Three things the lab could not do. WRISTS. Each hand had one scalar, a twist about the barrel. That is the only axis a hand wrapping a cylinder is free in ONCE the arc onto the barrel is solved — which is true of the support hand, was never true of the trigger hand, and in neither case left a way to cock a wrist forward or break it inward. Both now take pitch, yaw and roll, applied in the GUN's frame so the three sliders mean the same thing whether the muzzle is down at low ready or level down the sights. Zero is exactly the old behaviour, since the roll term defaulted to zero too. HAND POINTS. `gun_stock` and `gun_fore` are the distances along the weapon at which each hand sits, and they were labelled by what they measure rather than by whose hand it is. They now say TRIGGER and SUPPORT, next to the off-barrel shifts for the same two hands, so the four controls that place a hand read as four controls that place a hand. POSES. The hold's knobs are now per pose, and the lab shows one pose's at a time. Half of them mean something different at low ready than down the sights; showing both sets at once meant every slider on screen was for one of two poses with nothing saying which. Selecting a pose rebuilds the panel. Two poses, not four, and deliberately: the runtime blends between exactly two holds on `ads`. Running and Crouched are locomotion states that still use the low-ready hold, so they edit the same numbers — and the heading says so, rather than letting someone tune "Running" and wonder why standing still changed. Offering four independent tunings would be inventing a capability the code does not have, and the fourth would silently do nothing. `pitch` is the case that forced the design: down the sights the muzzle follows the CAMERA, so there is nothing there to tune. It exists at low ready and nowhere else, and a spec table where a knob names the poses it applies to is what lets that be said instead of shipping a control that does nothing. hold_pose_check asserts both halves — that no pose shows another's knobs, that aiming offers no muzzle pitch, that the heading names the hold being edited, and that all twelve wrist axes turn the hand they name. Its first version reported every wrist axis as moving the hand by 0.0 degrees, which is precisely the answer it would have given if the wrists had never been implemented: it read `get_bone_pose_rotation` from a SceneTree script, and Godot restores every bone's local pose after the modifier pass. The repo has a reference section about exactly this and it still cost a cycle. Measured through a PoseProbe, every axis turns its hand ~20 degrees. Co-Authored-By: Claude Opus 5 <[email protected]>
194 lines
9.0 KiB
GDScript
194 lines
9.0 KiB
GDScript
extends Object
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class_name WeaponHoldTuning
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## Per-character, per-weapon overrides for how a gun is held.
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##
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## Every knob in the rifle hold used to be a constant tuned against one rig, and
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## every one of them was wrong on the next character imported — the mount
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## rotation, the wrist twist, the weapon size. The ones that CAN be derived from
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## the skeleton now are. The rest are genuinely art direction: how high the stock
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## rides, how far the elbow flares, how hard the fingers close. Those want an
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## artist's eye and a slider, not another guess in code.
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##
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## This is where that judgement is stored. debug/rig_lab.gd writes it;
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## SkinnedPlayerModel reads it when a weapon is equipped.
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##
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## Resolution is layered, most general first, so a single number can be set once
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## for everything and then contradicted where it matters:
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##
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## defaults every character, every weapon
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## skins.<skin>._all this character, every weapon
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## skins.<skin>.<weapon> this character, this weapon
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##
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## An empty file means "use the built-in defaults", so the game runs perfectly
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## well with no tuning at all — this only ever adds information.
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const PATH := "res://assets/characters/weapon_holds.json"
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## Written to the project when running from source; falls back to user:// for an
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## exported build, where res:// is read-only.
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const USER_PATH := "user://weapon_holds.json"
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# ── The pose axis ────────────────────────────────────────────────────────────
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#
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# Half of these knobs mean something different at low ready than they do down
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# the sights, and half do not. Where a hand sits ON the weapon is a fact about
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# the gun and the character's hands; how the weapon is carried is a fact about
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# what they are doing with it.
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#
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# The runtime blends between exactly TWO holds, on `ads` — there is no third.
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# "Running" and "Crouched" in the lab are locomotion states that still use the
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# low-ready hold, because that is all `_apply_rifle_hold` can express. Offering
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# four independent pose tunings would be inventing a capability the code does
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# not have, and the fourth would silently do nothing.
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#
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# So: two poses, and a knob names the ones it exists for.
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const POSE_HIP := "hip"
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const POSE_ADS := "ads"
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const POSE_NAMES := {POSE_HIP: "low ready", POSE_ADS: "aiming"}
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## Which pose a given `ads` blend is being tuned as.
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static func pose_for_ads(ads: float) -> String:
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return POSE_ADS if ads > 0.5 else POSE_HIP
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## key -> [label, minimum, maximum, is_vector, default]
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##
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## The lab builds its whole UI from this, so adding a knob here is all it takes
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## to expose one. Ranges are what a plausible answer lives inside, not what the
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## value can technically be.
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##
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## The DEFAULT must match what the code does when nothing is tuned, or the lab
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## lies: a slider parked at 0 next to a code default of 1.0 means the first touch
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## of that slider silently switches the behaviour off. Zero means "let the code
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## decide" only where it is called out below.
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##
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## These are the pose-INDEPENDENT ones. They describe the weapon and the hands
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## on it, which do not change when the character shoulders the gun.
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const SHARED_KNOBS := [
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["weapon_scale", "Weapon size (0 = fit to arm)", 0.0, 1.4, false, 0.0],
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["gun_stock", "TRIGGER hand along the weapon, from the butt (0 = auto)",
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0.0, 0.45, false, 0.0],
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["gun_fore", "SUPPORT hand along the weapon, from the grip (0 = auto)",
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0.0, 0.50, false, 0.0],
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# The two hand anchors, off the barrel line.
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#
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# `gun_stock` and `gun_fore` above are DISTANCES ALONG the barrel, and for a
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# long time that was the only freedom either anchor had: the trigger hand
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# could slide up and down the gun's own axis and nowhere else, and so could
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# the support hand. That is fine for where along a handguard to hold, and
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# useless for a handguard that sits below the bore, an angled foregrip, or a
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# pistol whose grip is nowhere near its barrel line.
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#
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# These are in the GUN's frame — x across, y up, z along the barrel — so they
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# stay meaningful as the weapon pitches between low ready and ADS. Zero is
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# exactly the old behaviour. Their z overlaps `gun_stock`/`gun_fore`, which
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# is redundant but harmless, and keeping the along-axis distances separate is
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# what lets the reach solver slide the support hand back down the handguard
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# without also undoing a deliberate sideways nudge.
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["grip_shift", "TRIGGER hand, off the barrel line", -0.15, 0.15, true,
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Vector3.ZERO],
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["fore_shift", "SUPPORT hand, off the barrel line", -0.15, 0.15, true,
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Vector3.ZERO],
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["curl_wrap", "Finger wrap", 0.0, 2.0, false, 1.0],
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["curl_trigger", "Trigger finger", 0.0, 2.0, false, 1.0],
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["curl_thumb", "Thumb", 0.0, 2.0, false, 1.0],
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]
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## stem -> [label, minimum, maximum, is_vector, {pose: default}]
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##
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## Stored and read as `<stem>_<pose>`, which is the convention `pocket_hip` and
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## `pocket_ads` already used — generalised so every knob that ought to differ
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## between the two holds can.
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##
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## A pose ABSENT from the defaults dictionary means the knob does not exist
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## there, and the lab will not show it. `pitch` is the case that forces this:
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## down the sights the muzzle follows the camera, so there is nothing to tune,
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## and a "muzzle pitch, aiming" slider would be a control that does nothing.
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const POSE_KNOBS := [
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["pocket", "Stock pocket", -0.30, 0.30, true, {
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POSE_HIP: Vector3(0.03, -0.07, 0.06),
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POSE_ADS: Vector3(0.05, 0.01, 0.07)}],
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["pitch", "Muzzle pitch", -0.6, 0.6, false, {POSE_HIP: 0.16}],
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# Full wrist orientation, not just a roll.
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#
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# These were one scalar each, a twist about the barrel, because that is the
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# only axis a hand wrapping a cylinder is free in ONCE the arc onto the
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# barrel has been solved. That is true of the support hand and it was never
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# true of the trigger hand, and even for the support hand it left no way to
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# cock a wrist forward or break it inward — which is most of what separates a
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# convincing rifle hold from a mannequin's.
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#
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# Pitch, yaw and roll, applied in the GUN's frame (about across, up, and the
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# barrel) so the axes mean the same thing at any weapon pitch. Zero is
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# exactly the old behaviour, since the roll term was zero by default too.
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["wrist_r", "TRIGGER wrist — pitch / yaw / roll", -1.6, 1.6, true, {
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POSE_HIP: Vector3.ZERO, POSE_ADS: Vector3.ZERO}],
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["wrist_l", "SUPPORT wrist — pitch / yaw / roll", -1.6, 1.6, true, {
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POSE_HIP: Vector3.ZERO, POSE_ADS: Vector3.ZERO}],
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# Zero means "use the code's own default" for these two — see _tv in
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# ShooterPoseModifier, which treats a zero-length vector as unset.
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["pole_r", "Firing elbow (0 = auto)", -1.5, 1.5, true, {
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POSE_HIP: Vector3.ZERO, POSE_ADS: Vector3.ZERO}],
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["pole_l", "Support elbow (0 = auto)", -1.5, 1.5, true, {
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POSE_HIP: Vector3.ZERO, POSE_ADS: Vector3.ZERO}],
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]
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## The spec table for one pose: the shared knobs, plus that pose's own, with
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## their keys already suffixed.
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##
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## This is what the lab builds its sliders from, so a knob that does not apply
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## to the pose being adjusted is not merely disabled — it is not there.
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static func knobs_for(pose: String) -> Array:
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var out: Array = SHARED_KNOBS.duplicate()
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for spec in POSE_KNOBS:
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var defaults: Dictionary = spec[5]
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if not defaults.has(pose):
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continue
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out.append(["%s_%s" % [spec[0], pose],
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"%s, %s" % [spec[1], POSE_NAMES[pose]],
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spec[2], spec[3], spec[4], defaults[pose]])
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return out
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## Every knob across every pose. For anything that has to reason about the whole
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## table rather than about one screen of it — resetting, saving, and the checks.
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static func all_knobs() -> Array:
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var out: Array = SHARED_KNOBS.duplicate()
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for spec in POSE_KNOBS:
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var defaults: Dictionary = spec[5]
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for pose in defaults:
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out.append(["%s_%s" % [spec[0], pose],
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"%s, %s" % [spec[1], POSE_NAMES[pose]],
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spec[2], spec[3], spec[4], defaults[pose]])
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return out
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## The built-in value for a knob, for a lab that has nothing saved yet.
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##
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## Across ALL poses, not just the one on screen: a reset or a save has to know
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## what `pocket_ads` defaults to even while low ready is being adjusted.
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static func default_for(key: String):
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return TuningStore.default_for(all_knobs(), key)
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## The layering, the JSON round trip and the res://-then-user:// write all live
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## in TuningStore now, because they are not specific to weapons — rig anchors
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## want exactly the same behaviour, and having two copies of it would mean two
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## places for "an exported build's tuning pass is silently discarded" to come
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## back. The on-disk format is unchanged.
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static func load_all() -> Dictionary:
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return TuningStore.read(PATH, USER_PATH)
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## The resolved knob table for one character holding one weapon.
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static func resolve(all: Dictionary, skin_id: String, weapon_id: String) -> Dictionary:
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return TuningStore.resolve(all, skin_id, weapon_id)
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## Store one character+weapon's knobs and write the file. Returns where it went.
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static func save(all: Dictionary, skin_id: String, weapon_id: String,
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knobs: Dictionary) -> String:
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return TuningStore.write(all, skin_id, weapon_id, knobs, PATH, USER_PATH)
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