batrix/scripts/effects/bone_flattener.gd

293 lines
7.8 KiB
GDScript

@tool
class_name BoneFlattener
extends Node3D
@export var skeleton: Skeleton3D
@export var bones_to_flatten: Array[BoneToFlatten] = []
@export var mirror_y_angle: float
@export var editor_preview: bool = false
@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 or (Engine.is_editor_hint() and not editor_preview):
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