Improved surface normal alignment

This commit is contained in:
Eduard Urbach 2024-02-20 23:58:44 +01:00
parent 1e5ab718bf
commit 4e632608e1
Signed by: akyoto
GPG Key ID: C874F672B1AF20C0
4 changed files with 55 additions and 37 deletions

34
client/gizmo/Gizmo3D.tscn Normal file
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@ -0,0 +1,34 @@
[gd_scene load_steps=6 format=3 uid="uid://cwl3bqdt5x5b8"]
[sub_resource type="BoxMesh" id="BoxMesh_u4ygv"]
size = Vector3(0.05, 0.05, 0.05)
[sub_resource type="BoxMesh" id="BoxMesh_qml7q"]
size = Vector3(0.025, 0.025, 0.265)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_a8qud"]
albedo_color = Color(1, 0, 0, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_m0kih"]
albedo_color = Color(0, 1, 0, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_8tfkb"]
albedo_color = Color(0, 0, 1, 1)
[node name="Gizmo3D" type="MeshInstance3D"]
mesh = SubResource("BoxMesh_u4ygv")
[node name="X" type="MeshInstance3D" parent="."]
transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0.174581, 0, -7.63118e-09)
mesh = SubResource("BoxMesh_qml7q")
surface_material_override/0 = SubResource("StandardMaterial3D_a8qud")
[node name="Y" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0.174581, -7.63118e-09)
mesh = SubResource("BoxMesh_qml7q")
surface_material_override/0 = SubResource("StandardMaterial3D_m0kih")
[node name="Z" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.174581)
mesh = SubResource("BoxMesh_qml7q")
surface_material_override/0 = SubResource("StandardMaterial3D_8tfkb")

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@ -7,4 +7,9 @@ static func dampf(from: float, to: float, weight: float, smoothing: float = 0.75
return lerpf(from, to, 1 - exp(-smoothing * weight))
static func damp_angle(from: float, to: float, weight: float, smoothing: float = 0.75):
return lerp_angle(from, to, 1 - exp(-smoothing * weight))
return lerp_angle(from, to, 1 - exp(-smoothing * weight))
static func from_to_rotation(from: Vector3, to: Vector3) -> Quaternion:
var axis := from.cross(to).normalized()
var angle := from.angle_to(to)
return Quaternion(axis, angle)

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@ -125,7 +125,6 @@ libraries = {
skeleton = NodePath("../Model/Female/Armature/GeneralSkeleton")
movement = NodePath("../Movement")
footsteps = SubResource("AudioStreamRandomizer_4yj1k")
step_threshold = 0.1
[node name="Health" parent="." instance=ExtResource("2_np5ag")]
max_value = 100.0

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@ -31,17 +31,14 @@ func _ready():
func _process(delta: float):
for foot in feet:
var global_pose := skeleton.get_bone_global_pose(foot.bone_id)
var old_position := foot.position
foot.position = skeleton.to_global(global_pose.origin)
var global_pose := skeleton.get_bone_global_pose(foot.bone_id)
var world_pose := skeleton.global_transform * global_pose
foot.position = world_pose.origin
if foot.floor_distance < ik_step_threshold:
var bone_to_global := skeleton.global_transform * global_pose
var normal_local := bone_to_global.basis.transposed() * foot.normal
var pose := skeleton.get_bone_pose(foot.bone_id)
var rot := get_foot_rotation(pose.basis, normal_local)
ik_time = minf(ik_time + ik_speed * delta, 1.0)
skeleton.set_bone_pose_rotation(foot.bone_id, pose.basis.slerp(rot, ik_time))
align_surface_normal(foot, world_pose)
else:
ik_time = 0
@ -81,31 +78,14 @@ func play(audio_player: AudioStreamPlayer3D):
audio_player.stream = footsteps
audio_player.play()
func get_foot_rotation(base: Basis, normal: Vector3) -> Basis:
var rot := align_with_y(base, normal)
return rot.rotated(Vector3.UP, PI)
func align_surface_normal(foot: Foot, world_pose: Transform3D):
var pose := skeleton.get_bone_pose(foot.bone_id)
var local_normal := world_pose.basis.transposed() * foot.normal
var new_basis := get_foot_rotation(pose.basis, local_normal)
skeleton.set_bone_pose_rotation(foot.bone_id, pose.basis.slerp(new_basis, ik_time))
func align_with_y(base: Basis, normal: Vector3) -> Basis:
base.x = -base.z.cross(normal)
base.y = normal
return base.orthonormalized()
# func get_foot_rotation2(base: Basis, normal: Vector3) -> Basis:
# normal.x = -normal.x
# normal.z = -normal.z
# return align_up(base, normal)
# func align_up(base: Basis, normal: Vector3) -> Basis:
# var result = Basis()
# var node_scale = base.get_scale().abs()
# result.x = normal.cross(base.z)
# result.y = normal
# result.z = base.x.cross(normal)
# result = result.orthonormalized()
# result.x *= node_scale.x
# result.y *= node_scale.y
# result.z *= node_scale.z
# return result
func get_foot_rotation(old: Basis, normal: Vector3) -> Basis:
var new := Basis(-old.x, normal, old.z)
new = new.orthonormalized()
new = new.rotated(Vector3.UP, PI)
return new