[gd_scene format=3 uid="uid://draoeoi7h6mv6"]

[ext_resource type="PackedScene" uid="uid://bq86r4yll8po" path="res://addons/godot-xr-tools/hands/scenes/lowpoly/left_fullglove_low.tscn" id="1_g2els"]
[ext_resource type="Script" uid="uid://ch7s411vwan10" path="res://scripts/xr_origin_3d.gd" id="1_smehm"]
[ext_resource type="Script" uid="uid://csbuxf0o41r55" path="res://scripts/player.gd" id="1_ur7pv"]
[ext_resource type="PackedScene" uid="uid://xqimcf20s2jp" path="res://addons/godot-xr-tools/hands/scenes/lowpoly/right_fullglove_low.tscn" id="2_qhqgy"]
[ext_resource type="PackedScene" uid="uid://bl2nuu3qhlb5k" path="res://addons/godot-xr-tools/functions/movement_direct.tscn" id="3_smehm"]
[ext_resource type="Script" uid="uid://clfxgaxhlvxxo" path="res://scripts/handLogic.gd" id="4_smehm"]
[ext_resource type="PackedScene" uid="uid://c2q5phg8w08o" path="res://addons/godot-xr-tools/functions/movement_jump.tscn" id="5_ur7pv"]
[ext_resource type="PackedScene" uid="uid://cqhw276realc" path="res://addons/godot-xr-tools/functions/function_pointer.tscn" id="6_d2wvv"]
[ext_resource type="PackedScene" uid="uid://b6bk2pj8vbj28" path="res://addons/godot-xr-tools/functions/movement_turn.tscn" id="6_y4r1p"]
[ext_resource type="PackedScene" uid="uid://diyu06cw06syv" path="res://addons/godot-xr-tools/player/player_body.tscn" id="7_d2wvv"]

[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_y4r1p"]
properties/0/path = NodePath("XROrigin3D:position")
properties/0/spawn = true
properties/0/replication_mode = 1
properties/1/path = NodePath("XROrigin3D:rotation")
properties/1/spawn = true
properties/1/replication_mode = 1
properties/2/path = NodePath("XROrigin3D/leftHand/LeftHand:_pose_overrides")
properties/2/spawn = true
properties/2/replication_mode = 1
properties/3/path = NodePath("XROrigin3D/rightHand/RightHand:_pose_overrides")
properties/3/spawn = true
properties/3/replication_mode = 1
properties/4/path = NodePath("XROrigin3D/leftHand/leftRigid/LeftPhysics:_pose_overrides")
properties/4/spawn = true
properties/4/replication_mode = 1
properties/5/path = NodePath("XROrigin3D/rightHand/rightRigid/RightPhysics:_pose_overrides")
properties/5/spawn = true
properties/5/replication_mode = 1
properties/6/path = NodePath("XROrigin3D/leftHand:position")
properties/6/spawn = true
properties/6/replication_mode = 1
properties/7/path = NodePath("XROrigin3D/leftHand:rotation")
properties/7/spawn = true
properties/7/replication_mode = 1
properties/8/path = NodePath("XROrigin3D/leftHand/leftRigid:position")
properties/8/spawn = true
properties/8/replication_mode = 1
properties/9/path = NodePath("XROrigin3D/leftHand/leftRigid:rotation")
properties/9/spawn = true
properties/9/replication_mode = 1
properties/10/path = NodePath("XROrigin3D/rightHand:position")
properties/10/spawn = true
properties/10/replication_mode = 1
properties/11/path = NodePath("XROrigin3D/rightHand:rotation")
properties/11/spawn = true
properties/11/replication_mode = 1
properties/12/path = NodePath("XROrigin3D/rightHand/rightRigid:position")
properties/12/spawn = true
properties/12/replication_mode = 1
properties/13/path = NodePath("XROrigin3D/rightHand/rightRigid:rotation")
properties/13/spawn = true
properties/13/replication_mode = 1
properties/14/path = NodePath("XROrigin3D/leftHand/leftRigid/HingeJoint3D:node_a")
properties/14/spawn = true
properties/14/replication_mode = 1
properties/15/path = NodePath("XROrigin3D/leftHand/leftRigid/HingeJoint3D:node_b")
properties/15/spawn = true
properties/15/replication_mode = 1
properties/16/path = NodePath("XROrigin3D/rightHand/rightRigid/HingeJoint3D:node_a")
properties/16/spawn = true
properties/16/replication_mode = 1
properties/17/path = NodePath("XROrigin3D/rightHand/rightRigid/HingeJoint3D:node_b")
properties/17/spawn = true
properties/17/replication_mode = 1
properties/18/path = NodePath("XROrigin3D/MeshInstance3D:position")
properties/18/spawn = true
properties/18/replication_mode = 1

[sub_resource type="SphereMesh" id="SphereMesh_6500s"]
radius = 0.125
height = 0.25

[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_g6ne4"]
transparency = 1
albedo_color = Color(0, 0.54509807, 0.9254902, 0.19215687)

[sub_resource type="GDScript" id="GDScript_fjrip"]
script/source = "@tool
@icon(\"res://addons/godot-xr-tools/editor/icons/hand.svg\")
#class_name XRToolsHand
extends XRToolsHandPalmOffset


## XR Tools Hand Script
##
## This script manages a godot-xr-tools hand. It animates the hand blending
## grip and trigger animations based on controller input.
##
## Additionally the hand script detects world-scale changes in the XRServer
## and re-scales the hand appropriately so the hand stays scaled to the
## physical hand of the user.


## Signal emitted when the hand scale changes
signal hand_scale_changed(scale)

## Blend tree to use
@export var hand_blend_tree : AnimationNodeBlendTree: set = set_hand_blend_tree

## Override the hand material
@export var hand_material_override : Material: set = set_hand_material_override

## Default hand pose
@export var default_pose : XRToolsHandPoseSettings: set = set_default_pose

## Name of the Grip action in the OpenXR Action Map.
@export var grip_action : String = \"grip\"

## Name of the Trigger action in the OpenXR Action Map.
@export var trigger_action : String = \"trigger\"

## Last world scale (for scaling hands)
var _last_world_scale : float = 1.0

## Initial hand transform (from controller) - used for scaling hands
var _initial_transform : Transform3D

## Current hand transform (from controller) - after scale
var _transform : Transform3D

## Hand mesh
var _hand_mesh : MeshInstance3D

## Hand animation player
var _animation_player : AnimationPlayer

## Hand animation tree
var _animation_tree : AnimationTree

## Animation blend tree
var _tree_root : AnimationNodeBlendTree

## Sorted stack of PoseOverride
var _pose_overrides := []

## Force grip value (< 0 for no force)
var _force_grip := -1.0

## Force trigger value (< 0 for no force)
var _force_trigger := -1.0

# Sorted stack of TargetOverride
var _target_overrides := []

# Current target (controller or override)
var _target : Node3D


## Pose-override class
class PoseOverride:
	## Who requested the override
	var who : Node

	## Pose priority
	var priority : int

	## Pose settings
	var settings : XRToolsHandPoseSettings

	## Pose-override constructor
	func _init(w : Node, p : int, s : XRToolsHandPoseSettings):
		who = w
		priority = p
		settings = s


## Target-override class
class TargetOverride:
	## Target of the override
	var target : Node3D

	## Target priority
	var priority : int

	## Target-override constructor
	func _init(t : Node3D, p : int):
		target = t
		priority = p


# Add support for is_xr_class on XRTools classes
func is_xr_class(xr_name:  String) -> bool:
	return xr_name == \"XRToolsHand\"


## Called when the node enters the scene tree for the first time.
func _ready() -> void:
	# Save the initial hand transform
	_initial_transform = transform
	_transform = _initial_transform

	# Disconnect from parent transform as we move to it in the physics step,
	# and boost the physics priority after any grab-drivers but before other
	# processing.
	#if not Engine.is_editor_hint():
	#	top_level = true
	#	process_physics_priority = -70

	# Find the relevant hand nodes
	_hand_mesh = _find_child(self, \"MeshInstance3D\")
	_animation_player = _find_child(self, \"AnimationPlayer\")
	_animation_tree = _find_child(self, \"AnimationTree\")

	# Apply all updates
	_update_hand_blend_tree()
	_update_hand_material_override()
	_update_pose()
	_update_target()


# Called when we get added to our tree
func _enter_tree():
	# Assume our first child is our hand subscene, we position this
	var child = get_child(0)
	if child:
		set_apply_to(child)

	super._enter_tree()

	# Offset our hand
	var base_transform = Transform3D()
	if _controller and _controller.tracker == \"left_hand\":
		base_transform.origin = Vector3(-0.01, 0.0, 0.05)
	else:
		base_transform.origin = Vector3(0.01, 0.0, 0.05)

	set_base_transform(base_transform)


## This method checks for world-scale changes and scales itself causing the
## hand mesh and skeleton to scale appropriately. It then reads the grip and
## trigger action values to animate the hand.
func _physics_process(_delta: float) -> void:
	# Do not run the rest of physics if in the editor
	if Engine.is_editor_hint():
		return

	# Scale the hand mesh with the world scale.
	if XRServer.world_scale != _last_world_scale:
		_last_world_scale = XRServer.world_scale
		_transform = _initial_transform.scaled(Vector3.ONE * _last_world_scale)
		emit_signal(\"hand_scale_changed\", _last_world_scale)

	# Animate the hand mesh with the controller inputs
	if _controller:
		var grip : float = _controller.get_float(grip_action)
		var trigger : float = _controller.get_float(trigger_action)

		# Allow overriding of grip and trigger
		if _force_grip >= 0.0: grip = _force_grip
		if _force_trigger >= 0.0: trigger = _force_trigger

		$AnimationTree.set(\"parameters/Grip/blend_amount\", grip)
		$AnimationTree.set(\"parameters/Trigger/blend_amount\", trigger)

	# Move to target
	#var target_transform : Transform3D
	#if _target is XRToolsGrabPointHand:
	#	target_transform = _target.get_palm_transform(true)
	#	if hand_offset_mode != 4:
	#		target_transform = target_transform * XRTools.get_palm_offset(hand_offset_mode, _controller).inverse()
	#else:
	#	target_transform = _target.global_transform

	#global_transform = target_transform * _transform
	#force_update_transform()


# This method verifies the hand has a valid configuration.
func _get_configuration_warnings() -> PackedStringArray:
	var warnings : PackedStringArray = super._get_configuration_warnings()

	# Check hand for mesh instance
	if not _find_child(self, \"MeshInstance3D\"):
		warnings.append(\"Hand does not have a MeshInstance3D\")

	# Check hand for animation player
	if not _find_child(self, \"AnimationPlayer\"):
		warnings.append(\"Hand does not have a AnimationPlayer\")

	# Check hand for animation tree
	var tree : AnimationTree = _find_child(self, \"AnimationTree\")
	if not tree:
		warnings.append(\"Hand does not have a AnimationTree\")
	elif not tree.tree_root:
		warnings.append(\"Hand AnimationTree has no root\")

	# Return warnings
	return warnings


## Find an [XRToolsHand] node.
##
## This function searches from the specified node for an [XRToolsHand] assuming
## the node is a sibling of the hand under an [XROrigin3D].
static func find_instance(node : Node) -> XRToolsHand:
	return XRTools.find_xr_child(
		XRHelpers.get_xr_controller(node),
		\"*\",
		\"XRToolsHand\") as XRToolsHand


## This function searches from the specified node for the left controller
## [XRToolsHand] assuming the node is a sibling of the [XROrigin3D].
static func find_left(node : Node) -> XRToolsHand:
	return XRTools.find_xr_child(
		XRHelpers.get_left_controller(node),
		\"*\",
		\"XRToolsHand\") as XRToolsHand


## This function searches from the specified node for the right controller
## [XRToolsHand] assuming the node is a sibling of the [XROrigin3D].
static func find_right(node : Node) -> XRToolsHand:
	return XRTools.find_xr_child(
		XRHelpers.get_right_controller(node),
		\"*\",
		\"XRToolsHand\") as XRToolsHand


# Check property config
func _validate_property(property):
	if property.name == \"top_level\":
		# Hide it!
		property.usage = PROPERTY_USAGE_NONE
	else:
		super._validate_property(property)


## Set the blend tree
func set_hand_blend_tree(blend_tree : AnimationNodeBlendTree) -> void:
	hand_blend_tree = blend_tree
	if is_inside_tree():
		_update_hand_blend_tree()
		_update_pose()


## Set the hand material override
func set_hand_material_override(material : Material) -> void:
	hand_material_override = material
	if is_inside_tree():
		_update_hand_material_override()


## Set the default open-hand pose
func set_default_pose(pose : XRToolsHandPoseSettings) -> void:
	default_pose = pose
	if is_inside_tree():
		_update_pose()


## Add a pose override
func add_pose_override(who : Node, priority : int, settings : XRToolsHandPoseSettings) -> void:
	# Remove any existing pose override from this source
	var modified := _remove_pose_override(who)

	# Insert the pose override
	if settings:
		_insert_pose_override(who, priority, settings)
		modified = true

	# Update the pose
	if modified:
		_update_pose()


## Remove a pose override
func remove_pose_override(who : Node) -> void:
	# Remove the pose override
	var modified := _remove_pose_override(who)

	# Update the pose
	if modified:
		_update_pose()


## Force the grip and trigger values (primarily for preview)
func force_grip_trigger(grip : float = -1.0, trigger : float = -1.0) -> void:
	# Save the forced values
	_force_grip = grip
	_force_trigger = trigger

	# Update the animation if forcing to specific values
	if grip >= 0.0: $AnimationTree.set(\"parameters/Grip/blend_amount\", grip)
	if trigger >= 0.0: $AnimationTree.set(\"parameters/Trigger/blend_amount\", trigger)


## This function adds a target override. The collision hand will attempt to
## move to the highest priority target, or the [XRController3D] if no override
## is specified.
func add_target_override(target : Node3D, priority : int) -> void:
	# Remove any existing target override from this source
	var modified := _remove_target_override(target)

	# Insert the target override
	_insert_target_override(target, priority)
	modified = true

	# Update the target
	if modified:
		_update_target()


## This function remove a target override.
func remove_target_override(target : Node3D) -> void:
	# Remove the target override
	var modified := _remove_target_override(target)

	# Update the pose
	if modified:
		_update_target()


func _update_hand_blend_tree() -> void:
	# As we're going to make modifications to our animation tree, we need to do
	# a deep copy, simply setting resource local to scene does not seem to be enough
	if _animation_tree and hand_blend_tree:
		_tree_root = hand_blend_tree.duplicate(true)
		_animation_tree.tree_root = _tree_root


func _update_hand_material_override() -> void:
	if _hand_mesh:
		_hand_mesh.material_override = hand_material_override


func _update_pose() -> void:
	# Skip if no blend tree
	if !_tree_root:
		return

	# Select the pose settings
	var pose_settings : XRToolsHandPoseSettings = default_pose
	if _pose_overrides.size():
		pose_settings = _pose_overrides[0].settings

	# Get the open and closed pose animations
	var open_pose : Animation = pose_settings.open_pose
	var closed_pose : Animation = pose_settings.closed_pose

	# Apply the open hand pose in the player and blend tree
	if open_pose:
		var open_name = _animation_player.find_animation(open_pose)
		if open_name == \"\":
			open_name = \"open_hand\"
			if _animation_player.has_animation(open_name):
				_animation_player.get_animation_library(\"\").remove_animation(open_name)

			_animation_player.get_animation_library(\"\").add_animation(open_name, open_pose)

		var open_hand_obj : AnimationNodeAnimation = _tree_root.get_node(\"OpenHand\")
		if open_hand_obj:
			open_hand_obj.animation = open_name

	# Apply the closed hand pose in the player and blend tree
	if closed_pose:
		var closed_name = _animation_player.find_animation(closed_pose)
		if closed_name == \"\":
			closed_name = \"closed_hand\"
			if _animation_player.has_animation(closed_name):
				_animation_player.get_animation_library(\"\").remove_animation(closed_name)

			_animation_player.get_animation_library(\"\").add_animation(closed_name, closed_pose)

		var closed_hand_obj : AnimationNodeAnimation = _tree_root.get_node(\"ClosedHand1\")
		if closed_hand_obj:
			closed_hand_obj.animation = closed_name

		closed_hand_obj = _tree_root.get_node(\"ClosedHand2\")
		if closed_hand_obj:
			closed_hand_obj.animation = closed_name


func _insert_pose_override(who : Node, priority : int, settings : XRToolsHandPoseSettings) -> void:
	# Construct the pose override
	var override := PoseOverride.new(who, priority, settings)

	# Iterate over all pose overrides in the list
	for pos in _pose_overrides.size():
		# Get the pose override
		var pose : PoseOverride = _pose_overrides[pos]

		# Insert as early as possible to not invalidate sorting
		if pose.priority <= priority:
			_pose_overrides.insert(pos, override)
			return

	# Insert at the end
	_pose_overrides.push_back(override)


func _remove_pose_override(who : Node) -> bool:
	var pos := 0
	var length := _pose_overrides.size()
	var modified := false

	# Iterate over all pose overrides in the list
	while pos < length:
		# Get the pose override
		var pose : PoseOverride = _pose_overrides[pos]

		# Check for a match
		if pose.who == who:
			# Remove the override
			_pose_overrides.remove_at(pos)
			modified = true
			length -= 1
		else:
			# Advance down the list
			pos += 1

	# Return the modified indicator
	return modified


# This function inserts a target override into the overrides list by priority
# order.
func _insert_target_override(target : Node3D, priority : int) -> void:
	# Construct the target override
	var override := TargetOverride.new(target, priority)

	# Iterate over all target overrides in the list
	for pos in _target_overrides.size():
		# Get the target override
		var o : TargetOverride = _target_overrides[pos]

		# Insert as early as possible to not invalidate sorting
		if o.priority <= priority:
			_target_overrides.insert(pos, override)
			return

	# Insert at the end
	_target_overrides.push_back(override)


# This function removes a target from the overrides list
func _remove_target_override(target : Node) -> bool:
	var pos := 0
	var length := _target_overrides.size()
	var modified := false

	# Iterate over all pose overrides in the list
	while pos < length:
		# Get the target override
		var o : TargetOverride = _target_overrides[pos]

		# Check for a match
		if o.target == target:
			# Remove the override
			_target_overrides.remove_at(pos)
			modified = true
			length -= 1
		else:
			# Advance down the list
			pos += 1

	# Return the modified indicator
	return modified


# This function updates the target for hand movement.
func _update_target() -> void:
	if _target_overrides.size():
		_target = _target_overrides[0].target
	else:
		_target = get_parent()


static func _find_child(node : Node, type : String) -> Node:
	# Iterate through all children
	for child in node.get_children():
		# If the child is a match then return it
		if child.is_class(type):
			return child

		# Recurse into child
		var found := _find_child(child, type)
		if found:
			return found

	# No child found matching type
	return null
"

[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_fjrip"]

[sub_resource type="BoxShape3D" id="BoxShape3D_6500s"]
size = Vector3(0.051635742, 0.1160965, 0.14953613)

[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_smehm"]

[node name="player" type="Node3D" unique_id=388903966]
script = ExtResource("1_ur7pv")

[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="." unique_id=291104021]
replication_config = SubResource("SceneReplicationConfig_y4r1p")

[node name="XROrigin3D" type="XROrigin3D" parent="." unique_id=2026609409]
script = ExtResource("1_smehm")

[node name="MeshInstance3D" type="MeshInstance3D" parent="XROrigin3D" unique_id=944746671]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.7, 0)
mesh = SubResource("SphereMesh_6500s")

[node name="XRCamera3D" type="XRCamera3D" parent="XROrigin3D" unique_id=661262409]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.7, 0)

[node name="leftHand" type="XRController3D" parent="XROrigin3D" unique_id=972246256 node_paths=PackedStringArray("physicsHand")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 1, 0)
tracker = &"left_hand"
pose = &"grip"
script = ExtResource("4_smehm")
physicsHand = NodePath("leftRigid")

[node name="LeftHand" parent="XROrigin3D/leftHand" unique_id=750051836 instance=ExtResource("1_g2els")]
hand_material_override = SubResource("StandardMaterial3D_g6ne4")

[node name="MovementDirect" parent="XROrigin3D/leftHand" unique_id=552284268 instance=ExtResource("3_smehm")]
strafe = true

[node name="FunctionPointer" parent="XROrigin3D/leftHand" unique_id=1883490498 instance=ExtResource("6_d2wvv")]
transform = Transform3D(1, 0, 0, 0, 0.70710677, 0.70710677, 0, -0.70710677, 0.70710677, 0.02, -0.03535534, -0.10606602)
show_laser = 2
laser_length = 1
show_target = true

[node name="leftRigid" type="RigidBody3D" parent="XROrigin3D/leftHand" unique_id=1627474705]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.39838424, -0.048642874, 0)
collision_layer = 4
collision_mask = 2
mass = 0.2
gravity_scale = 0.0
contact_monitor = true
max_contacts_reported = 1
linear_damp = 30.0
angular_damp = 30.0

[node name="LeftPhysics" parent="XROrigin3D/leftHand/leftRigid" unique_id=1387724990 instance=ExtResource("1_g2els")]
transform = Transform3D(1, 0, 0, 0, 0.9999999, 4.3711385e-08, 0, -4.3711385e-08, 0.9999999, 0, 0, 0)
script = SubResource("GDScript_fjrip")
hand_material_override = SubResource("StandardMaterial3D_fjrip")

[node name="CollisionShape3D" type="CollisionShape3D" parent="XROrigin3D/leftHand/leftRigid" unique_id=1238387176]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.010949463, 0.012000024, -0.025)
shape = SubResource("BoxShape3D_6500s")

[node name="HingeJoint3D" type="HingeJoint3D" parent="XROrigin3D/leftHand/leftRigid" unique_id=1861056992]
angular_limit/enable = true
angular_limit/upper = 0.0
angular_limit/lower = 0.0

[node name="rightHand" type="XRController3D" parent="XROrigin3D" unique_id=73016062 node_paths=PackedStringArray("physicsHand")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 1, 0)
tracker = &"right_hand"
pose = &"grip"
script = ExtResource("4_smehm")
physicsHand = NodePath("rightRigid")

[node name="RightHand" parent="XROrigin3D/rightHand" unique_id=930822948 instance=ExtResource("2_qhqgy")]
hand_material_override = SubResource("StandardMaterial3D_g6ne4")

[node name="MovementJump" parent="XROrigin3D/rightHand" unique_id=1008127823 instance=ExtResource("5_ur7pv")]
jump_button_action = "ax_button"

[node name="MovementTurn" parent="XROrigin3D/rightHand" unique_id=685646321 instance=ExtResource("6_y4r1p")]
turn_mode = 2

[node name="FunctionPointer" parent="XROrigin3D/rightHand" unique_id=1536690438 instance=ExtResource("6_d2wvv")]
transform = Transform3D(1, 0, 0, 0, 0.70710677, 0.70710677, 0, -0.70710677, 0.70710677, -0.02, -0.03535534, -0.10606602)
show_laser = 2
laser_length = 1
show_target = true

[node name="rightRigid" type="RigidBody3D" parent="XROrigin3D/rightHand" unique_id=436660202]
transform = Transform3D(1, 0, 0, 0, 0.99927187, 0.03815463, 0, -0.03815463, 0.99927187, -0.41185614, -0.053098798, 0)
collision_layer = 4
collision_mask = 2
mass = 0.2
gravity_scale = 0.0
contact_monitor = true
max_contacts_reported = 1
linear_damp = 30.0
angular_damp = 30.0

[node name="RightPhysics" parent="XROrigin3D/rightHand/rightRigid" unique_id=1287548770 instance=ExtResource("2_qhqgy")]
script = SubResource("GDScript_fjrip")
hand_material_override = SubResource("StandardMaterial3D_smehm")

[node name="CollisionShape3D" type="CollisionShape3D" parent="XROrigin3D/rightHand/rightRigid" unique_id=1281593956]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.0119018555, 0.012240827, -0.024719207)
shape = SubResource("BoxShape3D_6500s")

[node name="HingeJoint3D" type="HingeJoint3D" parent="XROrigin3D/rightHand/rightRigid" unique_id=657199832]
angular_limit/enable = true
angular_limit/upper = 0.0
angular_limit/lower = 0.0

[node name="PlayerBody" parent="XROrigin3D" unique_id=1152944339 instance=ExtResource("7_d2wvv")]
collision_mask = 1019

[connection signal="input_float_changed" from="XROrigin3D/leftHand" to="XROrigin3D/leftHand" method="_on_input_float_changed"]
[connection signal="body_entered" from="XROrigin3D/leftHand/leftRigid" to="XROrigin3D/leftHand" method="_rigid_body_entered"]
[connection signal="body_exited" from="XROrigin3D/leftHand/leftRigid" to="XROrigin3D/leftHand" method="_rigid_body_exited"]
[connection signal="input_float_changed" from="XROrigin3D/rightHand" to="XROrigin3D/rightHand" method="_on_input_float_changed"]
[connection signal="body_entered" from="XROrigin3D/rightHand/rightRigid" to="XROrigin3D/rightHand" method="_rigid_body_entered"]
[connection signal="body_exited" from="XROrigin3D/rightHand/rightRigid" to="XROrigin3D/rightHand" method="_rigid_body_exited"]
