Files
PNGTuber-Plus/main_scenes/NDIAvatarViewport.gd

145 lines
4.8 KiB
GDScript

extends SubViewport
## NDI Avatar Viewport Controller
## Handles avatar-only NDI streaming with synchronized states
#Node Reference
@onready var origin = $OriginMotion/Origin
@onready var ndi_output = $NDIOutput
## Initialize viewport settings for transparent background and avatar mirroring
func _ready():
# Set transparent background
transparent_bg = true
# Connect to the main scene for state sync
if Global.main:
Global.main.connect("spriteVisToggles", Callable(self, "_on_sprite_visibility_toggle"))
Global.main.connect("bounceChange", Callable(self, "_sync_bounce"))
## Sync avatar sprites from main scene to this viewport
func sync_avatar():
# Clear existing sprites
for child in origin.get_children():
child.queue_free()
# Wait for cleanup
await get_tree().process_frame
# Get sprites from main scene
var main_sprites = get_tree().get_nodes_in_group("saved")
for sprite in main_sprites:
clone_sprite(sprite)
## Clone a sprite from main scene to this viewport
func clone_sprite(original_sprite):
# Create new instance
var sprite_scene = preload("res://ui_scenes/selectedSprite/spriteObject.tscn")
var cloned_sprite = sprite_scene.instantiate()
# Copy all properties
cloned_sprite.path = original_sprite.path
cloned_sprite.id = original_sprite.id
cloned_sprite.parentId = original_sprite.parentId
cloned_sprite.displayName = original_sprite.displayName
# Visual properties
cloned_sprite.offset = original_sprite.offset
cloned_sprite.z = original_sprite.z
cloned_sprite.position = original_sprite.position
# Physics properties
cloned_sprite.dragSpeed = original_sprite.dragSpeed
cloned_sprite.xFrq = original_sprite.xFrq
cloned_sprite.xAmp = original_sprite.xAmp
cloned_sprite.yFrq = original_sprite.yFrq
cloned_sprite.yAmp = original_sprite.yAmp
cloned_sprite.rFrq = original_sprite.rFrq
cloned_sprite.rAmp = original_sprite.rAmp
cloned_sprite.rdragStr = original_sprite.rdragStr
cloned_sprite.rLimitMin = original_sprite.rLimitMin
cloned_sprite.rLimitMax = original_sprite.rLimitMax
cloned_sprite.stretchAmount = original_sprite.stretchAmount
cloned_sprite.ignoreBounce = original_sprite.ignoreBounce
# Animation properties
cloned_sprite.frames = original_sprite.frames
cloned_sprite.animSpeed = original_sprite.animSpeed
# Visibility properties
cloned_sprite.showOnTalk = original_sprite.showOnTalk
cloned_sprite.showOnBlink = original_sprite.showOnBlink
cloned_sprite.costumeLayers = original_sprite.costumeLayers.duplicate()
cloned_sprite.spriteOpacity = original_sprite.spriteOpacity
cloned_sprite.affectChildrenOpacity = original_sprite.affectChildrenOpacity
cloned_sprite.blendMode = original_sprite.blendMode
cloned_sprite.toggle = original_sprite.toggle
cloned_sprite.clipped = original_sprite.clipped
# Transform properties
cloned_sprite.staticRotation = original_sprite.staticRotation
cloned_sprite.mirrorHorizontal = original_sprite.mirrorHorizontal
cloned_sprite.mirrorVertical = original_sprite.mirrorVertical
# Wobble sync
cloned_sprite.wobbleSyncGroup = original_sprite.wobbleSyncGroup
# Add to origin
origin.add_child(cloned_sprite)
# Apply current costume visibility
if Global.main:
var current_costume = Global.main.costume
if cloned_sprite.costumeLayers[current_costume - 1] == 1:
cloned_sprite.visible = true
else:
cloned_sprite.visible = false
## Process function to keep sprites in sync with main scene
func _process(delta):
if !Global.main:
return
# Sync origin position with bounce from main scene
$OriginMotion.position.y = 360 + Global.main.bounceChange
# Sync sprites with main scene
var main_sprites = get_tree().get_nodes_in_group("saved")
var avatar_sprites = origin.get_children()
for i in range(min(main_sprites.size(), avatar_sprites.size())):
sync_sprite_state(main_sprites[i], avatar_sprites[i])
## Sync individual sprite state
func sync_sprite_state(main_sprite, avatar_sprite):
if !is_instance_valid(main_sprite) or !is_instance_valid(avatar_sprite):
return
# Sync position and transform
avatar_sprite.position = main_sprite.position
avatar_sprite.rotation = main_sprite.rotation
avatar_sprite.scale = main_sprite.scale
# Sync visibility based on costume
if Global.main:
var current_costume = Global.main.costume
if avatar_sprite.costumeLayers[current_costume - 1] == 1:
avatar_sprite.visible = main_sprite.visible
else:
avatar_sprite.visible = false
# Sync animation frame
if avatar_sprite.has_method("get_sprite") and main_sprite.has_method("get_sprite"):
var avatar_spr = avatar_sprite.get_sprite()
var main_spr = main_sprite.get_sprite()
if avatar_spr and main_spr:
avatar_spr.frame = main_spr.frame
## Handle sprite visibility toggles
func _on_sprite_visibility_toggle():
sync_avatar()
## Sync bounce changes
func _sync_bounce(bounce_change):
$OriginMotion.position.y = 360 + bounce_change