mirror of
https://github.com/CrispyPin/ovr-utils.git
synced 2024-11-10 02:40:25 +01:00
cleanup
This commit is contained in:
parent
3999f68b5d
commit
7634b952be
4 changed files with 40 additions and 63 deletions
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@ -1,12 +1,12 @@
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extends Node
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var _cursor_node = preload("res://addons/openvr_overlay/interaction/Cursor.tscn").instance()
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var cursor_node = preload("res://addons/openvr_overlay/interaction/Cursor.tscn").instance()
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onready var viewport: Viewport = get_node("../../OverlayViewport")
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onready var _i = get_parent()
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func _ready() -> void:
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viewport.add_child(_cursor_node)
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viewport.add_child(cursor_node)
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get_parent().connect("trigger_on", self, "_trigger_on")
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get_parent().connect("trigger_off", self, "_trigger_off")
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@ -17,11 +17,11 @@ func _process(_delta: float) -> void:
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#get canvas position of active controller
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func get_canvas_pos() -> Vector2:
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if _i._active_controller == "":
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if not _i.active_controller:
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return Vector2(-1000, 1000) # offscreen
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var controller_local_pos = _i._overlay_area.global_transform.xform_inv(\
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_i.tracker_nodes[_i._active_controller].translation)
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_i.tracker_nodes[_i.active_controller].translation)
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var pos = Vector2(controller_local_pos.x, controller_local_pos.y)
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var overlay_size = OverlayInit.ovr_interface.get_render_targetsize()
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@ -35,7 +35,7 @@ func get_canvas_pos() -> Vector2:
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func _update_cursor():
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_cursor_node.rect_position = get_canvas_pos()
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cursor_node.rect_position = get_canvas_pos()
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func _send_click_event(state: bool):
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@ -5,17 +5,14 @@ var _pre_move_target = ""# what offset is being changed
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var _mover_hand_name = ""# left or right, which hand is grabbing (/active controller)
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var _mover_hand_offsets = {"pos": Vector3(), "rot": Quat()} # original offsets for grabbing hand
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onready var _i = get_parent()
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onready var _overlay = get_node("../..") # overlay instance
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onready var _interaction = get_parent() # interaction handler
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onready var tracker_nodes = {
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"head": $"../VR/head",
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"left": $"../VR/left",
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"right": $"../VR/right",
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"world": $"../VR"
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}
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onready var _overlay_area = _i._overlay_area
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onready var _overlay = get_node("../..")
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func _ready() -> void:
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@ -23,42 +20,42 @@ func _ready() -> void:
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func begin_move():
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if not _i._active_controller:
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print("Could not begin moving overlay, no controller active. ", _overlay.name)
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if not _interaction.active_controller:
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print("Could not begin moving overlay, no controller is touching overlay. <", _overlay.name, ">")
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return
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_i.pause_triggers = true
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_interaction.pause_triggers = true
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# store current states to revert after move
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_pre_move_target = _overlay.current_target
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_mover_hand_name = _i._active_controller
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_mover_hand_offsets = _overlay.get_offset_dict(_mover_hand_name)
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_mover_hand_name = _interaction.active_controller
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_mover_hand_offsets = _overlay.get_offset(_mover_hand_name)
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# calculate offsets from active controller to overlay
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var controller_t = tracker_nodes[_i._active_controller].transform
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var overlay_t = _i._overlay_area.global_transform
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var controller_t = tracker_nodes[_mover_hand_name].transform
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var overlay_t = _interaction._overlay_area.global_transform
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var new_pos = controller_t.xform_inv(overlay_t.origin)
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var new_rot = Quat(controller_t.basis).inverse() * Quat(overlay_t.basis)
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_overlay.set_offset(_mover_hand_name, new_pos, new_rot)
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_overlay.current_target = _mover_hand_name
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func finish_move():
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# calculate and apply the new offsets
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var new_target_t = tracker_nodes[_pre_move_target].transform
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var ovelay_t = _overlay_area.global_transform
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var ovelay_t = _interaction._overlay_area.global_transform
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var new_pos = new_target_t.xform_inv(ovelay_t.origin)
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var new_rot = Quat(new_target_t.basis).inverse() * Quat(ovelay_t.basis)
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_overlay.set_offset(_pre_move_target, new_pos, new_rot)
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# revert the grabbing hands offsets in case it's used as a fallback
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_overlay.set_offset_dict(_mover_hand_name, _mover_hand_offsets)
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# revert the grabbing hands offsets
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_overlay.set_offset(_mover_hand_name, _mover_hand_offsets.pos, _mover_hand_offsets.rot)
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# reset current_target (parent handles fallback)
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# revert target
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_overlay.update_current_target()
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_overlay.save_settings()
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_i._update_target()
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_i.pause_triggers = false
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_interaction._update_target()
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_interaction.pause_triggers = false
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@ -5,17 +5,17 @@ signal touch_off # a controller exited
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signal trigger_on # trigger pushed while touching
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signal trigger_off# trigger released
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var _touch_state = false
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var _trigger_state = false
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var touch_state = false
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var trigger_state = false
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# controller that currently the trigger down
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var _active_controller: String = ""
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var active_controller := ""
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# reference to the area node thats used for touch
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var _overlay_area = preload("res://addons/openvr_overlay/interaction/OverlayArea.tscn").instance()
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var _right_is_activator := false
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var _right_is_activator := false # this hand has a collider on it to trigger things on the overlay
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var _left_is_activator := false
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var pause_triggers := false
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var pause_triggers := false # disable triggers updating
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onready var tracker_nodes = {
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"head": $VR/head,
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@ -26,7 +26,6 @@ onready var tracker_nodes = {
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func _ready() -> void:
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add_child(_overlay_area)
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_overlay_area.connect("body_entered", self, "_on_OverlayArea_entered")
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_overlay_area.connect("body_exited", self, "_on_OverlayArea_exited")
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@ -41,31 +40,31 @@ func _ready() -> void:
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func _trigger_on(controller):
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if _touch_state:
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_active_controller = controller
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_trigger_state = true
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if touch_state:
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active_controller = controller
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trigger_state = true
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emit_signal("trigger_on")
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func _trigger_off():
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_trigger_state = false
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trigger_state = false
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emit_signal("trigger_off")
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func _on_OverlayArea_entered(body: Node) -> void:
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if body.get_node("../../..") != self or pause_triggers:
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return
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_touch_state = true
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_active_controller = body.get_parent().name
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touch_state = true
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active_controller = body.get_parent().name
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emit_signal("touch_on")
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func _on_OverlayArea_exited(body: Node) -> void:
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if body.get_node("../../..") != self or pause_triggers:
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return
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# TEMP
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_active_controller = "" # TODO revert to other controller if both were touching (edge case)
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_touch_state = false
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# TODO revert to other controller if both were touching (edge case)
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active_controller = ""
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touch_state = false
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emit_signal("touch_off")
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@ -85,7 +84,6 @@ func _update_target():
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_overlay_area.get_parent().remove_child(_overlay_area)
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tracker_nodes[get_parent().current_target].add_child(_overlay_area)
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_left_is_activator = get_parent().current_target != "left"
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_right_is_activator = get_parent().current_target != "right"
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# toggle appropriate colliders
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@ -99,7 +97,7 @@ func _on_RightHand_button_pressed(button: int) -> void:
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func _on_RightHand_button_release(button: int) -> void:
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if button == JOY_VR_TRIGGER and _active_controller == "right":
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if button == JOY_VR_TRIGGER and active_controller == "right":
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_trigger_off()
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@ -109,18 +107,5 @@ func _on_LeftHand_button_pressed(button: int) -> void:
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func _on_LeftHand_button_release(button: int) -> void:
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if button == JOY_VR_TRIGGER and _active_controller == "left":
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if button == JOY_VR_TRIGGER and active_controller == "left":
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_trigger_off()
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func get_touch_state():
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return _touch_state
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func get_trigger_state():
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return _trigger_state
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func get_active_controller():
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return _active_controller
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@ -133,6 +133,7 @@ func set_target(new: String):
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target = new
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call_deferred("update_offset")
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update_current_target()
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save_settings()
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func _set_current_target(new: String): # overrides target
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@ -142,16 +143,10 @@ func _set_current_target(new: String): # overrides target
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emit_signal("target_changed")
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func get_offset_dict(offset_target: String) -> Dictionary:
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func get_offset(offset_target: String) -> Dictionary:
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return _offsets[offset_target].duplicate()
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func set_offset_dict(offset_target: String, new: Dictionary) -> void:
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_offsets[offset_target].pos = new.pos
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_offsets[offset_target].rot = new.rot
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update_offset()
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func set_offset(offset_target: String, pos: Vector3, rot: Quat) -> void:
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_offsets[offset_target].pos = pos
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_offsets[offset_target].rot = rot
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