male(v15): Tripo mesh + Meshy rig, UAL retarget test beds
- male/: raw + z-facing + quat-named bodies, Meshy rigged GLB/FBX, stock walk/run clips, male-ual-clips.glb (16 UAL1 clips baked via ariki-game mixamo_retarget.py --map ual) - anim_male.tscn: Meshy stock clips; anim_male_ual.tscn: UAL clips (scales position keys x100 — Meshy skeleton is cm, clips are m) - view_tripo.tscn: env-var GLB turntable/anim shots + interactive orbit - rotate_glb.gd: headless face-+Z/height fixup (Meshy pose estimation rejects Tripo's +X-facing normalized output) - Meshy spine chain is reverse-named: Spine02 = lowest vertebra Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# Animation control test: Meshy-rigged male Lena (Tripo mesh from V15).
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# Merges the walk/run clips from the separate Meshy GLBs onto one player.
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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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# ,/. step one frame back / forward (while paused)
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# +/- playback speed up / down R reset speed
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# U lighting ON / FLAT
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# left-drag orbit camera, scroll wheel zooms
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extends Node3D
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const DIR := "C:/Users/CAN/tinqs-ltd/tattoo-test/male/"
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const BASE_GLB := DIR + "male-lena-v15-walking.glb"
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# extra clips pulled from sibling GLBs (same Meshy rig): file -> clip name
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const EXTRA_CLIPS := {
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"male-lena-v15-running.glb": "Run",
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"male-lena-v15-rigged.glb": "TPose",
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}
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const BASE_CLIP_NAME := "Walk"
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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 clips: Array[String] = []
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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 := 3.6
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var orbit_target := Vector3(0, 0.95, 0)
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func _ready() -> void:
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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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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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model = _load_glb(BASE_GLB)
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if model == null:
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return
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add_child(model)
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var src_player: AnimationPlayer = null
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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 AnimationPlayer and src_player == null:
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src_player = n
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for c in n.get_children():
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stack.push_back(c)
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if skel == null or src_player == null:
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push_error("base GLB missing skeleton or AnimationPlayer")
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return
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# one flat library on a fresh player: base clip + clips lifted from siblings
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player = AnimationPlayer.new()
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add_child(player)
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var lib := AnimationLibrary.new()
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var base_anim := src_player.get_animation(src_player.get_animation_list()[0]).duplicate() as Animation
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_adopt_clip(base_anim, lib, BASE_CLIP_NAME)
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src_player.queue_free()
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for file in EXTRA_CLIPS:
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var extra := _load_glb(DIR + file)
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if extra == null:
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continue
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var p := _find_player(extra)
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if p != null and p.get_animation_list().size() > 0:
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var anim := p.get_animation(p.get_animation_list()[0]).duplicate() as Animation
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_adopt_clip(anim, lib, EXTRA_CLIPS[file])
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extra.queue_free()
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player.add_animation_library("", lib)
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clips.assign(Array(lib.get_animation_list()))
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clips.sort_custom(func(a, b): return _clip_rank(a) < _clip_rank(b))
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print("clips: ", ",".join(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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interactive = true
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func _clip_rank(n: String) -> int:
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return {"TPose": 0, "Walk": 1, "Run": 2}.get(n, 99)
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func _load_glb(path: String) -> Node3D:
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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(path, state) != OK:
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push_error("GLB load failed: " + path)
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return null
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return doc.generate_scene(state)
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func _find_player(root: Node) -> AnimationPlayer:
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var stack: Array = [root]
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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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return n
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for c in n.get_children():
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stack.push_back(c)
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return null
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# retarget a clip's skeleton tracks onto this scene's skeleton and add it.
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# All Meshy exports share the same rig, so only the node-path prefix differs.
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func _adopt_clip(anim: Animation, lib: AnimationLibrary, clip_name: String) -> void:
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var skel_path := String(get_path_to(skel))
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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("Skeleton3D"):
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var bone := path.get_slice(":", 1)
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anim.track_set_path(i, skel_path + ":" + bone)
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lib.add_animation(clip_name, anim)
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func _play_clip(idx: int) -> void:
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if clips.is_empty():
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return
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clip_idx = wrapi(idx, 0, clips.size())
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player.play(clips[clip_idx])
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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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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 == null or clips.is_empty():
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return
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var clip: String = clips[clip_idx]
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var anim := player.get_animation(clip)
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hud.text = "[%d/%d] %s %.2fs / %.2fs speed %.2fx light: %s %s\n←/→ clip Space pause ,/. step +/- speed R reset U light drag rotate scroll zoom" \
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% [clip_idx + 1, clips.size(), clip, player.current_animation_position, anim.length,
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player.speed_scale, "SUN" if lights_on else "FLAT",
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"PLAYING" if player.is_playing() else "PAUSED"]
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func _process(_dt: float) -> void:
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if interactive and player.is_playing():
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_update_hud()
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func _step_frame(dir: int) -> void:
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if player.is_playing():
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player.pause()
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var anim := player.get_animation(clips[clip_idx])
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var t := fposmod(player.current_animation_position + dir / 30.0, anim.length)
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player.seek(t, true)
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_update_hud()
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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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_update_hud()
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KEY_COMMA:
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_step_frame(-1)
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KEY_PERIOD:
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_step_frame(1)
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KEY_EQUAL, KEY_KP_ADD:
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player.speed_scale = clampf(player.speed_scale * 1.25, 0.1, 4.0)
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_update_hud()
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KEY_MINUS, KEY_KP_SUBTRACT:
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player.speed_scale = clampf(player.speed_scale / 1.25, 0.1, 4.0)
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_update_hud()
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KEY_R:
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player.speed_scale = 1.0
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_update_hud()
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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, 10.0)
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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, 10.0)
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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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