Feat/outline thickness and tp weapon hold #22

Merged
Dotts merged 43 commits from feat/outline-thickness-and-tp-weapon-hold into main 2026-07-27 23:22:53 -07:00
2 changed files with 76 additions and 17 deletions
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+69 -15
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@@ -19,14 +19,22 @@ class_name SkinLegRepair
## not. Freezing the AnimationTree at the rest pose renders the boots perfectly, ## not. Freezing the AnimationTree at the rest pose renders the boots perfectly,
## which is what proves it is a skinning problem rather than a pose one. ## which is what proves it is a skinning problem rather than a pose one.
## ##
## Two steps, both limited to BELOW THE KNEE (taken from the skeleton's own rest ## Three steps:
## pose, so it scales to any character). Above the knee, cross-leg weighting is
## legitimate — the skirt and shorts really do span both thighs.
## ##
## 1. Snap each vertex to the leg that already dominates it and renormalise, ## 1. BELOW THE KNEE (height taken from the skeleton's own rest pose, so this
## so nothing is pulled in two directions. ## scales to any character): snap each vertex to the leg that already
## 2. Drop any triangle still spanning the two legs afterwards. Those are the ## dominates it and renormalise, so nothing is pulled in two directions.
## midline band between the ankles, which has no correct pose either way. ## 2. ABOVE THE KNEE, only for vertices that are part of a LEG rather than
## draping cloth: same snap, to the nearer leg. 122 vertices on Taila's
## thigh mesh carry up to 35% of the opposite leg — that is the squashing
## that survived the below-knee pass and showed up when running and
## jumping split the legs. Limb membership is decided by distance to the
## leg's own bone chain, NOT by height or by surface name: a thigh vertex
## hugs its bone, while a skirt vertex hangs well clear of both and is
## left blended, which is what lets a skirt drape across both legs.
## 3. Drop any triangle still spanning the two legs below the knee. Those are
## the midline band between the ankles, which has no correct pose either
## way.
const LEG_BONE_HINTS := ["thigh", "shin", "foot", "toe"] const LEG_BONE_HINTS := ["thigh", "shin", "foot", "toe"]
## Ignore influences below this — they are rounding, not real weighting. ## Ignore influences below this — they are rounding, not real weighting.
@@ -38,6 +46,14 @@ static func repair(root: Node, skeleton: Skeleton3D) -> Array:
var knee := _knee_height(skeleton) var knee := _knee_height(skeleton)
if is_nan(knee): if is_nan(knee):
return [0, 0] return [0, 0]
var chain_l := _leg_chain(skeleton, ".L")
var chain_r := _leg_chain(skeleton, ".R")
if chain_l.is_empty() or chain_r.is_empty():
return [0, 0]
# "Part of a leg" means within roughly half the gap between the two legs of
# that leg's bone chain — self-scaling to the character's proportions.
var limb_radius: float = maxf(absf(chain_l[0].x - chain_r[0].x) * 0.5, 0.02)
var snapped_total := 0 var snapped_total := 0
var removed_total := 0 var removed_total := 0
for mi in root.find_children("*", "MeshInstance3D", true, false): for mi in root.find_children("*", "MeshInstance3D", true, false):
@@ -47,12 +63,38 @@ static func repair(root: Node, skeleton: Skeleton3D) -> Array:
# rig) is left alone rather than silently losing its expressions. # rig) is left alone rather than silently losing its expressions.
if mi.mesh.get_blend_shape_count() > 0: if mi.mesh.get_blend_shape_count() > 0:
continue continue
var r := _repair_mesh(mi, skeleton, knee) var r := _repair_mesh(mi, skeleton, knee, chain_l, chain_r, limb_radius)
snapped_total += r[0] snapped_total += r[0]
removed_total += r[1] removed_total += r[1]
return [snapped_total, removed_total] return [snapped_total, removed_total]
## Rest-pose joint positions down one leg, used as a polyline to measure how
## close a vertex sits to that limb.
static func _leg_chain(skeleton: Skeleton3D, suffix: String) -> PackedVector3Array:
var out := PackedVector3Array()
for stem in ["DEF-thigh", "DEF-shin", "DEF-foot", "DEF-toe"]:
var i := skeleton.find_bone(stem + suffix)
if i < 0:
i = skeleton.find_bone(stem.trim_prefix("DEF-") + suffix)
if i >= 0:
out.append(skeleton.get_bone_global_rest(i).origin)
return out
## Distance from a point to a polyline.
static func _dist_to_chain(p: Vector3, chain: PackedVector3Array) -> float:
var best := INF
for i in range(chain.size() - 1):
var a: Vector3 = chain[i]
var b: Vector3 = chain[i + 1]
var ab: Vector3 = b - a
var len2: float = ab.length_squared()
var t: float = 0.0 if len2 < 0.000001 else clampf((p - a).dot(ab) / len2, 0.0, 1.0)
best = minf(best, p.distance_to(a + ab * t))
return best
static func _knee_height(skeleton: Skeleton3D) -> float: static func _knee_height(skeleton: Skeleton3D) -> float:
if skeleton == null: if skeleton == null:
return NAN return NAN
@@ -63,15 +105,16 @@ static func _knee_height(skeleton: Skeleton3D) -> float:
return NAN return NAN
static func _repair_mesh(mi: MeshInstance3D, skeleton: Skeleton3D, static func _repair_mesh(mi: MeshInstance3D, skeleton: Skeleton3D, knee: float,
knee: float) -> Array: chain_l: PackedVector3Array, chain_r: PackedVector3Array,
limb_radius: float) -> Array:
var side := _side_map(mi.skin, skeleton) var side := _side_map(mi.skin, skeleton)
var surfaces: Array = [] var surfaces: Array = []
var snapped := 0 var snapped := 0
var removed := 0 var removed := 0
for s in range(mi.mesh.get_surface_count()): for s in range(mi.mesh.get_surface_count()):
var arrays: Array = mi.mesh.surface_get_arrays(s) var arrays: Array = mi.mesh.surface_get_arrays(s)
var r := _repair_surface(arrays, side, knee) var r := _repair_surface(arrays, side, knee, chain_l, chain_r, limb_radius)
snapped += r[0] snapped += r[0]
removed += r[1] removed += r[1]
surfaces.append({ surfaces.append({
@@ -119,8 +162,9 @@ static func _side_map(skin: Skin, skeleton: Skeleton3D) -> PackedInt32Array:
return out return out
static func _repair_surface(arrays: Array, side: PackedInt32Array, static func _repair_surface(arrays: Array, side: PackedInt32Array, knee: float,
knee: float) -> Array: chain_l: PackedVector3Array, chain_r: PackedVector3Array,
limb_radius: float) -> Array:
var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX] var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
var bones: PackedInt32Array = arrays[Mesh.ARRAY_BONES] var bones: PackedInt32Array = arrays[Mesh.ARRAY_BONES]
var weights: PackedFloat32Array = arrays[Mesh.ARRAY_WEIGHTS] var weights: PackedFloat32Array = arrays[Mesh.ARRAY_WEIGHTS]
@@ -148,10 +192,20 @@ static func _repair_surface(arrays: Array, side: PackedInt32Array,
continue continue
var keep: int = -1 if wl >= wr else 1 var keep: int = -1 if wl >= wr else 1
vside[v] = keep vside[v] = keep
if verts[v].y > knee:
continue
if minf(wl, wr) <= EPSILON: if minf(wl, wr) <= EPSILON:
continue # already single-legged continue # already single-legged
if verts[v].y > knee:
# Above the knee, only repair vertices that belong to a LEG. Cloth
# that drapes across both legs sits clear of either bone chain and
# is left blended so it can keep draping.
var dl: float = _dist_to_chain(verts[v], chain_l)
var dr: float = _dist_to_chain(verts[v], chain_r)
var near: float = minf(dl, dr)
var far: float = maxf(dl, dr)
if near > limb_radius or far < near * 1.25:
continue # drapes over both, or hugs neither — leave it alone
keep = -1 if dl < dr else 1
vside[v] = keep
# Drop the losing leg's influence and renormalise what remains. # Drop the losing leg's influence and renormalise what remains.
var total := 0.0 var total := 0.0
for k in per: for k in per:
+7 -2
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@@ -940,11 +940,16 @@ class ShooterPoseModifier extends SkeletonModifier3D:
# the handguard, instead of both arms waving at art-directed angles near it. # the handguard, instead of both arms waving at art-directed angles near it.
# Skeleton space: character faces +Z, up +Y, character-right -X. # Skeleton space: character faces +Z, up +Y, character-right -X.
const GUN_PITCH_HIP := 0.38 # muzzle tilts down this much at low-ready # Muzzle tilt at low-ready. Kept shallow: at the old 0.38 rad (22 degrees)
# the gun read as dangling from the hands rather than being carried.
const GUN_PITCH_HIP := 0.16
# Where the butt of the stock sits, relative to the right shoulder joint. # Where the butt of the stock sits, relative to the right shoulder joint.
# The pocket is on the FRONT of the shoulder, slightly inboard of the joint. # The pocket is on the FRONT of the shoulder, slightly inboard of the joint.
# Low-ready used to drop the butt 0.20 m to the ribs, which pulled the whole
# weapon off the shoulder and out of the arms — it never looked held. It now
# stays in the pocket and only relaxes slightly out of ADS.
const POCKET_ADS := Vector3(0.05, 0.01, 0.07) # in the shoulder pocket const POCKET_ADS := Vector3(0.05, 0.01, 0.07) # in the shoulder pocket
const POCKET_HIP := Vector3(0.02, -0.20, 0.05) # tucked down at the ribs const POCKET_HIP := Vector3(0.03, -0.07, 0.06) # still shouldered, relaxed
# Elbow bend hints (skeleton space). At the hip the firing elbow rides # Elbow bend hints (skeleton space). At the hip the firing elbow rides
# down by the ribs; shouldered it flares OUT and level (the classic # down by the ribs; shouldered it flares OUT and level (the classic
# "chicken wing"), which is what keeps the tight fold from folding the # "chicken wing"), which is what keeps the tight fold from folding the