Files
Papay-Shooter/debug/cloth_clip_check.gd
Nicholas ButzkeandClaude Opus 5 0dd9d01ac7 fix(cloth): solve the garment instead of repairing it five times
The skirt glitched when the character moved and the thigh still came
through it. Both came from the same place: the solver integrated one
spring per bone and then ran four more passes behind it — resolve the
collision against the target, resolve it again against the answer, relax
the cross-panel links and rebuild every pose from the corrected tips,
then walk a separate ancestor "lift" — each writing bone poses the next
read back and partly undid. The lift wrote poses that were never fed back
into the spring state at all, so every frame began by pulling against a
pose the springs did not know about.

Replaced with one position-based solve, the shape Magica Cloth 2's
BoneCloth uses. Every JOINT is a particle, so a bone's head can move;
predict with inertia in the anchor's frame; relax length, bend, backstop,
the cross-panel links and the colliders together; convert to rotations
once at the end. A contact with no rotational leverage is now resolved by
the panel moving, which is what a bodily chain push, an ancestor lift and
a drape weight were each approximating separately.

Measured, at a dead-still idle and over a movement sweep:

  idle jitter (skirt)      0.53 -> 0.025 deg/frame, worst 24 -> 1.9
  settling after a dash    103 -> 18 mm of leg left inside the skirt
  fall / air / walk         82 -> 40, 96 -> 75, 72 -> 76 mm
  run / slide / dash        unchanged, ~95 mm

The idle buzz and the failure to come home after a hard move are gone —
those were the "glitches out". Peak clipping in a run, a slide and a dash
is NOT fixed and is still around 95 mm.

Four things this turned up on the way:

- debug/cloth_clip_check.gd was measuring the animation, not the render.
  Godot restores bone poses after the modifier pass, so reading them with
  force_update_all_bone_transforms() afterwards sees nothing any modifier
  did. It reported the same ~95 mm with collision fully enabled and with
  it commented out. It now observes from inside the pass. Every number
  ever taken from this tool before now was measuring the wrong pose.

- The collision hulls came from ten farthest-point samples per bone,
  which describe a panel's corners and hem and leave its MIDDLE unsampled
  — exactly where a thigh comes through. Built from the real mesh at load
  time instead.

- The drape term is gone. It was there to move a panel the old solver
  could not, and once the solver could, it was worse in every state but a
  walk and cost 20x in stability: its target sat inside the leg the
  collision was pushing out of, so the two ran against each other forever.

- Cost was 10.9 ms per character. The inner loop rebuilt every capsule
  and reallocated the hull array for every (bone, collider, pass). Now
  2.6 ms at full quality with a distance LOD behind it.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-26 03:07:30 -04:00

382 lines
14 KiB
GDScript

extends SceneTree
## Dev tool: does the LEG actually poke through the CLOTH?
##
## godot --headless --path . -s res://debug/cloth_clip_check.gd -- [skin_glb]
##
## Skins every cloth vertex itself over a sweep of movement states and measures
## how far each one ends up INSIDE the leg capsules from <model>.rig.json.
##
## This exists because debug/cloth_settle_check.gd measures the wrong thing for
## this question. That one reports how far a cloth BONE penetrates, which came
## back at about a millimetre while the thigh was still visibly through the
## skirt in almost every animation — because a skirt panel is a wide sheet and
## its bone is a single stick from the waist. Keeping the stick out of the leg
## says nothing about the hundreds of vertices hanging off it.
##
## Reports per surface, worst over the sweep:
## DEPTH how far the deepest vertex sits inside a capsule (metres)
## COUNT how many vertices are inside at that worst moment
##
## THE POSE IS READ FROM INSIDE THE MODIFIER PASS, from an observer
## SkeletonModifier3D added after SpringBones. It has to be. Godot restores every
## bone's local pose once the modifier pass is over, so a reader that calls
## force_update_all_bone_transforms() afterwards recomputes the global poses from
## the ANIMATION ALONE and never sees a single thing the cloth solver did. This
## tool did exactly that, and reported the same ~95 mm whether the collision was
## fully enabled or commented out — which is how the mistake was found.
## state, speed
## Idle FIRST and again LAST. A number taken from the state that happens to
## follow a dash is measuring the garment settling, not the garment at rest, and
## the two want opposite fixes — the sweep used to end on idle and reported the
## recovery as an idle failure.
const SWEEP := [["ground", 0.0], ["ground", 3.0], ["ground", 9.0], ["air", 6.0],
["air", -8.0], ["slide", 10.0], ["dash", 14.0], ["ground", 0.0]]
const FRAMES_PER_STATE := 60
var _frames := 0
var _model: SkinnedPlayerModel = null
var _caps: Array = [] # [bone_a, bone_b, r_head, r_tail]
var _worst := {}
var _worst_n := {}
var _cloth_bones := {} # skin bind index sets are per surface; see below
var _driver := {} # mesh -> bone dominating its deepest vertex
var _rest := {} # "mesh/surface" -> per-vertex rest clearance
var _key := ""
var _spring = null
## Full weight list of each surface's deepest vertex. A cloth solver can only
## move a vertex the CLOTH drives — one that is half-weighted to a thigh follows
## that thigh however well the garment is simulated, so "how much of this vertex
## does the skirt actually own" has to be part of the report.
var _mix := {}
## Worst phase of the sweep per surface, so a failure points at a movement state.
var _phase_of := {}
var _phase := 0
## bone name -> deepest contact the SOLVER reported on it over the sweep.
var _saw := {}
var _probe: PoseProbe = null
## bone name -> overlap still left once the relaxation had converged.
var _res := {}
var _per_phase := {}
var _per_phase_n := {}
func _initialize() -> void:
var args := OS.get_cmdline_user_args()
var path: String = args[0] if args.size() > 0 \
else "res://assets/characters/skins/taila.glb"
var scene := Node3D.new()
root.add_child(scene)
current_scene = scene
_model = SkinnedPlayerModel.new()
_model.model_path = path
scene.add_child(_model)
func _load_caps(skel: Skeleton3D, path: String) -> void:
var side := path.get_basename() + ".rig.json"
if not FileAccess.file_exists(side):
print("no sidecar — nothing to check against")
return
var info = JSON.parse_string(FileAccess.get_file_as_string(side))
if typeof(info) != TYPE_DICTIONARY:
return
for c in info.get("colliders", []):
var a := skel.find_bone(String(c.get("bone", "")))
var b := skel.find_bone(String(c.get("child", "")))
if a < 0 or b < 0:
continue
var tail := float(c.get("radius_tail", c.get("radius", 0.1)))
_caps.append([a, b, float(c.get("radius_head", tail)), tail,
float(c.get("from", 0.0))])
for c in info.get("chains", []):
for n in c.get("bones", []):
var i := skel.find_bone(String(n))
if i >= 0:
_cloth_bones[i] = true
print("checking %d cloth bones against %d leg capsules" % [
_cloth_bones.size(), _caps.size()])
func _process(_delta: float) -> bool:
_frames += 1
if _frames < 8:
return false
var skel: Skeleton3D = _model.skeleton
if skel == null:
return true
if _caps.is_empty() and _cloth_bones.is_empty():
_load_caps(skel, _model.model_path)
if _caps.is_empty():
return true
if _spring == null:
# Headless runs uncapped, so the engine delta is sub-millisecond and the
# solver integrates almost nothing. Pin it to a real frame so the sweep
# measures cloth in motion rather than cloth held at its rest pose.
_spring = skel.get_node_or_null("SpringBones")
if _spring:
_spring.fixed_delta = 1.0 / 60.0
_probe = PoseProbe.new()
_probe.name = "ClipProbe"
skel.add_child(_probe) # AFTER SpringBones, so it sees the final pose
return false
if _rest.is_empty():
# Baseline first: a skirt legitimately drapes INSIDE the thigh capsule,
# so absolute depth says nothing. What matters is the leg getting closer
# to a piece of cloth than the artist modelled it.
_capture_rest(skel)
return false
var phase: int = clampi((_frames - 8) / FRAMES_PER_STATE, 0, SWEEP.size() - 1)
_phase = phase
_model.update_state(SWEEP[phase][0], SWEEP[phase][1], false)
_model.set_locomotion(0.0, 1.0, 0.0)
_measure(skel)
# What the SOLVER thinks is happening, alongside what the mesh is doing. If
# a bone's vertices are deep inside a leg while its own contact report is
# near zero, the solver is not blind by tuning — it is not looking at the
# geometry that is clipping.
if _spring:
var rep: Dictionary = _spring.debug_hit_report()
for b in rep:
_saw[skel.get_bone_name(b)] = maxf(_saw.get(skel.get_bone_name(b), 0.0),
float(rep[b]))
var res: Dictionary = _spring.debug_residual_report()
for b in res:
_res[skel.get_bone_name(b)] = maxf(_res.get(skel.get_bone_name(b), 0.0),
float(res[b]))
if _frames > 8 + FRAMES_PER_STATE * SWEEP.size():
_report()
return true
return false
## Clearance of every cloth vertex to the legs in the REST pose.
func _capture_rest(skel: Skeleton3D) -> void:
var segs: Array = []
for c in _caps:
# The `from` offset MATTERS. SpringBones starts a limb capsule 10% down
# the bone because the top of a thigh is hip, buried inside the body the
# skirt hangs from — see tools/retarget.py::_leg_colliders. Measuring
# against the full bone tests a band the solver is deliberately not
# defending and reports it as clipping that no tuning can ever fix.
var ra: Vector3 = skel.get_bone_global_rest(c[0]).origin
var rb: Vector3 = skel.get_bone_global_rest(c[1]).origin
segs.append([ra.lerp(rb, c[4]), rb, c[2], c[3]])
for mi in _model.find_children("*", "MeshInstance3D", true, false):
if mi.mesh == null or mi.skin == null:
continue
var skin: Skin = mi.skin
var bone_of := {}
for b in skin.get_bind_count():
var bi := skin.get_bind_bone(b)
if bi < 0:
bi = skel.find_bone(skin.get_bind_name(b))
bone_of[b] = bi
for s in range(mi.mesh.get_surface_count()):
var arrays: Array = mi.mesh.surface_get_arrays(s)
var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
var bones: PackedInt32Array = arrays[Mesh.ARRAY_BONES]
var weights: PackedFloat32Array = arrays[Mesh.ARRAY_WEIGHTS]
if bones.is_empty() or verts.is_empty():
continue
var per: int = bones.size() / verts.size()
var out := PackedFloat32Array()
out.resize(verts.size())
for v in verts.size():
var q := Vector3.ZERO
for k in per:
var w: float = weights[v * per + k]
if w <= 0.0:
continue
var bi: int = bone_of[bones[v * per + k]]
if bi < 0:
continue
q += (skel.get_bone_global_rest(bi) * skin.get_bind_pose(bones[v * per + k]) * verts[v]) * w
out[v] = _clearance(q, segs)
_rest["%s/%d" % [mi.name, s]] = out
## Which capsule the last _clearance() call picked. Reported for the deepest
## vertex, because "inside a leg" and "inside the waist lid" are different
## failures with different fixes and the bare number cannot tell them apart.
var _which := -1
## Distance from the nearest capsule SURFACE (negative = inside).
func _clearance(p: Vector3, segs: Array) -> float:
var best := INF
var idx := 0
for s in segs:
var a: Vector3 = s[0]
var ab: Vector3 = s[1] - a
var d2: float = ab.length_squared()
var t: float = 0.0 if d2 < 0.000001 else clampf((p - a).dot(ab) / d2, 0.0, 1.0)
var r: float = lerpf(s[2], s[3], t)
var d := p.distance_to(a + ab * t) - r
if d < best:
best = d
_which = idx
idx += 1
return best
## Snapshot of every bone's global pose, taken INSIDE the modifier pass. See the
## header: read any later and the cloth solver's work is already gone.
class PoseProbe extends SkeletonModifier3D:
var pose: Array = []
func _process_modification() -> void:
var skel := get_skeleton()
if skel == null:
return
pose.resize(skel.get_bone_count())
for i in skel.get_bone_count():
pose[i] = skel.get_bone_global_pose(i)
func _measure(skel: Skeleton3D) -> void:
if _probe == null or _probe.pose.size() != skel.get_bone_count():
return
var segs: Array = []
for c in _caps:
var pa: Vector3 = (_probe.pose[c[0]] as Transform3D).origin
var pb: Vector3 = (_probe.pose[c[1]] as Transform3D).origin
segs.append([pa.lerp(pb, c[4]), pb, c[2], c[3]])
for mi in _model.find_children("*", "MeshInstance3D", true, false):
if mi.mesh == null or mi.skin == null:
continue
var skin: Skin = mi.skin
var bone_of := {}
for b in skin.get_bind_count():
var bi := skin.get_bind_bone(b)
if bi < 0:
bi = skel.find_bone(skin.get_bind_name(b))
bone_of[b] = bi
for s in range(mi.mesh.get_surface_count()):
var arrays: Array = mi.mesh.surface_get_arrays(s)
var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
var bones: PackedInt32Array = arrays[Mesh.ARRAY_BONES]
var weights: PackedFloat32Array = arrays[Mesh.ARRAY_WEIGHTS]
if bones.is_empty() or verts.is_empty():
continue
var per: int = bones.size() / verts.size()
var deepest := 0.0
var count := 0
var deep_v := -1
var deep_cap := -1
for v in verts.size():
# Only vertices the CLOTH actually drives — the body's own legs
# are inside these capsules by definition.
var is_cloth := false
var q := Vector3.ZERO
for k in per:
var w: float = weights[v * per + k]
if w <= 0.0:
continue
var bind: int = bones[v * per + k]
var bi: int = bone_of[bind]
if bi < 0:
continue
if _cloth_bones.has(bi) and w > 0.5:
is_cloth = true
q += ((_probe.pose[bi] as Transform3D) * skin.get_bind_pose(bind) * verts[v]) * w
if not is_cloth:
continue
var rest_arr: PackedFloat32Array = _rest.get("%s/%d" % [mi.name, s], PackedFloat32Array())
if v >= rest_arr.size():
continue
# How far INSIDE a leg this piece of cloth now is, over and above
# however far inside the artist modelled it.
#
# Not "how much closer the leg got": a hem 200 mm clear of a shin
# legitimately comes 180 mm closer when the leg kicks out in a
# slide, and counting that as a failure buried the real clipping
# under motion the character is supposed to have. Only cloth that
# is actually within the capsule can be showing a leg through it.
var inside := -_clearance(q, segs)
var hit := _which
if inside <= 0.0:
continue
var d := inside - maxf(-rest_arr[v], 0.0)
if d > 0.0:
count += 1
if d > deepest:
deepest = d
deep_v = v
deep_cap = hit
if deepest <= 0.0:
continue
# Per state as well as overall: one worst number over a whole sweep
# hides which movement actually breaks, and it moves to a different
# state after every change, which reads as "no progress" when a real
# failure has in fact been fixed and a smaller one exposed.
var pk := "%d" % _phase
if deepest > _per_phase.get(pk, 0.0):
_per_phase[pk] = deepest
_per_phase_n[pk] = count
var key: String = "%s/%s" % [mi.name, mi.mesh.surface_get_name(s)]
if deepest > _worst.get(key, 0.0):
_worst[key] = deepest
_worst_n[key] = count
_phase_of[key] = "%s@%.0f in %s" % [SWEEP[_phase][0],
SWEEP[_phase][1],
skel.get_bone_name(_caps[deep_cap][0]) if deep_cap >= 0 else "?"]
# EVERY bone driving the deepest vertex, not just the strongest.
# A solver can only move what the cloth owns: a vertex half
# weighted to a thigh follows that thigh however well the garment
# is simulated, and no amount of solver work will change it.
var mix: Array = []
var best := 0.0
var bn := -1
for k in per:
var w: float = weights[deep_v * per + k]
if w <= 0.001:
continue
var bi: int = bone_of[bones[deep_v * per + k]]
mix.append("%s=%.2f" % [
skel.get_bone_name(bi) if bi >= 0 else "?", w])
if w > best:
best = w
bn = bi
_mix[key] = " ".join(mix)
_driver[mi.name] = "%s w=%.2f" % [
skel.get_bone_name(bn) if bn >= 0 else "?", best]
# _model.set_locomotion is enough to keep the pose layer fed.
## How far inside the nearest leg capsule this point is (0 if clear).
func _penetration(p: Vector3, segs: Array) -> float:
var worst := 0.0
for s in segs:
var a: Vector3 = s[0]
var ab: Vector3 = s[1] - a
var d2: float = ab.length_squared()
var t: float = 0.0 if d2 < 0.000001 else clampf((p - a).dot(ab) / d2, 0.0, 1.0)
var r: float = lerpf(s[2], s[3], t)
worst = maxf(worst, r - p.distance_to(a + ab * t))
return worst
func _report() -> void:
print("\n=== worst LEG-INSIDE-CLOTH penetration over the sweep ===")
if _worst.is_empty():
print(" none — no cloth vertex entered a leg capsule\n")
return
var keys := _worst.keys()
keys.sort_custom(func(a, b): return _worst[a] > _worst[b])
for k in keys:
print(" %-30s %6.1f mm %4d verts worst in %-10s" % [
k, _worst[k] * 1000.0, _worst_n[k], _phase_of.get(k, "?")])
print(" deepest vertex weights: %s" % _mix.get(k, "?"))
var owner: String = _mix.get(k, "=").get_slice("=", 0)
print(" on %s: contact seen %.1f mm, left after solving %.1f mm" % [
owner, _saw.get(owner, 0.0) * 1000.0, _res.get(owner, 0.0) * 1000.0])
print(" per movement state, worst cloth vertex inside a capsule:")
for i in SWEEP.size():
print(" %-12s %6.1f mm %4d verts" % [
"%s@%.0f" % [SWEEP[i][0], SWEEP[i][1]],
_per_phase.get("%d" % i, 0.0) * 1000.0, _per_phase_n.get("%d" % i, 0)])
print("")