244 lines
7.6 KiB
GDScript
244 lines
7.6 KiB
GDScript
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# Animation test: the tattooed QuatSkin Lena driven by UAL1 clips.
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# Controls:
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# ←/→ or A/D previous / next animation
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# Space pause / resume
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# U lighting ON / FLAT (kills the sun+fill lights, boosts ambient)
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# left-drag orbit camera, scroll wheel zooms
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# Saves a few mid-animation shots to shots-anim-lena/ first, then goes interactive.
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extends Node3D
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const GLB_PATH := "C:/Users/CAN/tinqs-ltd/tattoo-test/lena_clean_uv.glb"
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const BAKED_PATH := "C:/Users/CAN/tinqs-ltd/tattoo-test/baked_lena_body.png"
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const UAL1 := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/anim/UAL1.glb"
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const SHOT_DIR := "C:/Users/CAN/tinqs-ltd/tattoo-test/shots-anim-lena/"
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const TAKE_SHOTS := false
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# gallery order: locomotion first, then actions
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const CLIPS := [
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"Idle_Loop", "Walk_Loop", "Jog_Fwd_Loop", "Sprint_Loop",
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"Crouch_Idle_Loop", "Crouch_Fwd_Loop", "Jump_Loop",
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"Swim_Idle_Loop", "Swim_Fwd_Loop",
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"Dance_Loop", "Punch_Jab", "Punch_Cross", "Roll", "Interact",
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"Fixing_Kneeling", "Sitting_Idle_Loop", "Spell_Simple_Shoot", "Death01",
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]
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var model: Node3D
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var skel: Skeleton3D
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var cam: Camera3D
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var player: AnimationPlayer
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var hud: Label
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var clip_idx := 0
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var lights: Array[Light3D] = []
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var env: Environment
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var lights_on := true
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var interactive := false
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var dragging := false
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var orbit_yaw := 0.0
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var orbit_pitch := 0.08
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var orbit_dist := 3.4
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var orbit_target := Vector3(0, 1.0, 0)
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func _ready() -> void:
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DirAccess.make_dir_recursive_absolute(SHOT_DIR)
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env = Environment.new()
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env.background_mode = Environment.BG_COLOR
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env.background_color = Color(0.12, 0.13, 0.16)
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env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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env.ambient_light_color = Color(0.75, 0.78, 0.85)
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env.ambient_light_energy = 0.7
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env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
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var we := WorldEnvironment.new()
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we.environment = env
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add_child(we)
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var sun := DirectionalLight3D.new()
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sun.rotation_degrees = Vector3(-40, -35, 0)
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sun.light_energy = 1.5
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add_child(sun)
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var fill := DirectionalLight3D.new()
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fill.rotation_degrees = Vector3(-15, 140, 0)
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fill.light_energy = 0.6
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add_child(fill)
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var under := DirectionalLight3D.new()
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under.rotation_degrees = Vector3(35, 0, 0)
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under.light_energy = 0.35
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add_child(under)
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lights = [sun, fill, under]
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# ground plane so locomotion reads against something
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var ground := MeshInstance3D.new()
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var plane := PlaneMesh.new()
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plane.size = Vector2(12, 12)
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ground.mesh = plane
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var gmat := StandardMaterial3D.new()
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gmat.albedo_color = Color(0.16, 0.17, 0.21)
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gmat.roughness = 1.0
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ground.set_surface_override_material(0, gmat)
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add_child(ground)
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var doc := GLTFDocument.new()
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var state := GLTFState.new()
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if doc.append_from_file(GLB_PATH, state) != OK:
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push_error("GLB load failed")
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return
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model = doc.generate_scene(state)
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add_child(model)
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var baked := ImageTexture.create_from_image(Image.load_from_file(BAKED_PATH))
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var stack: Array = [model]
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while not stack.is_empty():
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var n: Node = stack.pop_back()
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if n is Skeleton3D and skel == null:
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skel = n
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if n is MeshInstance3D and String(n.name).to_lower().contains("lena"):
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var mat := StandardMaterial3D.new()
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mat.roughness = 0.85
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mat.albedo_texture = baked
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mat.cull_mode = BaseMaterial3D.CULL_BACK
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for s in n.mesh.get_surface_count():
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n.set_surface_override_material(s, mat)
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for c in n.get_children():
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stack.push_back(c)
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_load_ual_clips()
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cam = Camera3D.new()
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cam.fov = 50
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add_child(cam)
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cam.current = true
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hud = Label.new()
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hud.position = Vector2(16, 12)
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hud.add_theme_font_size_override("font_size", 22)
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hud.add_theme_color_override("font_color", Color(0.95, 0.95, 0.9))
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add_child(hud)
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_play_clip(0)
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_update_cam()
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if TAKE_SHOTS:
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await _take_shots()
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print("SHOTS_DONE")
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_play_clip(0)
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interactive = true
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# pulls the wanted UAL1 clips onto a local AnimationPlayer, remapping the
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# "Armature/Skeleton3D" track prefix to this scene's skeleton (game approach,
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# see PlayerController.LoadUalLibrary)
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func _load_ual_clips() -> void:
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var doc := GLTFDocument.new()
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var state := GLTFState.new()
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if doc.append_from_file(UAL1, state) != OK:
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push_error("UAL1 load failed")
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return
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var ual := doc.generate_scene(state)
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var src: AnimationPlayer = null
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var stack: Array = [ual]
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while not stack.is_empty():
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var n: Node = stack.pop_back()
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if n is AnimationPlayer:
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src = n
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break
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for c in n.get_children():
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stack.push_back(c)
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if src == null:
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push_error("no AnimationPlayer in UAL1")
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return
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player = AnimationPlayer.new()
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add_child(player)
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var skel_path := String(get_path_to(skel))
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var lib := AnimationLibrary.new()
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for clip_name in CLIPS:
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if not src.has_animation(clip_name):
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push_warning("UAL1 missing clip: " + clip_name)
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continue
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var anim := src.get_animation(clip_name).duplicate() as Animation
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anim.loop_mode = Animation.LOOP_LINEAR
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for i in anim.get_track_count():
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var path := String(anim.track_get_path(i))
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if path.contains("Armature/Skeleton3D"):
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anim.track_set_path(i, path.replace("Armature/Skeleton3D", skel_path))
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lib.add_animation(clip_name, anim)
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player.add_animation_library("", lib)
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print("loaded %d clips" % lib.get_animation_list().size())
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ual.queue_free()
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func _play_clip(idx: int) -> void:
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clip_idx = wrapi(idx, 0, CLIPS.size())
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var clip: String = CLIPS[clip_idx]
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if player and player.has_animation(clip):
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player.play(clip)
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_update_hud()
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func _set_lights(on: bool) -> void:
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lights_on = on
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for l in lights:
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l.visible = on
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# flat mode: strong even ambient so the texture reads unshaded
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env.ambient_light_energy = 0.7 if on else 1.6
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_update_hud()
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func _update_hud() -> void:
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if hud:
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hud.text = "[%d/%d] %s light: %s\n←/→ switch Space pause U light drag rotate scroll zoom" \
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% [clip_idx + 1, CLIPS.size(), CLIPS[clip_idx], "SUN" if lights_on else "FLAT"]
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func _unhandled_input(event: InputEvent) -> void:
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if not interactive:
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return
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if event is InputEventKey and event.pressed and not event.echo:
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match event.keycode:
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KEY_RIGHT, KEY_D:
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_play_clip(clip_idx + 1)
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KEY_LEFT, KEY_A:
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_play_clip(clip_idx - 1)
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KEY_SPACE:
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if player.is_playing():
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player.pause()
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else:
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player.play()
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KEY_U:
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_set_lights(not lights_on)
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elif event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT:
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dragging = event.pressed
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elif event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_UP:
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orbit_dist = clampf(orbit_dist * 0.90, 0.35, 8.0)
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_update_cam()
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elif event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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orbit_dist = clampf(orbit_dist / 0.90, 0.35, 8.0)
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_update_cam()
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elif event is InputEventMouseMotion and dragging:
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orbit_yaw -= event.relative.x * 0.008
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orbit_pitch = clampf(orbit_pitch + event.relative.y * 0.008, -1.3, 1.3)
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_update_cam()
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func _update_cam() -> void:
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var dir := Vector3(
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sin(orbit_yaw) * cos(orbit_pitch),
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sin(orbit_pitch),
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cos(orbit_yaw) * cos(orbit_pitch))
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cam.look_at_from_position(orbit_target + dir * orbit_dist, orbit_target)
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func _snap(shot_name: String) -> void:
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await RenderingServer.frame_post_draw
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var img := get_viewport().get_texture().get_image()
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img.save_png(SHOT_DIR + shot_name + ".png")
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print("shot saved: ", SHOT_DIR + shot_name + ".png")
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func _take_shots() -> void:
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for spec in [["Jog_Fwd_Loop", 0.4], ["Dance_Loop", 1.2], ["Punch_Jab", 0.5], ["Interact", 0.6]]:
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var clip: String = spec[0]
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if not player.has_animation(clip):
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continue
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player.play(clip)
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await get_tree().create_timer(spec[1]).timeout
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await _snap("anim_" + clip.to_lower())
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# verify the U-key light toggle path: one flat-lit shot, then restore
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_set_lights(false)
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await _snap("anim_light_flat")
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_set_lights(true)
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