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
5 changed files with 78 additions and 31 deletions
Showing only changes of commit af8c9831c9 - Show all commits
+1 -1
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@@ -6,7 +6,7 @@ render_mode cull_front, unshaded;
// culled, leaving a colored shell visible only at the silhouette.
uniform vec4 outline_color : source_color = vec4(0.06, 0.05, 0.09, 1.0);
uniform float outline_width : hint_range(0.0, 0.1) = 0.02;
uniform float outline_width : hint_range(0.0, 0.1) = 0.006;
void vertex() {
VERTEX += NORMAL * outline_width;
+66 -19
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@@ -19,6 +19,7 @@ var upper_arm_r_pivot: Node3D
var upper_arm_r: MeshInstance3D
var lower_arm_r_pivot: Node3D
var lower_arm_r: MeshInstance3D
var hand_r_pivot: Node3D
var thigh_l_pivot: Node3D
var thigh_l: MeshInstance3D
@@ -117,6 +118,13 @@ func _ready() -> void:
lower_arm_r.cast_shadow = shadow_setting
lower_arm_r_pivot.add_child(lower_arm_r)
# Right hand: the wrist joint at the far end of the forearm. The
# third-person weapon hangs here so it travels with the arm instead of
# floating in front of the chest.
hand_r_pivot = Node3D.new()
hand_r_pivot.position = Vector3(0, -0.35, 0)
lower_arm_r_pivot.add_child(hand_r_pivot)
# Legs (Thigh: 0.45 length, Calf: 0.45 length)
var t_leg_mesh = BoxMesh.new()
t_leg_mesh.size = Vector3(0.15, 0.45, 0.15)
@@ -166,7 +174,7 @@ func _ready() -> void:
# Cel-shade + ink outline the blocky fallback body so it matches skinned
# player models (shadows-only bodies skip it: outlines would cast shadows)
if not shadows_only:
LevelMaterials.apply_toon_recursive(root_pivot, 0.012)
LevelMaterials.apply_toon_recursive(root_pivot, 0.004)
## Skin System
var current_skin: PlayerSkin
@@ -229,7 +237,7 @@ func _apply_color(col: Color) -> void:
head.mesh.material = hmat
# Re-toon after the material swap (fresh StandardMaterials above)
if not shadows_only:
LevelMaterials.apply_toon_recursive(root_pivot, 0.012)
LevelMaterials.apply_toon_recursive(root_pivot, 0.004)
func update_state(state: String, speed: float, is_crouching: bool = false) -> void:
current_state = state
@@ -240,10 +248,13 @@ func update_state(state: String, speed: float, is_crouching: bool = false) -> vo
var is_holding_weapon: bool = false
func set_weapon(script_path: String) -> void:
# Clear existing weapons from root_pivot
for child in root_pivot.get_children():
if child.has_meta("is_third_person_weapon"):
child.queue_free()
# Clear existing weapons (older builds parented them to root_pivot)
for parent in [root_pivot, hand_r_pivot]:
if not parent:
continue
for child in parent.get_children():
if child.has_meta("is_third_person_weapon"):
child.queue_free()
if script_path == "":
is_holding_weapon = false
@@ -269,13 +280,40 @@ func set_weapon(script_path: String) -> void:
# Toon shading only — FBX weapon normals tear inverted-hull outlines
LevelMaterials.apply_toon_recursive(w, 0.0)
# Force position after the weapon's _build_model() sets it for 1st person
w.position = Vector3(-0.15, 1.0, 0.4)
w.rotation_degrees = Vector3(0, 180, 0)
# Undo the first-person viewmodel placement from _build_model()
_seat_weapon_in_hand(w)
)
# Attach to root_pivot so it stays steady and points perfectly forward
root_pivot.add_child(w)
# Riding the hand keeps the gun with the arm; _process re-aims it forward.
(hand_r_pivot if hand_r_pivot else root_pivot).add_child(w)
## Slide the weapon along its own barrel axis so a plausible grip point — not
## whatever origin the artist left the model at — ends up in the fist, and turn
## it to face the way the body faces (the model is yawed 180° in _ready, so the
## gun's -Z muzzle axis has to point along the model's local +Z).
func _seat_weapon_in_hand(w: Node3D) -> void:
w.rotation_degrees = Vector3(0, 180, 0)
w.position = Vector3.ZERO
var min_t := INF # most negative along the barrel = stock end
var max_t := -INF # most positive = muzzle end
for mi in w.find_children("*", "MeshInstance3D", true, false):
if not mi.mesh:
continue
# mi.get_aabb(), NOT mi.mesh.get_aabb(): the FBX gun parts are skinned and
# the Mesh resource still carries huge bind-pose bounds.
var xf: Transform3D = w.global_transform.affine_inverse() * mi.global_transform
var aabb: AABB = mi.get_aabb()
for i in 8:
var t: float = (xf * aabb.get_endpoint(i)).dot(Vector3(0, 0, -1))
min_t = minf(min_t, t)
max_t = maxf(max_t, t)
if min_t > max_t:
return
# ~a third back from the muzzle is where a pistol grip sits on every gun in
# the set, which leaves real length of weapon behind the hand.
var grip_at := min_t + (max_t - min_t) * 0.32
w.position = Vector3(0, 0, -grip_at)
func _set_shadows_recursive(node: Node) -> void:
if node is GeometryInstance3D:
@@ -438,15 +476,18 @@ func _process(delta: float) -> void:
# Override right arm (and left) if holding a weapon
if is_holding_weapon and current_state != "death":
# Pose the right arm to look like it's holding the weapon handle
t_upper_arm_r_rot.x = -0.6
t_upper_arm_r_rot.z = 0.15
t_lower_arm_r_rot.x = -1.0
# Right arm holds the grip: elbow tucked at the ribs, forearm level so
# the fist (and the weapon parented to it) sits chest-high just in
# front of the torso rather than out at arm's length.
t_upper_arm_r_rot.x = -0.15
t_upper_arm_r_rot.z = -0.10
t_lower_arm_r_rot.x = -1.45
# Pose the left arm to look like it's holding the foregrip
t_upper_arm_l_rot.x = -0.5
t_upper_arm_l_rot.z = -0.15
t_lower_arm_l_rot.x = -1.1
# Left arm crosses over to the handguard: up, in, and a little further
# forward than the grip hand.
t_upper_arm_l_rot.x = -0.55
t_upper_arm_l_rot.z = 0.55
t_lower_arm_l_rot.x = -1.0
var lerp_speed = 40.0 * delta
root_pivot.position = root_pivot.position.lerp(t_root_pos, lerp_speed)
@@ -462,6 +503,12 @@ func _process(delta: float) -> void:
calf_l_pivot.rotation = _lerp_vec3(calf_l_pivot.rotation, t_calf_l_rot, lerp_speed)
calf_r_pivot.rotation = _lerp_vec3(calf_r_pivot.rotation, t_calf_r_rot, lerp_speed)
# The weapon rides the hand for position, but its AIM belongs to the body:
# cancel the arm chain's rotation so the barrel stays pointed where the
# player faces instead of swinging around with the arm animation.
if hand_r_pivot:
hand_r_pivot.global_basis = root_pivot.global_basis
func _lerp_vec3(a: Vector3, b: Vector3, t: float) -> Vector3:
return Vector3(
lerp_angle(a.x, b.x, t),
+2 -2
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@@ -98,7 +98,7 @@ static func toonify(src: Material) -> Material:
## Swap every mesh surface under `node` to toon shading and add an
## inverted-hull outline overlay. Safe on skinned meshes (material_overlay
## re-renders the same deformed mesh).
static func apply_toon_recursive(node: Node, outline_width: float = 0.015) -> void:
static func apply_toon_recursive(node: Node, outline_width: float = 0.005) -> void:
if node is MeshInstance3D:
var mi := node as MeshInstance3D
var surface_count: int = mi.mesh.get_surface_count() if mi.mesh else 0
@@ -112,7 +112,7 @@ static func apply_toon_recursive(node: Node, outline_width: float = 0.015) -> vo
apply_toon_recursive(child, outline_width)
static func outline(width: float = 0.015) -> ShaderMaterial:
static func outline(width: float = 0.005) -> ShaderMaterial:
var key := "%.4f" % width
if _outline_cache.has(key):
return _outline_cache[key]
+4 -4
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@@ -115,7 +115,7 @@ func _hero(key: String, pos: Vector3, yaw_deg: float, col_size: Vector3,
body.add_child(shape)
var inst: Node3D = _kit_scene_at("res://assets/props/hero/" + key + ".glb").instantiate()
body.add_child(inst)
LevelMaterials.apply_toon_recursive(inst, 0.015)
LevelMaterials.apply_toon_recursive(inst, 0.005)
## Small visual-only kit prop (parasols, awnings): no collider needed.
@@ -125,7 +125,7 @@ func _kit_prop(key: String, pos: Vector3, yaw_deg: float, scale_f: float) -> voi
add_child(inst)
inst.global_position = pos
inst.rotation_degrees.y = yaw_deg
LevelMaterials.apply_toon_recursive(inst, 0.02)
LevelMaterials.apply_toon_recursive(inst, 0.007)
## Place a kit model with a box collider matching its scaled bounds.
@@ -249,7 +249,7 @@ func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String =
for mi in body.find_children("*", "MeshInstance3D", false, false):
mi.mesh.surface_set_material(0, LevelMaterials.flat(color))
if maxf(size.x, maxf(size.y, size.z)) < 10.0:
var w := clampf(maxf(size.x, maxf(size.y, size.z)) * 0.008, 0.02, 0.05)
var w := clampf(maxf(size.x, maxf(size.y, size.z)) * 0.003, 0.007, 0.018)
mi.material_overlay = LevelMaterials.outline(w)
return body
@@ -707,7 +707,7 @@ func _build_rail_line() -> void:
fb.add_child(fb_shape)
var fb_inst: Node3D = _kit_scene_at("res://assets/props/hero/footbridge.glb").instantiate()
fb.add_child(fb_inst)
LevelMaterials.apply_toon_recursive(fb_inst, 0.015)
LevelMaterials.apply_toon_recursive(fb_inst, 0.005)
# Walkable stair ramps at both ends (over the stair visuals)
for e in [-1.0, 1.0]:
var ang := rad_to_deg(atan2(5.5, 6.4))
+1 -1
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@@ -30,7 +30,7 @@ static func spawn_bolt(scene: Node, origin: Vector3, target: Vector3,
core.mesh = core_mesh
core.rotation.x = deg_to_rad(90) # orient capsule along Z
core.position = Vector3(0, 0, -0.55) # tail sits at the origin
core.material_overlay = LevelMaterials.outline(0.012)
core.material_overlay = LevelMaterials.outline(0.004)
tracer.add_child(core)
tracer.position = origin