> void:
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if not update_anchor():
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get_parent().queue_free()
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