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 161 additions and 107 deletions
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+106 -93
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@@ -1,74 +1,80 @@
extends Object
extends Object
class_name SkinJointHelper
## Handles bending with JOINTS instead of letting the mesh collapse.
## Articulates a joint through a CHAIN of helper bones so the limb cannot pinch.
##
## Linear-blend skinning averages TRANSFORMS, not shapes. A vertex weighted half
## to the thigh and half to the shin is placed at the average of two rotations,
## and when the joint bends that average falls inside the limb — the leg pinches
## and reads as "the thighs get really thin". Measured per vertex against the
## rest transforms, Taila's thigh was losing up to 20% of its radius along its
## whole length during a jump, not just at the knee.
## Linear-blend skinning averages TRANSFORMS, not shapes. Blending two rotations
## that are θ apart shortens anything perpendicular to the bend by cos(θ/2), so a
## vertex sitting between the thigh and the shin is pulled inside the leg the
## moment the knee folds. That is the thigh going thin during a jump.
##
## The fix is to stop any vertex ever blending across a full bend. At each leg
## joint we insert a helper bone that sits on the child's rest transform and is
## driven to HALF the child's rotation. Vertices in that joint's blend zone are
## re-weighted off the parent/child pair and onto the helper, so the sharpest
## blend any vertex sees is half the joint angle — and halving the angle roughly
## quarters the collapse. This is the standard half-angle (or "twist") joint
## used to make skinned limbs hold their volume.
## The collapse depends only on the WIDEST angle any single vertex has to blend
## across, so the fix is to make that angle small. Insert SEGMENTS-1 helper bones
## through the joint, each driven to its fraction of the child's rotation, and
## give every blend-zone vertex to the two ADJACENT bones it falls between. No
## vertex then blends across more than θ/SEGMENTS, and the worst collapse drops
## from cos(θ/2) to cos(θ/2·SEGMENTS):
##
## KNEES ONLY, deliberately. Adding hip (hips->thigh) and ankle (shin->foot)
## helpers was tried and reverted: it made the knee region measurably WORSE
## (0.80 -> 0.50) and dragged the skirt down with it (0.80 -> 0.72). The knee is
## the joint that actually bends far enough to pinch; the hip mostly swings,
## which linear-blend skinning handles far better. Re-measure before adding a
## joint here — more helpers is not automatically better.
## θ = 120° 1 step (raw) 0.50 2 steps (half-angle) 0.87
## 4 steps 0.97 6 steps 0.985
##
## install() returns the [child_bone, helper_bone] pairs; the caller MUST drive
## them every frame from inside the skeleton's modification pass (see
## Nothing is scaled and nothing is snapped rigid — the limb is simply
## articulated finely enough that averaging no longer eats it. This is why the
## fix is more joints rather than volume-correction: a bone scale fattens every
## vertex on the bone whether it was collapsing or not (tried; it ballooned parts
## of the thigh to 167% while the worst vertices stayed put).
##
## KNEES ONLY. Hip and ankle helpers were tried twice and measured worse both
## times — the hip swings rather than folds, so it was adding a blend for
## nothing, and it dragged the skirt down with it (0.80 -> 0.72). Re-measure
## before adding a joint here.
##
## install() returns [child_bone, helper_bone, fraction] triples; the caller MUST
## drive them every frame from inside the skeleton's modification pass (see
## SkinnedPlayerModel.ShooterPoseModifier). A helper that is not updated in step
## with its child deforms the limb instead of saving it.
## [parent, child] per joint, both sides. The helper is parented to `parent` and
## takes `child`'s rest transform.
## [parent, child] per joint, both sides.
const JOINTS := [
["DEF-thigh.L", "DEF-shin.L"], ["DEF-thigh.R", "DEF-shin.R"],
]
## Angular steps through each joint. 4 leaves at most a quarter of the bend for
## any one vertex to blend across, which is a ~3% collapse at a hard tuck.
const SEGMENTS := 4
## A vertex needs at least this much of BOTH bones before it is worth moving.
const MIN_BLEND := 0.02
## Joints are for the LIMB only. A helper is driven to half its child's swing,
## which is right for a thigh but wrong for a skirt — cloth wants to hang from
## the hips, not follow half a leg swing. Moving skirt vertices onto the hip
## helper measurably made them worse (0.80 -> 0.72), so anything hanging clear
## of the leg's own bone chain by more than this is left alone.
const LIMB_HINTS := ["DEF-thigh", "DEF-shin", "DEF-foot", "DEF-toe"]
## And the joint must hold at least this share of the vertex overall, or it is a
## stray cross-body influence rather than the joint this vertex belongs to.
const DOMINANT_SHARE := 0.5
## Returns an Array of [child_bone_idx, helper_bone_idx].
## Returns an Array of [child_bone_idx, helper_bone_idx, fraction].
static func install(root: Node, skeleton: Skeleton3D) -> Array:
if skeleton == null:
return []
var driven: Array = []
# child bone -> [helper bone, parent bone]
var helper_of_child := {}
# child bone -> [parent bone, [helper bones, inner first]]
var joint_helpers := {}
for joint in JOINTS:
var parent := skeleton.find_bone(joint[0])
var child := skeleton.find_bone(joint[1])
if parent < 0 or child < 0:
continue
var hname: String = "HELPER-" + joint[1]
if skeleton.find_bone(hname) >= 0:
if skeleton.find_bone("HELPER1-" + joint[1]) >= 0:
continue # already installed
var helpers: Array = []
for step in range(1, SEGMENTS):
var hname: String = "HELPER%d-%s" % [step, joint[1]]
skeleton.add_bone(hname)
var h := skeleton.find_bone(hname)
skeleton.set_bone_parent(h, parent)
# Same rest as the child, so "half the child's local rotation" lands the
# helper exactly halfway through the bend.
# Same rest as the child, so "this fraction of the child's local
# rotation" lands the helper at that fraction of the bend.
skeleton.set_bone_rest(h, skeleton.get_bone_rest(child))
skeleton.reset_bone_pose(h)
helper_of_child[child] = [h, parent]
driven.append([child, h])
helpers.append(h)
driven.append([child, h, float(step) / float(SEGMENTS)])
joint_helpers[child] = [parent, helpers]
if driven.is_empty():
return []
@@ -82,14 +88,14 @@ static func install(root: Node, skeleton: Skeleton3D) -> Array:
continue
if mi.mesh.get_blend_shape_count() > 0:
continue # rebuilding would drop the blend shapes
_reweight(mi, skeleton, helper_of_child, chain_l, chain_r, limb_radius)
_reweight(mi, skeleton, joint_helpers, chain_l, chain_r, limb_radius)
return driven
## Rest-pose joints down one leg, as a polyline for limb-membership tests.
static func _leg_chain(skeleton: Skeleton3D, suffix: String) -> PackedVector3Array:
var out := PackedVector3Array()
for stem in LIMB_HINTS:
for stem in ["DEF-thigh", "DEF-shin", "DEF-foot", "DEF-toe"]:
var i := skeleton.find_bone(stem + suffix)
if i >= 0:
out.append(skeleton.get_bone_global_rest(i).origin)
@@ -108,27 +114,14 @@ static func _dist_to_chain(p: Vector3, chain: PackedVector3Array) -> float:
## Drive the helpers. MUST run inside the skeleton's modification pass.
##
## Two things happen per joint:
##
## ROTATION — the helper takes half the child's bend, so no vertex ever blends
## across the full angle.
##
## Scaling the helper to widen the joint back out was tried and removed. The
## geometry is right — a blend across θ thins by cos(θ/2), which is |q.w| — but a
## BONE scale is far too blunt an instrument for it: it fattens every vertex on
## the helper regardless of whether that vertex was collapsing, which ballooned
## parts of the thigh to 167% while the worst-collapsing vertices (which are not
## on the helper at all) did not move off 0.83. Per-vertex correction is what
## that idea needs, and a bone cannot express it.
static func update(skeleton: Skeleton3D, driven: Array) -> void:
for d in driven:
skeleton.set_bone_pose_rotation(d[1],
Quaternion.IDENTITY.slerp(skeleton.get_bone_pose_rotation(d[0]), 0.5))
skeleton.set_bone_pose_rotation(d[1], Quaternion.IDENTITY.slerp(
skeleton.get_bone_pose_rotation(d[0]), d[2]))
static func _reweight(mi: MeshInstance3D, skeleton: Skeleton3D,
helper_of_child: Dictionary, chain_l: PackedVector3Array,
joint_helpers: Dictionary, chain_l: PackedVector3Array,
chain_r: PackedVector3Array, limb_radius: float) -> void:
var skin: Skin = mi.skin
var bone_of := {}
@@ -141,19 +134,22 @@ static func _reweight(mi: MeshInstance3D, skeleton: Skeleton3D,
for b in skin.get_bind_count():
bind_of_bone[bone_of[b]] = b
# One bind per helper, sharing the child's bind pose — their global rests
# are identical, so the inverse-bind matrix is the same.
# joint list of [parent_bind, child_bind, helper_bind]
# Per joint: the ordered bind chain parent -> helpers -> child. Helpers share
# the child's bind pose because their global rests are identical.
var jobs: Array = []
for child in helper_of_child:
var helper: int = helper_of_child[child][0]
var parent: int = helper_of_child[child][1]
for child in joint_helpers:
var parent: int = joint_helpers[child][0]
var helpers: Array = joint_helpers[child][1]
if not bind_of_bone.has(child) or not bind_of_bone.has(parent):
continue
var child_bind: int = bind_of_bone[child]
skin.add_named_bind(skeleton.get_bone_name(helper),
var chain: Array = [bind_of_bone[parent]]
for h in helpers:
skin.add_named_bind(skeleton.get_bone_name(h),
skin.get_bind_pose(child_bind))
jobs.append([bind_of_bone[parent], child_bind, skin.get_bind_count() - 1])
chain.append(skin.get_bind_count() - 1)
chain.append(child_bind)
jobs.append(chain)
if jobs.is_empty():
return
@@ -191,15 +187,28 @@ static func _reweight_surface(arrays: Array, jobs: Array,
var touched := 0
for v in verts.size():
# NO limb-radius gate here. It was added to keep a hip helper off the
# skirt, and with knees only there is nothing to protect against — but
# it does exclude the outside of the knee, which sits further from the
# bone axis than the limb radius and is exactly what needs helping
# (measured: gating it put the knee back to 0.50).
for job in jobs:
var parent_bind: int = job[0]
var child_bind: int = job[1]
var helper_bind: int = job[2]
# Cloth is not a limb. The gate is generous — the outside of a knee sits
# further from the bone axis than the limb radius and DOES need helping —
# but without it the skirt and the outer boot flare get bound to a knee
# helper and swing with the shin.
if minf(_dist_to_chain(verts[v], chain_l),
_dist_to_chain(verts[v], chain_r)) > limb_radius * 1.6:
continue
# Pick the joint this vertex most belongs to — the chain holding the most
# of its weight — NOT merely the first chain that matches.
#
# Taking the first match bound right-thigh vertices that still carried a
# little residual left-leg weight to the LEFT knee's helpers, which then
# dragged them across the body: measured worst 0.46, and no amount of
# extra subdivision touched it because the vertex was on the wrong
# joint entirely.
var best_chain: Array = []
var best_kp := -1
var best_kc := -1
var best_total := 0.0
for chain in jobs:
var parent_bind: int = chain[0]
var child_bind: int = chain[chain.size() - 1]
var k_parent := -1
var k_child := -1
for k in per:
@@ -212,26 +221,30 @@ static func _reweight_surface(arrays: Array, jobs: Array,
continue
var w_parent: float = weights[v * per + k_parent]
var w_child: float = weights[v * per + k_child]
var m: float = minf(w_parent, w_child)
if m < MIN_BLEND:
if minf(w_parent, w_child) < MIN_BLEND:
continue
# Move 2m onto the helper, taking m from each side. The slot whose
# weight falls to zero is reused, so no extra influence slot is
# needed and the weights still sum to exactly 1.
if w_parent <= w_child:
bones[v * per + k_parent] = helper_bind
weights[v * per + k_parent] = 2.0 * m
weights[v * per + k_child] = w_child - m
else:
bones[v * per + k_child] = helper_bind
weights[v * per + k_child] = 2.0 * m
weights[v * per + k_parent] = w_parent - m
var total: float = w_parent + w_child
if total > best_total:
best_total = total
best_chain = chain
best_kp = k_parent
best_kc = k_child
# The joint must genuinely own this vertex. Below this it is a stray
# cross-body influence, and re-binding it would pull the mesh across.
if best_chain.is_empty() or best_total < DOMINANT_SHARE:
continue
# How far through the joint the vertex sits, then hand it to the two
# ADJACENT bones either side of that point. Its widest blend is now one
# segment instead of the whole joint.
var w_c: float = weights[v * per + best_kc]
var pos: float = (w_c / best_total) * float(SEGMENTS)
var lo: int = clampi(int(floor(pos)), 0, SEGMENTS - 1)
var frac: float = clampf(pos - float(lo), 0.0, 1.0)
bones[v * per + best_kp] = best_chain[lo]
weights[v * per + best_kp] = best_total * (1.0 - frac)
bones[v * per + best_kc] = best_chain[lo + 1]
weights[v * per + best_kc] = best_total * frac
touched += 1
# ONE joint per vertex. Falling through to the next job would read
# the bones this one just rewrote and move the vertex twice, which
# corrupts the blend rather than halving it (measured: the knee got
# worse, 0.80 -> 0.50, purely from cascading).
break
if touched > 0:
arrays[Mesh.ARRAY_BONES] = bones
arrays[Mesh.ARRAY_WEIGHTS] = weights
+48 -7
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@@ -255,12 +255,14 @@ static func _repair_surface(arrays: Array, side: PackedInt32Array,
# 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
if minf(dl, dr) > limb_radius:
continue # hugs neither chain — cloth, leave it alone
# Side comes from WEIGHT, not from which chain is nearer. An earlier
# version also demanded one chain be 1.25x closer than the other,
# which skipped everything near the centre line — and that is exactly
# where the damage was: inner-thigh vertices kept 21% of the OPPOSITE
# leg and were torn apart when the legs split (measured 0.46). A limb
# vertex belongs to whichever leg actually drives it.
# Drop the losing leg's influence and renormalise what remains.
var total := 0.0
for k in per:
@@ -310,7 +312,46 @@ static func _repair_surface(arrays: Array, side: PackedInt32Array,
weights[v * per + k] /= sum
snapped += 1
# Step 3 — drop triangles that still span the legs below the knee.
# Step 3 — belt and braces: NO vertex that sits on a limb may carry any
# weight from the opposite leg, at any height. The staged rules above each
# have their own guards and between them they were still letting inner-thigh
# vertices through with ~20% of the far leg, which tears them apart when the
# legs split (measured 0.46 — the worst collapse left on the model). This is
# unconditional and runs last so nothing can reintroduce it.
for v in verts.size():
var near_l: float = _dist_to_chain(verts[v], chain_l)
var near_r: float = _dist_to_chain(verts[v], chain_r)
# Generous radius: the limb radius is measured from the bone AXIS, so a
# vertex on the front or back of a thigh clears it easily, and those were
# exactly the ones slipping through with opposite-leg weight. The skirt
# hangs far enough out to stay outside even this.
if minf(near_l, near_r) > limb_radius * 1.6:
continue # cloth
var own: int = -1 if near_l < near_r else 1
# Prefer the leg that actually drives it; fall back to the nearer chain.
var wl2 := 0.0
var wr2 := 0.0
for k in per:
match side[bones[v * per + k]]:
-1: wl2 += weights[v * per + k]
1: wr2 += weights[v * per + k]
if maxf(wl2, wr2) > 0.0:
own = -1 if wl2 >= wr2 else 1
if minf(wl2, wr2) <= 0.0:
continue # already single-legged
var tot := 0.0
for k in per:
var b2: int = bones[v * per + k]
if side[b2] != 0 and side[b2] != own:
weights[v * per + k] = 0.0
tot += weights[v * per + k]
if tot > 0.0:
for k in per:
weights[v * per + k] /= tot
vside[v] = own
snapped += 1
# Step 4 — drop triangles that still span the legs below the knee.
var removed := 0
if not idx.is_empty():
var keep_idx := PackedInt32Array()