Files
Papay-Shooter/weapons/weapon_manager.gd
2026-08-02 02:20:02 -04:00

846 lines
30 KiB
GDScript

extends Node3D
class_name WeaponManager
var player: CharacterBody3D
var camera: Camera3D
var active_slot: int = 1 # 1: Primary 1, 2: Primary 2, 3: Special, 4: Melee
var weapons: Dictionary = {} # slot_index: Node3D
var canvas_layer: CanvasLayer
var sub_viewport: SubViewport
var vm_camera: Camera3D
var _viewmodel_skin_override := ""
func _ready() -> void:
set_process_input(true)
set_process(true)
_setup_viewmodel_viewport()
# Gun Game promotions arrive as a signal from the server.
var nm = get_node_or_null("/root/NetworkManager")
if nm and nm.has_signal("ladder_promoted"):
nm.ladder_promoted.connect(_on_ladder_promoted)
var skin_manager = get_node_or_null("/root/SkinManager")
if skin_manager and skin_manager.has_signal("skin_changed"):
skin_manager.skin_changed.connect(_on_skin_changed)
# Wait one frame for LoadoutManager to be fully ready if needed
await get_tree().process_frame
_build_loadout()
func _on_ladder_promoted(peer_id: int, _rung: int, weapon_id: String) -> void:
# Only the promoted player's own manager acts; every peer receives the
# signal because the killfeed uses it too.
if player == null or not player.is_multiplayer_authority():
return
if multiplayer.has_multiplayer_peer() and peer_id != multiplayer.get_unique_id():
return
equip_ladder_weapon(weapon_id)
func _setup_viewmodel_viewport() -> void:
if not camera: return
# Remove viewmodel layer (20) from main camera
camera.cull_mask &= ~(1 << 19)
canvas_layer = CanvasLayer.new()
canvas_layer.layer = 0 # On top of 3D, but below UI
add_child(canvas_layer)
var sv_container = SubViewportContainer.new()
sv_container.set_anchors_preset(Control.PRESET_FULL_RECT)
sv_container.stretch = true
sv_container.mouse_filter = Control.MOUSE_FILTER_IGNORE
canvas_layer.add_child(sv_container)
sub_viewport = SubViewport.new()
sub_viewport.transparent_bg = true
# Shared world so it renders main scene's objects that have layer 20
# (In Godot 4, own_world_3d is false by default, but let's be explicit)
sub_viewport.own_world_3d = false
sub_viewport.msaa_3d = Viewport.MSAA_4X # keep ink outlines crisp on the viewmodel
sv_container.add_child(sub_viewport)
vm_camera = Camera3D.new()
vm_camera.cull_mask = 1 << 19 # Only see layer 20
vm_camera.near = 0.01 # viewmodel sits close to the lens; avoid clipping
sub_viewport.add_child(vm_camera)
# Camera-relative two-light rig. The previous light lived in world space, so
# merely turning the player could put the receiver on its dark side and
# collapse the whole weapon into a black silhouette. Parenting these to the
# viewmodel camera makes their graphic key/fill relationship stable in every
# direction, like lighting an animation cel rather than a world prop.
var key_light := DirectionalLight3D.new()
key_light.name = "ViewmodelKey"
key_light.light_cull_mask = 1 << 19
key_light.rotation_degrees = Vector3(-34, -42, 0)
key_light.light_color = Color(1.0, 0.93, 0.84)
# The shader carries the graphic four-tone key. This real light only gives
# the narrow custom specular something to react to; the previous energy of
# 3.0 flooded every material into the same plastic middle grey.
key_light.light_energy = 0.80
key_light.shadow_enabled = false
vm_camera.add_child(key_light)
var fill_light := DirectionalLight3D.new()
fill_light.name = "ViewmodelFill"
fill_light.light_cull_mask = 1 << 19
fill_light.rotation_degrees = Vector3(18, 148, 0)
fill_light.light_color = Color(0.46, 0.62, 1.0)
fill_light.light_energy = 0.045
fill_light.shadow_enabled = false
vm_camera.add_child(fill_light)
var _bob_timer: float = 0.0
var _recoil_pitch: float = 0.0
var _recoil_yaw: float = 0.0
var _target_drift_offset: Vector3 = Vector3.ZERO
var _current_drift_offset: Vector3 = Vector3.ZERO
var _movement_pose_position := Vector3.ZERO
var _movement_pose_rotation := Vector3.ZERO
var _movement_pose_state := "idle"
var _movement_pose_time := 0.0
var _swap_pitch: float = 0.0
var _reload_dip: float = 0.0
func add_recoil(pitch: float, yaw: float) -> void:
_recoil_pitch += pitch * 20.0 # Scale up for visual model recoil
_recoil_yaw += yaw * 20.0
func _process(_delta: float) -> void:
if is_instance_valid(vm_camera) and is_instance_valid(camera):
vm_camera.global_transform = camera.global_transform
var target_fov = 70.0
if is_instance_valid(player) and "velocity" in player:
var hspeed = Vector2(player.velocity.x, player.velocity.z).length()
if hspeed <= 11.0:
var speed_factor = hspeed / 11.0
target_fov = lerpf(70.0, 72.0, speed_factor)
else:
var over_speed_factor = clampf((hspeed - 11.0) / 19.0, 0.0, 1.0) # maxes out at 30 m/s
target_fov = lerpf(72.0, 80.0, over_speed_factor)
# Authored first-person handling. The movement state changes HOW the
# character carries the gun; recoil/reload/ADS still layer afterward.
var machine = player.get_node_or_null("MovementStateMachine")
var state: String = machine.current_state if machine else "idle"
if state != _movement_pose_state:
_movement_pose_state = state
_movement_pose_time = 0.0
else:
_movement_pose_time += _delta
var local_vel := camera.global_transform.basis.inverse() * player.velocity
var state_pose := _movement_pose_target(
state, machine, local_vel, hspeed)
var target_position: Vector3 = state_pose[0]
var target_rotation: Vector3 = state_pose[1]
var active_weapon = weapons.get(active_slot)
var ads_weight := 1.0 if active_weapon \
and "is_ads" in active_weapon and active_weapon.is_ads else 0.0
# Keep sights readable without erasing all physical response.
target_position *= lerpf(1.0, 0.28, ads_weight)
target_rotation *= lerpf(1.0, 0.24, ads_weight)
var pose_rate := _movement_pose_rate(state)
var pose_blend := 1.0 - exp(-pose_rate * _delta)
_movement_pose_position = _movement_pose_position.lerp(
target_position, pose_blend)
_movement_pose_rotation = _lerp_euler(
_movement_pose_rotation, target_rotation, pose_blend)
if state == "slide":
_bob_timer = 0.0
else:
if state in ["ground", "idle"] and player.is_on_floor() \
and hspeed > 1.0:
# Scale bobbing frequency by walk speed
_bob_timer += _delta * 12.0 * (hspeed / 11.0)
var bob_y = sin(_bob_timer) * 0.015
var bob_x = cos(_bob_timer * 0.5) * 0.01
vm_camera.translate_object_local(Vector3(bob_x, bob_y, 0))
else:
_bob_timer = 0.0
if not player.is_on_floor():
# Airborne Drift
# Convert player velocity into camera's local space
_target_drift_offset = Vector3(
local_vel.x * 0.0025, local_vel.y * 0.0025, 0)
# Clamp the drift
_target_drift_offset.x = clampf(_target_drift_offset.x, -0.05, 0.05)
_target_drift_offset.y = clampf(_target_drift_offset.y, -0.05, 0.05)
else:
_target_drift_offset = Vector3.ZERO
# Smoothly apply drift so jumping/landing doesn't snap
_current_drift_offset = _current_drift_offset.lerp(
_target_drift_offset, 1.0 - exp(-15.0 * _delta))
vm_camera.translate_object_local(_current_drift_offset)
vm_camera.rotate_object_local(Vector3.UP, deg_to_rad(-_current_drift_offset.x * 30.0))
vm_camera.rotate_object_local(Vector3.RIGHT, deg_to_rad(_current_drift_offset.y * 30.0))
# The targets above describe the WEAPON'S desired movement. Moving
# the isolated viewmodel camera by the inverse composes that pose
# with every weapon without overwriting weapon-local reload tweens.
vm_camera.translate_object_local(-_movement_pose_position)
vm_camera.rotate_object_local(
Vector3.RIGHT, -_movement_pose_rotation.x)
vm_camera.rotate_object_local(
Vector3.UP, -_movement_pose_rotation.y)
vm_camera.rotate_object_local(
Vector3.FORWARD, -_movement_pose_rotation.z)
# Visual Recoil
_recoil_pitch = lerpf(_recoil_pitch, 0.0, 15.0 * _delta)
_recoil_yaw = lerpf(_recoil_yaw, 0.0, 15.0 * _delta)
vm_camera.rotate_object_local(Vector3.RIGHT, deg_to_rad(_recoil_pitch))
vm_camera.rotate_object_local(Vector3.UP, deg_to_rad(_recoil_yaw))
# Add a slight backward kick along the local Z axis
vm_camera.translate_object_local(Vector3(0, 0, _recoil_pitch * 0.01))
# Swap Animation
_swap_pitch = lerpf(_swap_pitch, 0.0, 15.0 * _delta)
if _swap_pitch > 0.1:
vm_camera.rotate_object_local(Vector3.RIGHT, deg_to_rad(_swap_pitch))
vm_camera.translate_object_local(Vector3(0, -_swap_pitch * 0.005, 0))
# Reload animation: the weapon dips down-and-inward with a roll,
# holds through the reload, and rises as it completes.
var aw = weapons.get(active_slot)
if aw and "reloading" in aw and aw.reloading \
and "reload_timer" in aw and "reload_time" in aw and aw.reload_time > 0.0:
var t: float = clampf(1.0 - aw.reload_timer / aw.reload_time, 0.0, 1.0)
_reload_dip = lerpf(_reload_dip, sin(minf(t * 1.4, 1.0) * PI), 10.0 * _delta)
else:
_reload_dip = lerpf(_reload_dip, 0.0, 10.0 * _delta)
if _reload_dip > 0.01:
vm_camera.translate_object_local(Vector3(0.03 * _reload_dip, 0.14 * _reload_dip, 0))
vm_camera.rotate_object_local(Vector3.FORWARD, deg_to_rad(-14.0 * _reload_dip))
vm_camera.rotate_object_local(Vector3.RIGHT, deg_to_rad(9.0 * _reload_dip))
vm_camera.fov = lerpf(vm_camera.fov, target_fov, 10.0 * _delta)
func _movement_pose_target(state: String, machine: Node,
local_velocity: Vector3, speed: float) -> Array[Vector3]:
var position := Vector3.ZERO
var rotation := Vector3.ZERO
var phase := _movement_pose_time
match state:
"ground", "idle":
if machine and machine.input_crouch:
position = Vector3(-0.035, -0.035, 0.018)
rotation = Vector3(3.0, -2.0, 3.0)
"air":
if local_velocity.y > 0.2:
var rise := clampf(local_velocity.y / 10.0, 0.0, 1.0)
position = Vector3(0.035, -0.045, 0.035 + 0.025 * rise)
rotation = Vector3(6.0 + 3.0 * rise, -4.0, 3.0)
else:
var fall := clampf(-local_velocity.y / 15.0, 0.0, 1.0)
position = Vector3(-0.018, 0.008 + 0.018 * fall, 0.025)
rotation = Vector3(-2.0 - 3.0 * fall, 3.0, -2.0)
rotation.z += sin(phase * 4.0) * 0.8
"dash":
# Drop and tuck right so the burst clears the crosshair. A negative
# roll preserves the weapon's low diagonal instead of standing a
# long gun vertically through the center of the screen.
position = Vector3(0.12, -0.10, 0.080)
rotation = Vector3(8.0, 4.0, -10.0)
"slide":
position = Vector3(0.14, -0.12, 0.055)
position.y += sin(phase * 15.0) * 0.003
rotation = Vector3(8.0, 3.0, -12.0)
"wall_run":
var side: float = machine.wall_side if machine else 0.0
if is_zero_approx(side):
side = 1.0
position = Vector3(-side * 0.085, -0.035, 0.060)
position.y += sin(phase * 10.0) * 0.006
rotation = Vector3(
7.0, -side * 6.0, -side * 15.0
+ sin(phase * 7.0) * 1.2)
"wall_cling", "wall_climb":
var side: float = machine.wall_side if machine else 1.0
position = Vector3(-side * 0.11, -0.095, 0.10)
rotation = Vector3(15.0, -side * 9.0, -side * 18.0)
"grapple":
var pull := clampf(speed / 20.0, 0.0, 1.0)
position = Vector3(0.11, -0.060, 0.065 + 0.025 * pull)
position.y += sin(phase * 5.0) * 0.006
rotation = Vector3(7.0, 11.0, -15.0)
_:
pass
return [position, rotation * (PI / 180.0)]
func _movement_pose_rate(state: String) -> float:
match state:
"dash":
return 22.0
"slide":
return 16.0
"wall_run", "wall_cling", "wall_climb":
return 11.0
"grapple":
return 10.0
"air":
return 8.0
_:
return 9.0
func _lerp_euler(from: Vector3, to: Vector3, weight: float) -> Vector3:
return Vector3(
lerp_angle(from.x, to.x, weight),
lerp_angle(from.y, to.y, weight),
lerp_angle(from.z, to.z, weight))
func movement_pose_debug() -> Dictionary:
return {
"state": _movement_pose_state,
"position": _movement_pose_position,
"rotation": _movement_pose_rotation,
}
func _build_loadout() -> void:
var is_auth = false
if player:
is_auth = player.is_multiplayer_authority()
else:
is_auth = is_multiplayer_authority()
print("DEBUG [", multiplayer.get_unique_id(), "]: _build_loadout is_auth=", is_auth, " player=", str(player.name) if player else "null")
if not is_auth:
return # Let the player_movement_controller's remote _process call _build_remote_loadout
# Clear existing weapons
for w in weapons.values():
if is_instance_valid(w):
w.queue_free()
weapons.clear()
var l = LoadoutManager.get_active_loadout()
print("DEBUG [", multiplayer.get_unique_id(), "]: Loadout primary1=", l["primary_1"])
if player:
player.synced_loadout_p1 = l["primary_1"]
player.synced_loadout_p2 = l["primary_2"]
player.synced_loadout_sp = l["special"]
if l.has("melee"):
player.synced_loadout_melee = l["melee"]
else:
player.synced_loadout_melee = ""
player.synced_loadout_ready = true
# Gun Game hands out the weapon, so the player's own loadout is ignored —
# the whole mode is "you get what your rung gives you". Checked here rather
# than in the mode so there is one place a loadout is built.
if _ladder_mode():
var nm = get_node_or_null("/root/NetworkManager")
var rung: int = int(nm.player_stats.get(multiplayer.get_unique_id(), {})
.get("rung", 0)) if nm else 0
equip_ladder_weapon(GameMode.ladder_weapon(rung))
return
_spawn_weapon(1, l["primary_1"])
_spawn_weapon(2, l["primary_2"])
_spawn_weapon(3, l["special"])
if l.has("melee"):
_spawn_weapon(4, l["melee"])
_equip_slot(1)
## Whether the current match issues weapons instead of letting players pick.
func _ladder_mode() -> bool:
var nm = get_node_or_null("/root/NetworkManager")
return nm != null and nm.current_gamemode == GameMode.GUN_GAME
## Replace everything in hand with one issued weapon. Gun Game's promotion.
func equip_ladder_weapon(weapon_id: String) -> void:
if weapon_id == "":
return
for w in weapons.values():
if is_instance_valid(w):
w.queue_free()
weapons.clear()
_spawn_weapon(1, weapon_id)
if player:
# Remote peers build their view of this player from the synced loadout,
# so a promotion has to move that too or everyone else keeps seeing the
# gun from the previous rung in their hands.
player.synced_loadout_p1 = weapon_id
player.synced_loadout_p2 = ""
player.synced_loadout_sp = ""
player.synced_loadout_melee = ""
player.synced_loadout_ready = true
_equip_slot(1)
func _build_remote_loadout(p1: String, p2: String, sp: String, melee: String) -> void:
for w in weapons.values():
if is_instance_valid(w):
w.queue_free()
weapons.clear()
_spawn_weapon(1, p1)
_spawn_weapon(2, p2)
_spawn_weapon(3, sp)
if melee != "":
_spawn_weapon(4, melee)
_equip_slot(1)
func _spawn_weapon(slot: int, weapon_id: String) -> void:
if weapon_id == "" or weapon_id == "none" or not LoadoutManager.weapon_db.has(weapon_id):
print("DEBUG [", multiplayer.get_unique_id(), "]: _spawn_weapon failed check for ", weapon_id)
return
var w_data = LoadoutManager.weapon_db[weapon_id]
var script_path = w_data["script"]
if script_path == "":
print("DEBUG [", multiplayer.get_unique_id(), "]: _spawn_weapon failed script path for ", weapon_id)
return
var script = load(script_path)
if script:
print("DEBUG [", multiplayer.get_unique_id(), "]: Successfully loaded script, adding weapon ", weapon_id)
var w = script.new()
w.name = "Weapon_" + str(slot) + "_" + weapon_id
# Assuming all weapons have player and camera vars
if "player" in w: w.player = player
if "camera" in w: w.camera = camera
add_child(w)
weapons[slot] = w
w.visible = false
w.set_process_input(false)
w.set_meta("script_path", script_path)
_add_procedural_arms(w)
# Cel-shade the view model + arms so the first-person weapon matches
# the world's look. No inverted-hull outline: FBX weapon models have
# hard-edged normals that make the hull tear into scratchy artifacts.
LevelMaterials.apply_toon_recursive(w, 0.0)
# Toon conversion gives every semantic hand piece its own material.
# Apply the selected glove/bare/android style after that split so a
# shared construction material cannot make the last fingertip color
# overwrite the palm.
for child in w.get_children():
if child.has_meta("viewmodel_arm"):
_restyle_arm(child)
LevelMaterials.apply_viewmodel_look(w)
# Set weapons to viewmodel layer
_set_layer_recursive(w, 1 << 19)
func _set_layer_recursive(node: Node, layer_mask: int) -> void:
if node is VisualInstance3D:
if node is GeometryInstance3D:
node.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
if node is Light3D:
# Lights (e.g. muzzle flash) illuminate both world and viewmodel
node.layers = 1 | layer_mask
else:
node.layers = layer_mask
for child in node.get_children():
_set_layer_recursive(child, layer_mask)
func _add_procedural_arms(weapon: Node3D) -> void:
# Attach to weapon instead of model_root so reload choreography can move
# the gun (model_root) and each hand (named pivots) independently.
# Hand points come from WeaponGrips so the third-person model reaches for
# exactly the same spots this viewmodel uses.
var grip := WeaponGrips.GRIP
if "weapon_name" in weapon and weapon.weapon_name == "Knife":
# The knife FBX's knuckle-guard grip is offset from the gun-set's
# pistol-grip origin. Put the articulated fingers around the orange
# handle instead of leaving the hand floating behind it.
grip = Vector3(0.17, 0.02, 0.05)
_build_arm(weapon, Vector3(0.25, -0.3, 0.5), grip, "ArmR")
if "weapon_name" in weapon and weapon.weapon_name != "Knife":
_build_arm(weapon, Vector3(-0.25, -0.3, 0.4), WeaponGrips.SUPPORT, "ArmL")
## Rebuild the lightweight first-person arms as soon as the local selection
## changes; each weapon owns its own animated ArmR/ArmL pivots.
func _on_skin_changed(skin_id: String) -> void:
# The signal fires immediately before the player controller mirrors the
# selection into synced_skin_id, so use its payload for this rebuild.
_viewmodel_skin_override = skin_id
for weapon in weapons.values():
if not is_instance_valid(weapon):
continue
var found_arm := false
for child in weapon.get_children():
if child.has_meta("viewmodel_arm"):
found_arm = true
_restyle_arm(child)
if not found_arm:
_add_procedural_arms(weapon)
LevelMaterials.apply_toon_recursive(weapon, 0.0)
LevelMaterials.apply_viewmodel_look(weapon)
_set_layer_recursive(weapon, 1 << 19)
_viewmodel_skin_override = ""
func _viewmodel_skin() -> PlayerSkin:
var skin_manager = get_node_or_null("/root/SkinManager")
if skin_manager == null:
return null
var skin_id: String = _viewmodel_skin_override
if skin_id.is_empty() and is_instance_valid(player) and "synced_skin_id" in player:
skin_id = player.synced_skin_id
if skin_id.is_empty():
skin_id = skin_manager.active_skin_id
return skin_manager.get_skin(skin_id)
func _set_arm_piece_color(piece: MeshInstance3D, color: Color) -> void:
if piece == null or piece.mesh == null:
return
for surface in piece.mesh.get_surface_count():
var material := piece.get_active_material(surface)
if material is ShaderMaterial:
material.set_shader_parameter("albedo_color", color)
elif material is BaseMaterial3D:
material.albedo_color = color
func _arm_surface_color(surface: String, skin: PlayerSkin) -> Color:
match surface:
"sleeve":
return skin.viewmodel_sleeve_color
"cuff", "hand_accent":
return skin.viewmodel_accent_color
"nail":
return skin.viewmodel_nail_color
"forearm":
return skin.viewmodel_skin_color
"hand_palm", "finger_prox":
if skin.viewmodel_hand_style in ["fingerless", "glove"]:
return skin.viewmodel_glove_color
if skin.viewmodel_hand_style == "android":
return skin.viewmodel_accent_color
return skin.viewmodel_skin_color
"fingertip":
if skin.viewmodel_hand_style == "glove":
return skin.viewmodel_glove_color
return skin.viewmodel_skin_color
return skin.viewmodel_skin_color
func _arm_surface_visible(surface: String, skin: PlayerSkin) -> bool:
if surface == "nail":
return skin.viewmodel_hand_style in ["bare", "fingerless"]
if surface == "hand_accent":
return skin.viewmodel_hand_style in ["fingerless", "glove", "android"]
return true
func _restyle_arm(pivot: Node3D) -> void:
var selected_skin := _viewmodel_skin()
if selected_skin == null:
return
var sleeve := pivot.get_node_or_null("Sleeve") as MeshInstance3D
var cuff := pivot.get_node_or_null("Cuff") as MeshInstance3D
var forearm := pivot.get_node_or_null("Forearm") as MeshInstance3D
for piece in pivot.find_children("*", "MeshInstance3D", true, false):
var surface: String = str(piece.get_meta("viewmodel_surface", ""))
if surface.is_empty():
continue
piece.visible = _arm_surface_visible(surface, selected_skin)
_set_arm_piece_color(piece, _arm_surface_color(surface, selected_skin))
var arm_length: float = float(pivot.get_meta("arm_length", 0.58))
var hand_length := minf(0.15, arm_length * 0.25)
var cuff_length := 0.045
var clothed_length := clampf(
(arm_length - hand_length) * selected_skin.viewmodel_sleeve_ratio,
0.10, arm_length - hand_length - cuff_length)
var bare_length := maxf(0.0,
arm_length - clothed_length - cuff_length - hand_length)
if sleeve:
sleeve.mesh = _tapered_limb_mesh(
clothed_length, Vector2(0.068, 0.052), Vector2(0.055, 0.043),
sleeve.get_active_material(0))
sleeve.position = Vector3.ZERO
if cuff:
cuff.mesh = _tapered_limb_mesh(
cuff_length, Vector2(0.058, 0.045), Vector2(0.052, 0.040),
cuff.get_active_material(0))
cuff.position = Vector3(0, 0, -clothed_length)
if forearm:
forearm.visible = bare_length > 0.005
forearm.mesh = _tapered_limb_mesh(
maxf(bare_length, 0.01), Vector2(0.050, 0.039),
Vector2(0.044, 0.034), forearm.get_active_material(0))
forearm.position = Vector3(0, 0, -(clothed_length + cuff_length))
var hand_root := pivot.get_node_or_null("Hand") as Node3D
if hand_root:
hand_root.position = Vector3(0, 0, -(arm_length - hand_length))
func _tapered_limb_mesh(length: float, near_radius: Vector2,
far_radius: Vector2, material: Material) -> ArrayMesh:
var tool := SurfaceTool.new()
tool.begin(Mesh.PRIMITIVE_TRIANGLES)
var sides := 8
var near_points: Array[Vector3] = []
var far_points: Array[Vector3] = []
for i in sides:
var angle := TAU * float(i) / float(sides) + PI * 0.125
near_points.append(Vector3(
cos(angle) * near_radius.x, sin(angle) * near_radius.y, 0))
far_points.append(Vector3(
cos(angle) * far_radius.x, sin(angle) * far_radius.y, -length))
for i in sides:
var next := (i + 1) % sides
tool.add_vertex(near_points[i])
tool.add_vertex(far_points[i])
tool.add_vertex(far_points[next])
tool.add_vertex(near_points[i])
tool.add_vertex(far_points[next])
tool.add_vertex(near_points[next])
tool.add_vertex(Vector3.ZERO)
tool.add_vertex(near_points[next])
tool.add_vertex(near_points[i])
tool.add_vertex(Vector3(0, 0, -length))
tool.add_vertex(far_points[i])
tool.add_vertex(far_points[next])
tool.generate_normals()
var mesh := tool.commit()
if material:
mesh.surface_set_material(0, material)
return mesh
func _new_arm_material(color: Color, roughness: float = 0.9) -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.albedo_color = color
material.roughness = roughness
return material
func _tag_arm_piece(piece: MeshInstance3D, surface: String) -> void:
piece.set_meta("viewmodel_surface", surface)
func _add_hand_piece(parent: Node3D, piece_name: String, mesh: Mesh,
surface: String, position: Vector3 = Vector3.ZERO) -> MeshInstance3D:
var piece := MeshInstance3D.new()
piece.name = piece_name
piece.mesh = mesh
piece.position = position
_tag_arm_piece(piece, surface)
parent.add_child(piece)
return piece
func _capsule_between(parent: Node3D, piece_name: String, from: Vector3,
to: Vector3, radius: float, material: Material,
surface: String) -> MeshInstance3D:
var direction := to - from
var capsule := CapsuleMesh.new()
capsule.radius = radius
capsule.height = maxf(direction.length() + radius * 1.35, radius * 2.05)
capsule.radial_segments = 8
capsule.rings = 2
capsule.material = material
var piece := _add_hand_piece(
parent, piece_name, capsule, surface, (from + to) * 0.5)
if direction.length_squared() > 0.000001:
piece.basis = Basis(Quaternion(Vector3.UP, direction.normalized()))
return piece
func _build_anime_hand(parent: Node3D, hand_length: float, is_left: bool,
skin_mat: Material, glove_mat: Material, accent_mat: Material,
nail_mat: Material) -> void:
parent.name = "Hand"
# The palm is a flattened, tapered eight-plane volume. A discrete palm plus
# articulated digits gives the hand a readable anime silhouette even when
# the weapon covers half of it.
var palm := _add_hand_piece(
parent, "Palm",
_tapered_limb_mesh(hand_length * 0.62,
Vector2(0.053, 0.028), Vector2(0.046, 0.023), skin_mat),
"hand_palm")
palm.position = Vector3.ZERO
var pad_mesh := BoxMesh.new()
pad_mesh.size = Vector3(0.068, 0.007, hand_length * 0.30)
pad_mesh.material = accent_mat
_add_hand_piece(parent, "BackhandPanel", pad_mesh, "hand_accent",
Vector3(0, 0.028, -hand_length * 0.34))
var finger_x := [-0.034, -0.012, 0.012, 0.034]
var finger_scale := [0.82, 1.0, 0.96, 0.76]
for i in 4:
var x: float = finger_x[i]
var scale_f: float = finger_scale[i]
var base := Vector3(x, -0.002, -hand_length * 0.52)
var joint := Vector3(
x, -0.012, -hand_length * (0.70 + 0.08 * scale_f))
var tip := Vector3(
x, -0.047, -hand_length * (0.79 + 0.08 * scale_f))
var radius := 0.0105 - float(abs(i - 1)) * 0.0008
_capsule_between(parent, "Finger%dProx" % i, base, joint,
radius, glove_mat, "finger_prox")
_capsule_between(parent, "Finger%dTip" % i, joint, tip,
radius * 0.92, skin_mat, "fingertip")
var nail_mesh := BoxMesh.new()
nail_mesh.size = Vector3(radius * 1.15, 0.0035, radius * 1.7)
nail_mesh.material = nail_mat
_add_hand_piece(parent, "Nail%d" % i, nail_mesh, "nail",
tip + Vector3(0, 0.006, 0.002))
# Opposed thumb: two separate phalanges angle across the grip instead of
# reading as a fifth parallel tube.
var thumb_side := 1.0 if is_left else -1.0
var thumb_base := Vector3(
thumb_side * 0.043, -0.002, -hand_length * 0.23)
var thumb_joint := Vector3(
thumb_side * 0.069, -0.015, -hand_length * 0.46)
var thumb_tip := Vector3(
thumb_side * 0.049, -0.047, -hand_length * 0.62)
_capsule_between(parent, "ThumbProx", thumb_base, thumb_joint,
0.0125, glove_mat, "finger_prox")
_capsule_between(parent, "ThumbTip", thumb_joint, thumb_tip,
0.0115, skin_mat, "fingertip")
func _build_arm(weapon: Node3D, shoulder: Vector3, hand: Vector3, arm_name: String = "") -> void:
var selected_skin := _viewmodel_skin()
var sleeve_color := selected_skin.viewmodel_sleeve_color \
if selected_skin else Color(0.16, 0.34, 0.72)
var accent_color := selected_skin.viewmodel_accent_color \
if selected_skin else Color(0.28, 0.72, 1.0)
var hand_color := selected_skin.viewmodel_skin_color \
if selected_skin else Color(0.96, 0.80, 0.72)
var glove_color := selected_skin.viewmodel_glove_color \
if selected_skin else Color(0.10, 0.11, 0.16)
var nail_color := selected_skin.viewmodel_nail_color \
if selected_skin else Color(0.92, 0.68, 0.72)
var sleeve_ratio := selected_skin.viewmodel_sleeve_ratio if selected_skin else 0.68
var sleeve_mat := _new_arm_material(sleeve_color, 0.82)
var cuff_mat := _new_arm_material(accent_color, 0.78)
var skin_mat := _new_arm_material(hand_color, 0.94)
var glove_mat := _new_arm_material(glove_color, 0.88)
var nail_mat := _new_arm_material(nail_color, 0.74)
var pivot := Node3D.new()
if arm_name != "":
pivot.name = arm_name
pivot.set_meta("viewmodel_arm", true)
pivot.set_meta("arm_length", shoulder.distance_to(hand))
pivot.position = shoulder
pivot.look_at_from_position(shoulder, hand, Vector3.UP)
var arm_length := shoulder.distance_to(hand)
var hand_length := minf(0.15, arm_length * 0.25)
var cuff_length := 0.045
var clothed_length := clampf(
(arm_length - hand_length) * sleeve_ratio,
0.10, arm_length - hand_length - cuff_length)
var bare_length := maxf(0.0,
arm_length - clothed_length - cuff_length - hand_length)
var sleeve := MeshInstance3D.new()
sleeve.name = "Sleeve"
sleeve.mesh = _tapered_limb_mesh(
clothed_length, Vector2(0.068, 0.052), Vector2(0.055, 0.043),
sleeve_mat)
_tag_arm_piece(sleeve, "sleeve")
pivot.add_child(sleeve)
var cuff := MeshInstance3D.new()
cuff.name = "Cuff"
cuff.mesh = _tapered_limb_mesh(
cuff_length, Vector2(0.058, 0.045), Vector2(0.052, 0.040),
cuff_mat)
cuff.position.z = -clothed_length
_tag_arm_piece(cuff, "cuff")
pivot.add_child(cuff)
var forearm := MeshInstance3D.new()
forearm.name = "Forearm"
forearm.mesh = _tapered_limb_mesh(
maxf(bare_length, 0.01), Vector2(0.050, 0.039),
Vector2(0.044, 0.034), skin_mat)
forearm.position.z = -(clothed_length + cuff_length)
forearm.visible = bare_length > 0.005
_tag_arm_piece(forearm, "forearm")
pivot.add_child(forearm)
var hand_root := Node3D.new()
hand_root.position.z = -(arm_length - hand_length)
pivot.add_child(hand_root)
_build_anime_hand(
hand_root, hand_length, arm_name == "ArmL",
skin_mat, glove_mat, cuff_mat, nail_mat)
weapon.add_child(pivot)
func _equip_slot(slot: int) -> void:
if weapons.has(active_slot):
var w = weapons[active_slot]
w.visible = false
w.set_process_input(false)
if "is_firing" in w:
w.is_firing = false
if w.has_method("unequip"):
w.unequip()
if active_slot != slot:
_swap_pitch = 60.0
active_slot = slot
if weapons.has(active_slot):
var w = weapons[active_slot]
w.visible = true
w.set_process_input(true)
# Sync 3rd person weapon on the visual model (skinned or procedural)
if player and w.has_meta("script_path"):
var visual = player.get_visual_model() if player.has_method("get_visual_model") else player.get_node_or_null("HumanoidModel")
if visual and visual.has_method("set_weapon"):
visual.set_weapon(w.get_meta("script_path"))
# Update the synced variable so remote peers pick it up
if "synced_weapon_path" in player:
player.synced_weapon_path = w.get_meta("script_path")
func _input(event: InputEvent) -> void:
if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
return
if event.is_action_pressed("weapon_1"):
_equip_slot(1)
elif event.is_action_pressed("weapon_2"):
_equip_slot(2)
elif event.is_action_pressed("weapon_3"):
_equip_slot(3)
elif event.is_action_pressed("weapon_4"):
_equip_slot(4)
elif event.is_action_pressed("melee"):
if active_slot != 4:
var prev = active_slot
_equip_slot(4)
if weapons.has(4):
if weapons[4].has_method("do_quick_melee"):
weapons[4].do_quick_melee(prev)