Improved surface normal alignment
This commit is contained in:
parent
1e5ab718bf
commit
4e632608e1
34
client/gizmo/Gizmo3D.tscn
Normal file
34
client/gizmo/Gizmo3D.tscn
Normal file
@ -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")
|
@ -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)
|
@ -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
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user