Feat/outline thickness and tp weapon hold #22
@@ -35,6 +35,8 @@ class_name SkinLegRepair
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## 3. Drop any triangle still spanning the two legs below the knee. Those are
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## the midline band between the ankles, which has no correct pose either
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## way.
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##
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## Measure with debug/limb_deform_check.gd.
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const LEG_BONE_HINTS := ["thigh", "shin", "foot", "toe"]
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## Ignore influences below this — they are rounding, not real weighting.
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@@ -16,10 +16,23 @@ extends SceneTree
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## collapse that linear-blend skinning causes at a bent joint;
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## 0.85-1.00 is normal, well below that is a weighting fault.
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##
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## Written after four rounds of chasing reported leg "squashing". Renders were
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## repeatedly misleading — a slim anime leg at full stride genuinely looks
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## stretched — so measure before changing anything, and prefer this over
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## eyeballing a screenshot.
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## Written after several rounds of chasing reported leg "squashing". Renders
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## were repeatedly misleading — a slim anime leg at full stride genuinely looks
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## stretched — so measure before changing anything.
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##
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## READ THIS BEFORE TRUSTING ANY NUMBER YOU ADD HERE. Two earlier versions of
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## this measurement were themselves wrong and nearly caused a bad "fix":
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##
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## * Comparing skinned lengths against BIND-POSE lengths. The character is
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## never in bind pose, so ordinary posing showed up as 0.4x-2.5x
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## "deformation" even with the animation frozen.
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## * Flagging vertices weighted across "non-adjacent" leg bones by testing
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## max_slot - min_slot >= 2. That flags shin+foot+toe, which is a perfectly
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## normal contiguous run.
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##
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## So the baseline here is the skeleton's REST transforms, which makes every
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## ratio exactly 1.00 when the pose is the rest pose — the tool validates
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## itself. If you add a metric, prove it reads 1.00 on an unposed model first.
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var _frames := 0
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var _model: SkinnedPlayerModel = null
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@@ -51,7 +64,7 @@ func _process(_delta: float) -> bool:
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if _frames < 10:
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return false
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if _frames == 10:
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_measure(true)
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_measure(true) # baseline from the skeleton's REST transforms
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return false
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var phase: int = clampi((_frames - 20) / FRAMES_PER_STATE, 0, SWEEP.size() - 1)
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_model.update_state(SWEEP[phase][0], SWEEP[phase][1], false)
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@@ -107,9 +120,12 @@ func _measure(store_rest: bool) -> void:
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_rings(skel, skin, bone_of, mname, verts, bones, weights, per, store_rest)
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## `rest` skins against the skeleton's rest transforms instead of its current
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## pose, which is what makes the baseline exact: ratios come out 1.00 on an
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## unposed model, so a wrong reading is visible immediately.
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func _skinned(skel: Skeleton3D, skin: Skin, bone_of: Dictionary, p: Vector3,
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bones: PackedInt32Array, weights: PackedFloat32Array,
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base: int, per: int) -> Vector3:
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base: int, per: int, rest: bool = false) -> Vector3:
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var q := Vector3.ZERO
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for k in per:
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var w: float = weights[base + k]
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@@ -119,7 +135,8 @@ func _skinned(skel: Skeleton3D, skin: Skin, bone_of: Dictionary, p: Vector3,
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var bi: int = bone_of[bind]
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if bi < 0:
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continue
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q += (skel.get_bone_global_pose(bi) * skin.get_bind_pose(bind) * p) * w
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var m: Transform3D = skel.get_bone_global_rest(bi) if rest else skel.get_bone_global_pose(bi)
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q += (m * skin.get_bind_pose(bind) * p) * w
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return q
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@@ -140,7 +157,7 @@ func _span(skel: Skeleton3D, skin: Skin, bone_of: Dictionary, mname: String,
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var t: float = clampf((p - ha).dot(hf) / hf.length_squared(), 0.0, 1.0)
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if p.distance_to(ha + hf * t) > 0.10:
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continue
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var q := _skinned(skel, skin, bone_of, p, bones, weights, v * per, per)
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var q := _skinned(skel, skin, bone_of, p, bones, weights, v * per, per, store_rest)
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lo = Vector3(minf(lo.x, q.x), minf(lo.y, q.y), minf(lo.z, q.z))
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hi = Vector3(maxf(hi.x, q.x), maxf(hi.y, q.y), maxf(hi.z, q.z))
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n += 1
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@@ -177,7 +194,7 @@ func _rings(skel: Skeleton3D, skin: Skin, bone_of: Dictionary, mname: String,
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continue
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if p.distance_to(a + ab * t) > 0.09:
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continue
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var q := _skinned(skel, skin, bone_of, p, bones, weights, v * per, per)
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var q := _skinned(skel, skin, bone_of, p, bones, weights, v * per, per, store_rest)
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sp.append(q)
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c += q
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if sp.size() < 3:
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