class_name FootstepsComponent extends Node3D @export var skeleton: Skeleton3D @export var movement: MovementComponent @export var footsteps: AudioStreamRandomizer @export var step_threshold := 0.1 @export var ik_step_threshold := 0.2 @export var ik_speed := 5.0 const feet_names := ["LeftFoot", "RightFoot"] var feet: Array[Foot] = [] var ik_time: float func _ready(): for foot_name in feet_names: var foot = Foot.new() foot.bone_name = foot_name foot.bone_id = skeleton.find_bone(foot_name) foot.audio = get_node(foot_name) foot.position = skeleton.to_global(skeleton.get_bone_global_pose(foot.bone_id).origin) foot.floor_distance = INF foot.normal = Vector3.UP foot.attachment = BoneAttachment3D.new() foot.attachment.bone_name = foot_name foot.attachment.bone_idx = foot.bone_id foot.audio.reparent(foot.attachment) skeleton.add_child(foot.attachment) feet.append(foot) func _process(delta: float): for foot in feet: var old_position := foot.position 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: ik_time = minf(ik_time + ik_speed * delta, 1.0) align_surface_normal(foot, world_pose) else: ik_time = 0 if foot.floor_distance > step_threshold: continue foot.velocity = (foot.position - old_position) / delta if foot.velocity.y > 0: continue if foot.velocity.length_squared() < 1.0: continue if foot.audio.playing && foot.audio.get_playback_position() < 0.3: continue play(foot.audio) func _physics_process(_delta): var space_state = get_world_3d().direct_space_state for foot in feet: var from := foot.position var to := foot.position + Vector3(0, -10, 0) var query = PhysicsRayQueryParameters3D.create(from, to, 1) var result = space_state.intersect_ray(query) if result: foot.floor_distance = (foot.position - result.position).length() foot.normal = result.normal else: foot.floor_distance = INF foot.normal = Vector3.UP func play(audio_player: AudioStreamPlayer3D): audio_player.stream = footsteps audio_player.play() 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 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