add bone flattener
This commit is contained in:
291
scripts/effects/bone_flattener.gd
Normal file
291
scripts/effects/bone_flattener.gd
Normal file
@@ -0,0 +1,291 @@
|
||||
@tool
|
||||
class_name BoneFlattener
|
||||
extends Node3D
|
||||
|
||||
@export var skeleton: Skeleton3D
|
||||
@export var bones_to_flatten: Array[BoneToFlatten] = []
|
||||
@export var mirror_y_angle: float
|
||||
|
||||
@export_group("Bone names")
|
||||
@export var head_bone_name: String = "Head"
|
||||
@export var mouth_bone_name: String = "Mouth_base"
|
||||
|
||||
@export_group("Mouth")
|
||||
@export var mouth_center_pos_z: float:
|
||||
set(value):
|
||||
update_gizmos()
|
||||
mouth_center_pos_z = value
|
||||
|
||||
@export var mouth_corner_pos_z: float:
|
||||
set(value):
|
||||
update_gizmos()
|
||||
mouth_corner_pos_z = value
|
||||
|
||||
@export var mouth_pos_z_curve: Curve:
|
||||
set(value):
|
||||
update_gizmos()
|
||||
mouth_pos_z_curve = value
|
||||
|
||||
@export var mouth_corner_pos_x: float:
|
||||
set(value):
|
||||
update_gizmos()
|
||||
mouth_corner_pos_x = value
|
||||
|
||||
@export var mouth_center_pos_y: float:
|
||||
set(value):
|
||||
update_gizmos()
|
||||
mouth_center_pos_y = value
|
||||
|
||||
@export var mouth_corner_pos_y: float:
|
||||
set(value):
|
||||
update_gizmos()
|
||||
mouth_corner_pos_y = value
|
||||
|
||||
@export var mouth_corner_rot_y: float:
|
||||
set(value):
|
||||
update_gizmos()
|
||||
mouth_corner_rot_y = value
|
||||
|
||||
@export var mouth_rot_y_curve: Curve:
|
||||
set(value):
|
||||
update_gizmos()
|
||||
mouth_rot_y_curve = value
|
||||
|
||||
@export var mouth_corner_rot_x: float:
|
||||
set(value):
|
||||
update_gizmos()
|
||||
mouth_corner_rot_x = value
|
||||
|
||||
@export var mouth_corner_rot_z: float:
|
||||
set(value):
|
||||
update_gizmos()
|
||||
mouth_corner_rot_z = value
|
||||
|
||||
@export var mouth_value_yaw_curve: Curve:
|
||||
set(value):
|
||||
update_gizmos()
|
||||
mouth_value_yaw_curve = value
|
||||
|
||||
@export var mouth_front_pitch_curve: Curve
|
||||
@export var mouth_front_yaw_curve: Curve
|
||||
@export var mouth_hide_rot_y: float
|
||||
|
||||
@export_group("Eyes")
|
||||
@export var from_pupil_z_min: float
|
||||
@export var from_pupil_z_max: float
|
||||
@export var from_pupil_x_min: float
|
||||
@export var from_pupil_x_max: float
|
||||
@export var to_spec_z: float
|
||||
@export var to_spec_x: float
|
||||
|
||||
var _mouth_bone: int
|
||||
var _head_bone: int
|
||||
var _bone_indices: Dictionary = {}
|
||||
|
||||
var _angle: Vector3 = Vector3()
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
assert(skeleton, str(self) + ": skeleton missing!")
|
||||
_head_bone = skeleton.find_bone(head_bone_name)
|
||||
assert(_head_bone != -1, str(self) + ": _head_bone missing!")
|
||||
_mouth_bone = skeleton.find_bone(mouth_bone_name)
|
||||
assert(_mouth_bone != -1, str(self) + ": _mouth_bone missing!")
|
||||
|
||||
for bone_to_flatten in bones_to_flatten:
|
||||
if bone_to_flatten == null:
|
||||
continue
|
||||
for bone_name in bone_to_flatten.bone_names:
|
||||
var bone_index := skeleton.find_bone(bone_name)
|
||||
assert(bone_index != -1, bone_name + " missing!")
|
||||
_bone_indices[bone_name] = bone_index
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if skeleton == null:
|
||||
return
|
||||
|
||||
_get_angle()
|
||||
_handle_mouth()
|
||||
|
||||
for i in range(bones_to_flatten.size()):
|
||||
var bone_to_flatten := bones_to_flatten[i]
|
||||
if bone_to_flatten == null:
|
||||
continue
|
||||
for bone_name in bone_to_flatten.bone_names:
|
||||
if not _bone_indices.has(bone_name):
|
||||
continue
|
||||
var bone_index: int = _bone_indices[bone_name] as int
|
||||
_handle_position(bone_to_flatten, bone_index)
|
||||
_handle_rotation(bone_to_flatten, bone_index)
|
||||
_handle_scale(bone_to_flatten, bone_index)
|
||||
|
||||
|
||||
func mouth_pose(normalized: Vector3) -> Vector3:
|
||||
var pos: Vector3 = Vector3.ZERO
|
||||
pos.x = normalized.y * mouth_corner_pos_x
|
||||
var depth_value := mouth_pos_z_curve.sample(absf(normalized.y))
|
||||
pos.z = remap(depth_value, 0, 1, mouth_center_pos_z, mouth_corner_pos_z)
|
||||
pos.y = remap(depth_value, 0, 1, mouth_center_pos_y, mouth_corner_pos_y)
|
||||
|
||||
return pos
|
||||
|
||||
|
||||
func global_bone_transform(bone_idx: int) -> Transform3D:
|
||||
var transform_local := skeleton.get_bone_global_pose(bone_idx)
|
||||
return skeleton.global_transform * transform_local
|
||||
|
||||
|
||||
func _get_angle() -> void:
|
||||
var camera: Camera3D
|
||||
if Engine.is_editor_hint():
|
||||
var editor_interface := Engine.get_singleton("EditorInterface")
|
||||
camera = editor_interface.get_editor_viewport_3d().get_camera_3d()
|
||||
else:
|
||||
camera = get_tree().root.get_viewport().get_camera_3d()
|
||||
|
||||
var head_transform := global_bone_transform(_head_bone)
|
||||
var head_transform_rotated := (
|
||||
head_transform
|
||||
. looking_at(
|
||||
camera.global_position,
|
||||
Vector3.UP,
|
||||
true,
|
||||
)
|
||||
)
|
||||
var head_rot := head_transform.basis.get_rotation_quaternion()
|
||||
var head_rotated_rot := head_transform_rotated.basis.get_rotation_quaternion()
|
||||
var diff := (head_rot.inverse() * head_rotated_rot).normalized()
|
||||
_angle = diff.get_euler()
|
||||
|
||||
|
||||
func _handle_mouth() -> void:
|
||||
if (
|
||||
mouth_value_yaw_curve == null
|
||||
or mouth_rot_y_curve == null
|
||||
or mouth_pos_z_curve == null
|
||||
or mouth_front_pitch_curve == null
|
||||
or mouth_front_yaw_curve == null
|
||||
):
|
||||
return
|
||||
|
||||
var bone_transform := skeleton.get_bone_rest(_mouth_bone)
|
||||
var bone_rot := bone_transform.basis.get_euler()
|
||||
var bone_pos := bone_transform.origin
|
||||
var normalized := Vector3.ZERO
|
||||
normalized.y = clampf(_angle.y / (PI / 2), -1, 1)
|
||||
normalized.x = clampf(_angle.x / (PI / 2), -1, 1)
|
||||
normalized.y = (
|
||||
mouth_value_yaw_curve.sample(absf(normalized.y)) * signf(normalized.y)
|
||||
)
|
||||
|
||||
bone_pos += mouth_pose(normalized)
|
||||
skeleton.set_bone_pose_position(_mouth_bone, bone_pos)
|
||||
|
||||
var corner_angle_value := ease(absf(normalized.y), 1) * signf(normalized.y)
|
||||
bone_rot.x += (
|
||||
(
|
||||
mouth_rot_y_curve
|
||||
. sample(
|
||||
absf(corner_angle_value),
|
||||
)
|
||||
)
|
||||
* mouth_corner_rot_x
|
||||
)
|
||||
var rot_y := (
|
||||
(
|
||||
mouth_rot_y_curve
|
||||
. sample(
|
||||
absf(corner_angle_value),
|
||||
)
|
||||
)
|
||||
* signf(normalized.y)
|
||||
* mouth_corner_rot_y
|
||||
)
|
||||
bone_rot = (
|
||||
(
|
||||
Quaternion(
|
||||
Vector3.FORWARD,
|
||||
mouth_corner_rot_z * normalized.y,
|
||||
)
|
||||
* Quaternion(
|
||||
Vector3.UP,
|
||||
rot_y,
|
||||
)
|
||||
* Quaternion.from_euler(bone_rot)
|
||||
)
|
||||
. get_euler()
|
||||
)
|
||||
|
||||
skeleton.set_bone_pose_rotation(_mouth_bone, Quaternion.from_euler(bone_rot))
|
||||
|
||||
var bone_scale := Vector3.ONE
|
||||
var scale_x_front := (
|
||||
mouth_front_pitch_curve
|
||||
. sample(
|
||||
inverse_lerp(-1, 1, normalized.x),
|
||||
)
|
||||
)
|
||||
bone_scale.x = lerpf(
|
||||
1,
|
||||
scale_x_front,
|
||||
mouth_front_yaw_curve.sample(absf(normalized.y)),
|
||||
)
|
||||
if _angle.y > mirror_y_angle:
|
||||
bone_scale.x *= -1
|
||||
if absf(_angle.y) > mouth_hide_rot_y:
|
||||
bone_scale = Vector3.ZERO
|
||||
skeleton.set_bone_pose_scale(_mouth_bone, bone_scale)
|
||||
|
||||
|
||||
func _handle_position(bone_to_flatten: BoneToFlatten, bone: int) -> void:
|
||||
if not bone_to_flatten.do_position:
|
||||
return
|
||||
|
||||
var bone_pos := skeleton.get_bone_rest(bone).origin
|
||||
bone_pos.x += (
|
||||
bone_to_flatten.get_amount(_angle) * bone_to_flatten.position_x_amount
|
||||
)
|
||||
skeleton.set_bone_pose_position(bone, bone_pos)
|
||||
|
||||
|
||||
func _handle_rotation(bone_to_flatten: BoneToFlatten, bone: int) -> void:
|
||||
if not bone_to_flatten.do_rotation:
|
||||
return
|
||||
|
||||
var bone_transform := skeleton.get_bone_rest(bone)
|
||||
var bone_rot := bone_transform.basis.get_euler()
|
||||
var bone_pos := bone_transform.origin
|
||||
var amount := bone_to_flatten.get_amount(_angle)
|
||||
var normalized := bone_to_flatten.get_angle_normalized(_angle)
|
||||
|
||||
bone_rot.x += amount * (PI / 2) * bone_to_flatten.rotation_x_amount
|
||||
if bone_to_flatten.mirror_rot_x and bone_pos.x > 0:
|
||||
bone_rot.x *= -1
|
||||
if bone_to_flatten.rotation_x_curve != null:
|
||||
bone_rot.x *= (bone_to_flatten.rotation_x_curve.sample(absf(normalized.y)))
|
||||
if bone_to_flatten.consider_side_rot_x:
|
||||
bone_rot.x *= -signf(normalized.y)
|
||||
|
||||
bone_rot.y += amount * (PI / 2) * bone_to_flatten.rotation_y_amount
|
||||
if bone_to_flatten.mirror_rot_y and bone_pos.x > 0:
|
||||
bone_rot.y *= -1
|
||||
if bone_to_flatten.rotation_y_curve != null:
|
||||
bone_rot.y *= (bone_to_flatten.rotation_y_curve.sample(absf(normalized.y)))
|
||||
if bone_to_flatten.consider_side_rot_y:
|
||||
bone_rot.y *= -signf(normalized.y)
|
||||
|
||||
bone_rot.z += amount * (PI / 2) * bone_to_flatten.rotation_z_amount
|
||||
if bone_to_flatten.mirror_rot_z and bone_pos.x > 0:
|
||||
bone_rot.z *= -1
|
||||
if bone_to_flatten.rotation_z_curve != null:
|
||||
bone_rot.z *= (bone_to_flatten.rotation_z_curve.sample(absf(normalized.y)))
|
||||
if bone_to_flatten.consider_side_rot_z:
|
||||
bone_rot.z *= -signf(normalized.y)
|
||||
|
||||
skeleton.set_bone_pose_rotation(bone, Quaternion.from_euler(bone_rot))
|
||||
|
||||
|
||||
func _handle_scale(bone_to_flatten: BoneToFlatten, _bone: int) -> void:
|
||||
if not bone_to_flatten.do_scale:
|
||||
return
|
||||
50
scripts/effects/bone_to_flatten.gd
Normal file
50
scripts/effects/bone_to_flatten.gd
Normal file
@@ -0,0 +1,50 @@
|
||||
@tool
|
||||
class_name BoneToFlatten
|
||||
extends Resource
|
||||
|
||||
@export var bone_names: PackedStringArray = []
|
||||
@export var amount_by_pitch_curve: Curve = Curve.new()
|
||||
@export var amount_by_yaw_curve: Curve = Curve.new()
|
||||
@export var consider_side: bool = false
|
||||
@export var yaw_fraction: float = 1
|
||||
|
||||
@export_group("Position")
|
||||
@export var do_position: bool = false
|
||||
@export var position_x_amount: float
|
||||
|
||||
@export_group("Rotation")
|
||||
@export var do_rotation: bool = false
|
||||
@export var rotation_x_amount: float
|
||||
@export var rotation_x_curve: Curve
|
||||
@export var mirror_rot_x: bool = false
|
||||
@export var consider_side_rot_x: bool = false
|
||||
@export var rotation_y_amount: float
|
||||
@export var rotation_y_curve: Curve
|
||||
@export var mirror_rot_y: bool = false
|
||||
@export var consider_side_rot_y: bool = false
|
||||
@export var rotation_z_amount: float
|
||||
@export var rotation_z_curve: Curve
|
||||
@export var mirror_rot_z: bool = false
|
||||
@export var consider_side_rot_z: bool = false
|
||||
|
||||
@export_group("Scale")
|
||||
@export var do_scale: bool = false
|
||||
|
||||
|
||||
func get_angle_normalized(angle: Vector3) -> Vector3:
|
||||
var normalized := Vector3.ZERO
|
||||
normalized.y = angle.y / (PI / yaw_fraction)
|
||||
normalized.x = angle.x / (PI / 2)
|
||||
return normalized
|
||||
|
||||
|
||||
func get_amount(angle: Vector3) -> float:
|
||||
if amount_by_pitch_curve == null or amount_by_yaw_curve == null:
|
||||
return 0
|
||||
|
||||
var normalized := get_angle_normalized(angle)
|
||||
var amount_by_yaw := amount_by_yaw_curve.sample(absf(normalized.y))
|
||||
var amount := amount_by_pitch_curve.sample(absf(normalized.x)) * amount_by_yaw
|
||||
if consider_side:
|
||||
amount *= -signf(normalized.y)
|
||||
return amount
|
||||
17
scripts/effects/discrete_animation_player.gd
Normal file
17
scripts/effects/discrete_animation_player.gd
Normal file
@@ -0,0 +1,17 @@
|
||||
## https://forum.godotengine.org/t/how-to-set-all-3d-animation-tracks-to-nearest-interpolation/22056/4
|
||||
@tool
|
||||
extends AnimationPlayer
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
interpolation_change()
|
||||
|
||||
|
||||
func interpolation_change() -> void:
|
||||
for animation in get_animation_list():
|
||||
var anim_track_1: Animation = get_animation(animation)
|
||||
var count: int = anim_track_1.get_track_count()
|
||||
for i in count:
|
||||
anim_track_1.track_set_interpolation_type(
|
||||
i, Animation.INTERPOLATION_NEAREST
|
||||
)
|
||||
Reference in New Issue
Block a user