293 lines
7.8 KiB
GDScript
293 lines
7.8 KiB
GDScript
@tool
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class_name BoneFlattener
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extends Node3D
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@export var skeleton: Skeleton3D
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@export var bones_to_flatten: Array[BoneToFlatten] = []
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@export var mirror_y_angle: float
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@export var editor_preview: bool = false
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@export_group("Bone names")
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@export var head_bone_name: String = "Head"
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@export var mouth_bone_name: String = "Mouth_base"
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@export_group("Mouth")
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@export var mouth_center_pos_z: float:
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set(value):
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update_gizmos()
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mouth_center_pos_z = value
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@export var mouth_corner_pos_z: float:
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set(value):
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update_gizmos()
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mouth_corner_pos_z = value
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@export var mouth_pos_z_curve: Curve:
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set(value):
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update_gizmos()
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mouth_pos_z_curve = value
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@export var mouth_corner_pos_x: float:
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set(value):
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update_gizmos()
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mouth_corner_pos_x = value
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@export var mouth_center_pos_y: float:
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set(value):
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update_gizmos()
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mouth_center_pos_y = value
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@export var mouth_corner_pos_y: float:
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set(value):
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update_gizmos()
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mouth_corner_pos_y = value
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@export var mouth_corner_rot_y: float:
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set(value):
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update_gizmos()
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mouth_corner_rot_y = value
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@export var mouth_rot_y_curve: Curve:
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set(value):
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update_gizmos()
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mouth_rot_y_curve = value
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@export var mouth_corner_rot_x: float:
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set(value):
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update_gizmos()
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mouth_corner_rot_x = value
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@export var mouth_corner_rot_z: float:
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set(value):
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update_gizmos()
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mouth_corner_rot_z = value
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@export var mouth_value_yaw_curve: Curve:
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set(value):
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update_gizmos()
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mouth_value_yaw_curve = value
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@export var mouth_front_pitch_curve: Curve
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@export var mouth_front_yaw_curve: Curve
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@export var mouth_hide_rot_y: float
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@export_group("Eyes")
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@export var from_pupil_z_min: float
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@export var from_pupil_z_max: float
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@export var from_pupil_x_min: float
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@export var from_pupil_x_max: float
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@export var to_spec_z: float
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@export var to_spec_x: float
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var _mouth_bone: int
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var _head_bone: int
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var _bone_indices: Dictionary = {}
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var _angle: Vector3 = Vector3()
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func _ready() -> void:
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assert(skeleton, str(self) + ": skeleton missing!")
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_head_bone = skeleton.find_bone(head_bone_name)
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assert(_head_bone != -1, str(self) + ": _head_bone missing!")
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_mouth_bone = skeleton.find_bone(mouth_bone_name)
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assert(_mouth_bone != -1, str(self) + ": _mouth_bone missing!")
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for bone_to_flatten in bones_to_flatten:
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if bone_to_flatten == null:
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continue
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for bone_name in bone_to_flatten.bone_names:
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var bone_index := skeleton.find_bone(bone_name)
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assert(bone_index != -1, bone_name + " missing!")
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_bone_indices[bone_name] = bone_index
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func _process(_delta: float) -> void:
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if skeleton == null or (Engine.is_editor_hint() and not editor_preview):
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return
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_get_angle()
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_handle_mouth()
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for i in range(bones_to_flatten.size()):
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var bone_to_flatten := bones_to_flatten[i]
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if bone_to_flatten == null:
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continue
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for bone_name in bone_to_flatten.bone_names:
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if not _bone_indices.has(bone_name):
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continue
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var bone_index: int = _bone_indices[bone_name] as int
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_handle_position(bone_to_flatten, bone_index)
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_handle_rotation(bone_to_flatten, bone_index)
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_handle_scale(bone_to_flatten, bone_index)
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func mouth_pose(normalized: Vector3) -> Vector3:
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var pos: Vector3 = Vector3.ZERO
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pos.x = normalized.y * mouth_corner_pos_x
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var depth_value := mouth_pos_z_curve.sample(absf(normalized.y))
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pos.z = remap(depth_value, 0, 1, mouth_center_pos_z, mouth_corner_pos_z)
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pos.y = remap(depth_value, 0, 1, mouth_center_pos_y, mouth_corner_pos_y)
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return pos
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func global_bone_transform(bone_idx: int) -> Transform3D:
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var transform_local := skeleton.get_bone_global_pose(bone_idx)
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return skeleton.global_transform * transform_local
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func _get_angle() -> void:
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var camera: Camera3D
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if Engine.is_editor_hint():
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var editor_interface := Engine.get_singleton("EditorInterface")
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camera = editor_interface.get_editor_viewport_3d().get_camera_3d()
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else:
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camera = get_tree().root.get_viewport().get_camera_3d()
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var head_transform := global_bone_transform(_head_bone)
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var head_transform_rotated := (
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head_transform
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. looking_at(
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camera.global_position,
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Vector3.UP,
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true,
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)
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)
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var head_rot := head_transform.basis.get_rotation_quaternion()
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var head_rotated_rot := head_transform_rotated.basis.get_rotation_quaternion()
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var diff := (head_rot.inverse() * head_rotated_rot).normalized()
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_angle = diff.get_euler()
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func _handle_mouth() -> void:
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if (
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mouth_value_yaw_curve == null
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or mouth_rot_y_curve == null
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or mouth_pos_z_curve == null
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or mouth_front_pitch_curve == null
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or mouth_front_yaw_curve == null
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):
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return
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var bone_transform := skeleton.get_bone_rest(_mouth_bone)
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var bone_rot := bone_transform.basis.get_euler()
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var bone_pos := bone_transform.origin
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var normalized := Vector3.ZERO
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normalized.y = clampf(_angle.y / (PI / 2), -1, 1)
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normalized.x = clampf(_angle.x / (PI / 2), -1, 1)
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normalized.y = (
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mouth_value_yaw_curve.sample(absf(normalized.y)) * signf(normalized.y)
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)
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bone_pos += mouth_pose(normalized)
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skeleton.set_bone_pose_position(_mouth_bone, bone_pos)
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var corner_angle_value := ease(absf(normalized.y), 1) * signf(normalized.y)
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bone_rot.x += (
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(
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mouth_rot_y_curve
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. sample(
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absf(corner_angle_value),
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)
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)
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* mouth_corner_rot_x
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)
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var rot_y := (
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(
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mouth_rot_y_curve
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. sample(
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absf(corner_angle_value),
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)
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)
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* signf(normalized.y)
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* mouth_corner_rot_y
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)
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bone_rot = (
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(
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Quaternion(
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Vector3.FORWARD,
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mouth_corner_rot_z * normalized.y,
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)
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* Quaternion(
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Vector3.UP,
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rot_y,
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)
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* Quaternion.from_euler(bone_rot)
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)
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. get_euler()
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)
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skeleton.set_bone_pose_rotation(_mouth_bone, Quaternion.from_euler(bone_rot))
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var bone_scale := Vector3.ONE
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var scale_x_front := (
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mouth_front_pitch_curve
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. sample(
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inverse_lerp(-1, 1, normalized.x),
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)
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)
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bone_scale.x = lerpf(
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1,
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scale_x_front,
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mouth_front_yaw_curve.sample(absf(normalized.y)),
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)
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if _angle.y > mirror_y_angle:
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bone_scale.x *= -1
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if absf(_angle.y) > mouth_hide_rot_y:
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bone_scale = Vector3.ZERO
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skeleton.set_bone_pose_scale(_mouth_bone, bone_scale)
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func _handle_position(bone_to_flatten: BoneToFlatten, bone: int) -> void:
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if not bone_to_flatten.do_position:
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return
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var bone_pos := skeleton.get_bone_rest(bone).origin
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bone_pos.x += (
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bone_to_flatten.get_amount(_angle) * bone_to_flatten.position_x_amount
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)
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skeleton.set_bone_pose_position(bone, bone_pos)
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func _handle_rotation(bone_to_flatten: BoneToFlatten, bone: int) -> void:
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if not bone_to_flatten.do_rotation:
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return
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var bone_transform := skeleton.get_bone_rest(bone)
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var bone_rot := bone_transform.basis.get_euler()
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var bone_pos := bone_transform.origin
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var amount := bone_to_flatten.get_amount(_angle)
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var normalized := bone_to_flatten.get_angle_normalized(_angle)
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bone_rot.x += amount * (PI / 2) * bone_to_flatten.rotation_x_amount
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if bone_to_flatten.mirror_rot_x and bone_pos.x > 0:
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bone_rot.x *= -1
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if bone_to_flatten.rotation_x_curve != null:
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bone_rot.x *= (bone_to_flatten.rotation_x_curve.sample(absf(normalized.y)))
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if bone_to_flatten.consider_side_rot_x:
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bone_rot.x *= -signf(normalized.y)
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bone_rot.y += amount * (PI / 2) * bone_to_flatten.rotation_y_amount
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if bone_to_flatten.mirror_rot_y and bone_pos.x > 0:
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bone_rot.y *= -1
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if bone_to_flatten.rotation_y_curve != null:
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bone_rot.y *= (bone_to_flatten.rotation_y_curve.sample(absf(normalized.y)))
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if bone_to_flatten.consider_side_rot_y:
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bone_rot.y *= -signf(normalized.y)
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bone_rot.z += amount * (PI / 2) * bone_to_flatten.rotation_z_amount
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if bone_to_flatten.mirror_rot_z and bone_pos.x > 0:
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bone_rot.z *= -1
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if bone_to_flatten.rotation_z_curve != null:
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bone_rot.z *= (bone_to_flatten.rotation_z_curve.sample(absf(normalized.y)))
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if bone_to_flatten.consider_side_rot_z:
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bone_rot.z *= -signf(normalized.y)
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skeleton.set_bone_pose_rotation(bone, Quaternion.from_euler(bone_rot))
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func _handle_scale(bone_to_flatten: BoneToFlatten, _bone: int) -> void:
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if not bone_to_flatten.do_scale:
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return
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