feat: implement automated 3D character pipeline with retargeting and rig management tools
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extends SkeletonModifier3D
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class_name SpringBones
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## Secondary motion for cloth, hair and accessories.
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##
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## The animation clips drive the BODY and nothing else — tools/retarget.py
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## deliberately exports no tracks at all for skirt, hair or accessory bones (see
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## its `export_optimize_animation_keep_anim_armature=False`). This is what moves
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## them, and it is the half of the pipeline that makes clothes read as clothes.
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##
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## Why this rather than skin weights. Linear-blend skinning can only ever make a
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## garment a rigid shell of whatever bones it is weighted to: weight a skirt to
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## the thighs and it becomes trousers, weight it to the hips and it becomes a
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## bell that never moves. Neither is cloth. A skirt is cloth because it LAGS —
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## it keeps going when the hips stop, swings out through a turn, and floats on
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## the way up through a jump. That is inertia, and inertia has to be integrated,
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## not skinned. So the thigh stays solid (authored weights, its own bone) while
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## the skirt hanging over it is free to move differently — which is exactly the
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## split the model was rigged for and the old pipeline flattened away.
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##
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## Each bone is a damped spring holding its tip toward where rigidly following
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## its parent would have put it:
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##
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## a = (rest_tip - tip) * w^2 - v * 2*zeta*w + gravity
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##
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## A real spring rather than the usual Verlet blend, because it is integrated
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## against the actual frame delta and so behaves the same at 30 fps and 240.
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## The tip is then pinned back to the bone's length (cloth stretches far less
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## than it swings) and pushed out of the leg capsules, so a skirt swings AROUND
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## a thigh instead of through it.
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##
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## Bone lengths and the leg capsule radii are MEASURED from the model's own
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## geometry at build time and read from <model>.rig.json — a glTF skeleton
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## carries no bone tails at all, and Taila's 21 skirt panel bones have no
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## children either, so there is nothing in the skeleton itself that says which
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## way a panel hangs or how thick a thigh is.
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## Per class: w = stiffness as an angular frequency (rad/s), zeta = damping
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## ratio (1.0 is critical, lower overshoots), gravity in m/s^2.
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##
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## Hair is stiffer and lighter than cloth so it settles quickly instead of
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## wobbling; a skirt is slacker and heavier so it lags and swings. Gravity is
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## modest for both because the AUTHORED rest pose already has the garment
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## hanging — this only biases the droop while the body accelerates.
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const TUNING := {
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"hair": {"w": 16.0, "zeta": 0.34, "gravity": 3.0},
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"skirt": {"w": 11.0, "zeta": 0.30, "gravity": 5.0},
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"cloth": {"w": 12.0, "zeta": 0.32, "gravity": 4.5},
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"cape": {"w": 9.0, "zeta": 0.28, "gravity": 5.5},
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"coat": {"w": 11.0, "zeta": 0.30, "gravity": 5.0},
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"scarf": {"w": 12.0, "zeta": 0.30, "gravity": 4.0},
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"ribbon": {"w": 14.0, "zeta": 0.28, "gravity": 3.5},
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"tail": {"w": 13.0, "zeta": 0.30, "gravity": 3.0},
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"sleeve": {"w": 14.0, "zeta": 0.34, "gravity": 3.5},
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"breast": {"w": 20.0, "zeta": 0.40, "gravity": 2.0},
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"bust": {"w": 20.0, "zeta": 0.40, "gravity": 2.0},
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}
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const DEFAULT_TUNING := {"w": 13.0, "zeta": 0.32, "gravity": 4.0}
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## How far a tip may stray from where rigidly following would put it, as a
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## fraction of the bone's length. Cloth swings; it does not stretch.
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const MAX_STRAY := 0.6
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## A frame delta longer than this is a hitch or a load spike. Integrating it
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## launches every chain across the map, so it is clamped instead.
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const MAX_STEP := 1.0 / 30.0
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## Origin jump (metres in one frame) that means a teleport — respawn, or the
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## model being reparented — rather than movement. Chains snap instead of whip.
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const TELEPORT := 1.5
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## Ceiling on tip speed, and on how finely one frame may be subdivided. Both are
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## backstops: nothing on a character legitimately moves this fast, and four
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## substeps already covers a 30 fps frame at the stiffest tuning here.
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const MAX_SPEED := 12.0
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const MAX_SUBSTEPS := 4
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var _chains: Array = []
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var _colliders: Array = []
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var _tip: PackedVector3Array = PackedVector3Array()
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var _vel: PackedVector3Array = PackedVector3Array()
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var _settled: bool = false
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var _last_usec: int = 0
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## Build from the sidecar written by tools/retarget.py. Returns how many bones
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## are being driven, so the caller can log or disable itself when there are none.
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func setup(skel: Skeleton3D, info: Dictionary) -> int:
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_chains.clear()
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_colliders.clear()
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if skel == null or info.is_empty():
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return 0
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var total := 0
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for entry in info.get("chains", []):
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var parent_name: String = entry.get("root_parent", "")
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var parent := skel.find_bone(parent_name) if parent_name != "" else -1
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if parent < 0:
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continue
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var bones := PackedInt32Array()
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var tips := PackedVector3Array()
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var names: Array = entry.get("bones", [])
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var raw_tips: Array = entry.get("tips", [])
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for i in names.size():
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var idx := skel.find_bone(String(names[i]))
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if idx < 0:
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continue
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var tip := Vector3.ZERO
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if i < raw_tips.size():
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var t: Array = raw_tips[i]
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if t.size() == 3:
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tip = Vector3(t[0], t[1], t[2])
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if tip.length() < 0.001:
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continue # no measurable extent — nothing to swing
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bones.append(idx)
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tips.append(tip)
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if bones.is_empty():
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continue
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var tune: Dictionary = TUNING.get(String(entry.get("class", "")), DEFAULT_TUNING)
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_chains.append({
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"parent": parent,
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"bones": bones,
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"tips": tips,
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"w": float(tune["w"]),
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"zeta": float(tune["zeta"]),
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"gravity": float(tune["gravity"]),
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})
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total += bones.size()
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for c in info.get("colliders", []):
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var a := skel.find_bone(String(c.get("bone", "")))
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var b := skel.find_bone(String(c.get("child", "")))
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if a >= 0 and b >= 0:
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_colliders.append({"a": a, "b": b, "r": float(c.get("radius", 0.1))})
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_tip.resize(total)
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_vel.resize(total)
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_settled = false
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_last_usec = 0
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return total
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func _delta() -> float:
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var now := Time.get_ticks_usec()
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if _last_usec == 0:
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_last_usec = now
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return 1.0 / 60.0
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var dt := float(now - _last_usec) / 1000000.0
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_last_usec = now
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return clampf(dt, 1.0 / 480.0, MAX_STEP)
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func _process_modification() -> void:
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var skel := get_skeleton()
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if skel == null or _chains.is_empty():
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return
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var dt := _delta()
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var to_world := skel.global_transform
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var k := 0
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for chain in _chains:
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var bones: PackedInt32Array = chain["bones"]
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var tips: PackedVector3Array = chain["tips"]
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var w: float = chain["w"]
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var damp: float = 2.0 * float(chain["zeta"]) * w
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var pull: float = w * w
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var gravity := Vector3.DOWN * float(chain["gravity"])
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# World transform of the bone this chain hangs from, already posed by
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# the animation and the shooter pose layer this frame.
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var parent_world: Transform3D = to_world * skel.get_bone_global_pose(chain["parent"])
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for i in bones.size():
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var bone: int = bones[i]
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# Where rigidly following the parent would put this bone. Built from
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# the REST offset, not the current pose, or last frame's spring
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# result would compound into a permanent drift.
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var rigid: Transform3D = parent_world * skel.get_bone_rest(bone)
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var origin := rigid.origin
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var rest_tip: Vector3 = rigid * tips[i]
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var arm := rest_tip - origin
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var length := arm.length()
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if length < 0.0001:
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k += 1
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continue
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var tip := _tip[k]
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var vel := _vel[k]
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if not _settled or tip.distance_to(rest_tip) > TELEPORT:
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tip = rest_tip
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vel = Vector3.ZERO
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# Substep so the spring can never overshoot, however stiff it is or
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# however long the frame was. A single explicit step is only stable
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# while w*dt stays small; past that it gains energy every frame and
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# the chain flies off the model.
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var sub := clampi(int(ceil(dt * w / 0.4)), 1, MAX_SUBSTEPS)
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var h := dt / float(sub)
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for _s in sub:
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vel += ((rest_tip - tip) * pull - vel * damp + gravity) * h
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tip += vel * h
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# Cloth swings but barely stretches: hold the tip on the bone's
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# own sphere.
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var offset := tip - origin
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tip = origin + (offset if offset.length() > 0.0001 else arm).normalized() * length
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# Velocity is taken OUT of the constraint rather than recovered
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# from a finite difference afterwards. Dividing a projected
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# position change by a wall-clock delta is what produced the
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# 1.46 m fling: a short frame turns a millimetre of correction
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# into metres per second, and the next frame launches the chain.
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var radial := (tip - origin) / length
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vel -= radial * vel.dot(radial)
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vel = vel.limit_length(MAX_SPEED)
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# Cap how far the tip may stray from the rigid pose, so a hard turn
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# cannot fold a chain back through the body.
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var stray := tip - rest_tip
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var limit := length * MAX_STRAY
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if stray.length() > limit:
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tip = origin + ((rest_tip + stray.normalized() * limit) - origin).normalized() * length
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tip = _push_out_of_legs(skel, to_world, tip, origin, length)
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_vel[k] = vel
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_tip[k] = tip
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# Turn the tip direction back into this bone's local rotation.
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var swing := Quaternion(arm.normalized(), (tip - origin).normalized())
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var world := Transform3D(Basis(swing) * rigid.basis, origin)
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var local := parent_world.affine_inverse() * world
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skel.set_bone_pose_rotation(bone, local.basis.get_rotation_quaternion())
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parent_world = world
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k += 1
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_settled = true
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## Keep a tip outside the leg capsules, so a skirt swings AROUND a thigh rather
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## than through it. Radii are measured from the model's own body geometry at
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## build time (tools/retarget.py::_leg_colliders).
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func _push_out_of_legs(skel: Skeleton3D, to_world: Transform3D, tip: Vector3,
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origin: Vector3, length: float) -> Vector3:
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for col in _colliders:
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var a: Vector3 = to_world * skel.get_bone_global_pose(col["a"]).origin
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var b: Vector3 = to_world * skel.get_bone_global_pose(col["b"]).origin
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var ab := b - a
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var d2 := ab.length_squared()
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var t := 0.0 if d2 < 0.000001 else clampf((tip - a).dot(ab) / d2, 0.0, 1.0)
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var closest := a + ab * t
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var away := tip - closest
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var dist := away.length()
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var r: float = col["r"]
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if dist >= r:
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continue
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if dist < 0.0001:
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away = (tip - origin).cross(ab)
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if away.length() < 0.0001:
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continue
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tip = closest + away.normalized() * r
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# Pushing off a capsule moves the tip off its own sphere; put it back.
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var offset := tip - origin
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if offset.length() > 0.0001:
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tip = origin + offset.normalized() * length
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return tip
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