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Papay-Shooter/characters/skin_leg_repair.gd
2026-08-02 02:20:02 -04:00

385 lines
15 KiB
GDScript

extends Object
class_name SkinLegRepair
## Keeps the HUMANOID rigid while letting the CLOTHES flow.
##
## That split is the whole design rule here, and it decides what every pass below
## is allowed to touch:
##
## * LIMB vertices — anything hugging a leg's own bone chain: skin, stockings,
## boots — are cleaned up hard. They belong to one leg, they follow it, and
## they hold their shape. Deforming here is a bug.
## * DRAPE vertices — the skirt and anything else hanging clear of both leg
## chains — are LEFT ALONE, so they keep swinging with the body.
##
## DO NOT stiffen the skirt onto the hips. It was tried (to stop it flattening at
## a wide stride) and reverted: it makes the clothes read as a rigid shell, which
## is worse than the flattening it fixed. Cloth is supposed to move.
##
## Current split, from debug/limb_deform_check.gd: the body holds 0.98 of its
## cross-section at the knee, while the skirt is free at 0.88 — rigid limbs,
## moving cloth.
##
##
## Stops below-the-knee geometry being dragged by BOTH legs at once.
##
## Taila's boots are skinned with weights that bleed across the centre line:
## 262 vertices in the boot/cuff surface (plus 208 in the model's outline shell
## and 176 in the body) carry weight from the left AND right leg, the worst at a
## dead-even 49/51 split. A vertex pulled equally by both feet sits halfway
## between them and stays there while the legs separate, stretching every
## triangle around it. That is the "ankle cuffs are linked" stretching, and the
## elongated boot that reads as the legs being squashed.
##
## Everything else about the rig is fine, which is why this took so long to
## find. Measured through the full runtime stack during a run: no bone's pose
## basis deviates from a pure rotation by more than 0.00001, no bone's length
## drifts from its rest offset by more than 0.0000 m, and no below-knee vertex
## is influenced by any non-leg bone. The skeleton is correct; the weights are
## 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.
##
## Three steps:
##
## 1. BELOW THE KNEE (height taken from the skeleton's own rest pose, so this
## scales to any character): snap each vertex to the leg that already
## dominates it and renormalise, so nothing is pulled in two directions.
## 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. Cap how much the TORSO owns a leg vertex. The top of the thigh is
## weighted between the hips and the thigh; at a wide stride, linear-blend
## skinning averages the near-static hips against a thigh swung 60 degrees
## out, and the top of the leg flattens into a wedge. That is the hip
## collapse visible from the side while running and jumping, and it is the
## worst number the measurement reports (cross-section 0.85 at the hip
## against 0.97-0.99 at the knee). Leg vertices keep at most MAX_TORSO of
## hips/spine influence, and the excess goes to the leg bone that already
## dominates them, so the thigh follows its own bone.
## 4. 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.
##
## Measure with debug/limb_deform_check.gd.
const LEG_BONE_HINTS := ["thigh", "shin", "foot", "toe"]
## Bones that belong to the torso, not the leg.
const TORSO_BONE_HINTS := ["hips", "spine", "pelvis"]
## The most torso influence a leg vertex may keep. Some is wanted — it is what
## rounds the hip off — but past this the thigh stops following its own bone.
const MAX_TORSO := 0.15
## Ignore influences below this — they are rounding, not real weighting.
const EPSILON := 0.005
## Returns [vertices_snapped, triangles_removed] so callers can log the result.
static func repair(root: Node, skeleton: Skeleton3D) -> Array:
var knee := _knee_height(skeleton)
if is_nan(knee):
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 removed_total := 0
for mi in root.find_children("*", "MeshInstance3D", true, false):
if mi.mesh == null or mi.skin == null:
continue
# Rebuilding a mesh drops blend shapes, so a skin that uses them (a face
# rig) is left alone rather than silently losing its expressions.
if mi.mesh.get_blend_shape_count() > 0:
continue
var r := _repair_mesh(mi, skeleton, knee, chain_l, chain_r, limb_radius)
snapped_total += r[0]
removed_total += r[1]
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:
if skeleton == null:
return NAN
for n in ["DEF-shin.L", "shin.L", "DEF-shin.R", "shin.R"]:
var i := skeleton.find_bone(n)
if i >= 0:
return skeleton.get_bone_global_rest(i).origin.y
return NAN
static func _repair_mesh(mi: MeshInstance3D, skeleton: Skeleton3D, knee: float,
chain_l: PackedVector3Array, chain_r: PackedVector3Array,
limb_radius: float) -> Array:
var safe_bounds := mi.mesh.get_aabb()
var side := _side_map(mi.skin, skeleton)
var torso_bone := _torso_map(mi.skin, skeleton)
var surfaces: Array = []
var snapped := 0
var removed := 0
for s in range(mi.mesh.get_surface_count()):
var arrays: Array = mi.mesh.surface_get_arrays(s)
var r := _repair_surface(arrays, side, torso_bone, knee, chain_l, chain_r, limb_radius)
snapped += r[0]
removed += r[1]
surfaces.append({
"arrays": arrays,
"material": mi.mesh.surface_get_material(s),
"name": mi.mesh.surface_get_name(s),
})
if snapped == 0 and removed == 0:
return [0, 0]
var rebuilt := ArrayMesh.new()
for i in surfaces.size():
var entry: Dictionary = surfaces[i]
rebuilt.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, entry["arrays"])
rebuilt.surface_set_material(i, entry["material"])
if entry["name"] != "":
rebuilt.surface_set_name(i, entry["name"])
# ArrayMesh rebuilds per-bind bone bounds from ARRAY_BONES. Some runtime
# GLBs have a sparse Skin bind table, so that derived array can be longer
# than the renderer skeleton and mesh_get_aabb rejects it. A padded bind-pose
# bound is conservative for humanoid animation and avoids that invalid path.
var padding := Vector3.ONE * maxf(safe_bounds.size.length() * 0.12, 0.25)
safe_bounds.position -= padding
safe_bounds.size += padding * 2.0
rebuilt.custom_aabb = safe_bounds
mi.mesh = rebuilt
return [snapped, removed]
## Is each bind a torso bone? Keyed by SKIN BIND index, like _side_map.
static func _torso_map(skin: Skin, skeleton: Skeleton3D) -> Array:
var out: Array = []
out.resize(skin.get_bind_count())
for b in skin.get_bind_count():
var n := skin.get_bind_name(b)
if n == "":
var bone := skin.get_bind_bone(b)
n = skeleton.get_bone_name(bone) if bone >= 0 else ""
out[b] = false
for hint in TORSO_BONE_HINTS:
if n.findn(hint) != -1:
out[b] = true
break
return out
## -1 left leg, +1 right leg, 0 anything else — keyed by SKIN BIND index, which
## is what ARRAY_BONES stores (not the skeleton's bone index).
static func _side_map(skin: Skin, skeleton: Skeleton3D) -> PackedInt32Array:
var out := PackedInt32Array()
out.resize(skin.get_bind_count())
for b in skin.get_bind_count():
var n := skin.get_bind_name(b)
if n == "":
var bone := skin.get_bind_bone(b)
n = skeleton.get_bone_name(bone) if bone >= 0 else ""
var is_leg := false
for hint in LEG_BONE_HINTS:
if n.findn(hint) != -1:
is_leg = true
break
if not is_leg:
out[b] = 0
elif n.ends_with(".L"):
out[b] = -1
elif n.ends_with(".R"):
out[b] = 1
else:
out[b] = 0
return out
static func _repair_surface(arrays: Array, side: PackedInt32Array,
torso_bone: Array, knee: float,
chain_l: PackedVector3Array, chain_r: PackedVector3Array,
limb_radius: float) -> Array:
var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
var bones: PackedInt32Array = arrays[Mesh.ARRAY_BONES]
var weights: PackedFloat32Array = arrays[Mesh.ARRAY_WEIGHTS]
var idx: PackedInt32Array = arrays[Mesh.ARRAY_INDEX]
if bones.is_empty() or verts.is_empty():
return [0, 0]
var per: int = bones.size() / verts.size()
# Step 1 — one leg per vertex.
var vside := PackedInt32Array()
vside.resize(verts.size())
var snapped := 0
for v in verts.size():
var wl := 0.0
var wr := 0.0
for k in per:
var w: float = weights[v * per + k]
if w <= EPSILON:
continue
match side[bones[v * per + k]]:
-1: wl += w
1: wr += w
if wl <= 0.0 and wr <= 0.0:
vside[v] = 0
continue
var keep: int = -1 if wl >= wr else 1
vside[v] = keep
if minf(wl, wr) <= EPSILON:
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)
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:
var b: int = bones[v * per + k]
if side[b] != 0 and side[b] != keep:
weights[v * per + k] = 0.0
total += weights[v * per + k]
if total > 0.0:
for k in per:
weights[v * per + k] /= total
snapped += 1
# Step 2 — stop the torso holding the top of the leg back. Only vertices that
# actually belong to a limb are touched, so the skirt keeps swinging from
# the hips as it should.
for v in verts.size():
if vside[v] == 0:
continue
var chain: PackedVector3Array = chain_l if vside[v] == -1 else chain_r
if _dist_to_chain(verts[v], chain) > limb_radius:
continue
var torso := 0.0
var dom_k := -1
var dom_w := 0.0
for k in per:
var b: int = bones[v * per + k]
var w: float = weights[v * per + k]
if torso_bone[b]:
torso += w
elif side[b] != 0 and w > dom_w:
dom_w = w
dom_k = k
if torso <= MAX_TORSO or dom_k < 0:
continue
# Scale the torso influence down to the cap and hand the rest to the
# leg bone this vertex already follows.
var keep_scale: float = MAX_TORSO / torso
for k in per:
if torso_bone[bones[v * per + k]]:
weights[v * per + k] *= keep_scale
weights[v * per + dom_k] += torso - MAX_TORSO
var sum := 0.0
for k in per:
sum += weights[v * per + k]
if sum > 0.0:
for k in per:
weights[v * per + k] /= sum
snapped += 1
# 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()
for t in range(0, idx.size(), 3):
var a: int = idx[t]
var b: int = idx[t + 1]
var c: int = idx[t + 2]
var below: bool = (verts[a].y + verts[b].y + verts[c].y) / 3.0 < knee
var has_l: bool = vside[a] == -1 or vside[b] == -1 or vside[c] == -1
var has_r: bool = vside[a] == 1 or vside[b] == 1 or vside[c] == 1
if below and has_l and has_r:
removed += 1
continue
keep_idx.append(a)
keep_idx.append(b)
keep_idx.append(c)
if removed > 0:
arrays[Mesh.ARRAY_INDEX] = keep_idx
if snapped > 0:
arrays[Mesh.ARRAY_WEIGHTS] = weights
return [snapped, removed]