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