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]>
281 lines
9.2 KiB
GDScript
281 lines
9.2 KiB
GDScript
extends SceneTree
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## Dev tool: is the skirt STRETCHING around the thigh, or tearing open?
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##
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## godot --headless --path . -s res://debug/cloth_stretch_check.gd -- [skin_glb]
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##
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## The collision and drape solve each cloth bone on its own. Neighbouring skirt
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## panels therefore get different answers, and the mesh between them has to
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## absorb the difference — which linear-blend skinning does by pulling the shared
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## edge apart. On screen that reads as the skirt "breaking" open around the thigh
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## instead of deforming over it, and no capsule or spring number shows it,
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## because every individual bone is behaving.
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##
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## So measure the MESH: skin every cloth triangle over a movement sweep and
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## compare each edge against its own rest length. An edge whose two ends are
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## driven by different panels is a SEAM — that is where a tear appears — so those
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## are reported separately from edges inside one panel.
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##
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## Reports, worst over the sweep:
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## stretch posed edge length / rest length
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## gap how many millimetres that edge grew
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const SWEEP := [["ground", 9.0], ["ground", 3.0], ["air", 6.0],
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["air", -8.0], ["slide", 10.0], ["dash", 14.0]]
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const FRAMES_PER_STATE := 30
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## An edge has to grow by more than this to count as a tear rather than noise.
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const REPORT_MM := 8.0
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var _frames := 0
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var _model: SkinnedPlayerModel = null
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var _cloth := {} # bone index -> panel family name
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var _edges: Array = [] # [mesh, surface, ia, ib, rest_len, family_a, family_b]
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var _skins: Array = [] # [mesh, skin, bone_of, verts, bones, weights, per]
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var _worst := {} # "famA|famB" -> [stretch, grow_m, bones, rest_m, state]
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## The single worst edge seen, kept so _report can dump what actually drives it.
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var _peak := 0.0
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var _peak_edge: Array = []
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var _state := ""
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var _ready := false
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func _initialize() -> void:
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var args := OS.get_cmdline_user_args()
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var path: String = args[0] if args.size() > 0 \
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else "res://assets/characters/skins/taila.glb"
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var scene := Node3D.new()
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root.add_child(scene)
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current_scene = scene
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_model = SkinnedPlayerModel.new()
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_model.model_path = path
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scene.add_child(_model)
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## Panel a bone belongs to: the chain root's name, with the segments built by
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## tools/retarget.py::subdivide_cloth_panels stripped off. Two segments of the
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## same panel are meant to bend apart; two different panels are not.
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static func _family(bone_name: String) -> String:
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var n := bone_name
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var cut := n.find(".seg")
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return n.substr(0, cut) if cut >= 0 else n
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func _build(skel: Skeleton3D) -> void:
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var side: String = _model.model_path.get_basename() + ".rig.json"
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var info = JSON.parse_string(FileAccess.get_file_as_string(side))
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if typeof(info) != TYPE_DICTIONARY:
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print("no sidecar")
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return
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for c in info.get("chains", []):
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if String(c.get("class", "")) == "hair":
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continue
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for n in c.get("bones", []):
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var i := skel.find_bone(String(n))
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if i >= 0:
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_cloth[i] = _family(String(n))
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for mi in _model.find_children("*", "MeshInstance3D", true, false):
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if mi.mesh == null or mi.skin == null:
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continue
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var skin: Skin = mi.skin
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var bone_of := {}
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for b in skin.get_bind_count():
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var bi := skin.get_bind_bone(b)
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if bi < 0:
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bi = skel.find_bone(skin.get_bind_name(b))
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bone_of[b] = bi
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for s in range(mi.mesh.get_surface_count()):
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var arrays: Array = mi.mesh.surface_get_arrays(s)
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var verts: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
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var bones: PackedInt32Array = arrays[Mesh.ARRAY_BONES]
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var weights: PackedFloat32Array = arrays[Mesh.ARRAY_WEIGHTS]
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var idx: PackedInt32Array = arrays[Mesh.ARRAY_INDEX]
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if bones.is_empty() or verts.is_empty() or idx.is_empty():
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continue
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var per: int = bones.size() / verts.size()
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var sk := [mi, skin, bone_of, verts, bones, weights, per]
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# Which panel drives each vertex, and its rest position.
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var fam := []
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var drv := []
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var rest := PackedVector3Array()
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var any := false
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fam.resize(verts.size())
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drv.resize(verts.size())
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rest.resize(verts.size())
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for v in verts.size():
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var bw := 0.0
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var cw := 0.0
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var f := ""
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var dn := ""
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var q := Vector3.ZERO
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for k in per:
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var w: float = weights[v * per + k]
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var bind: int = bones[v * per + k]
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var bi: int = bone_of[bind]
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if bi < 0 or w <= 0.0:
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continue
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q += (skel.get_bone_global_rest(bi) * skin.get_bind_pose(bind)
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* verts[v]) * w
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if _cloth.has(bi):
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cw += w
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if w > bw:
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bw = w
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f = _cloth[bi]
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dn = skel.get_bone_name(bi)
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# The cloth chains must actually OWN this vertex. Body surfaces
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# carry stray cloth influence — one arm vertex measured 0.54
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# forearm, 0.35 skirt — and counting those made the skirt look
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# like it was tearing by half a metre when the arm was simply
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# moving during a dash.
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if cw < 0.75:
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f = ""
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dn = ""
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fam[v] = f
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drv[v] = dn
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rest[v] = q
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if f != "":
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any = true
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if not any:
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continue
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_skins.append(sk)
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var seen := {}
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for t in range(0, idx.size(), 3):
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for pair in [[idx[t], idx[t + 1]], [idx[t + 1], idx[t + 2]],
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[idx[t + 2], idx[t]]]:
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var a: int = mini(pair[0], pair[1])
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var b: int = maxi(pair[0], pair[1])
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if String(fam[a]) == "" or String(fam[b]) == "":
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continue
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var key := "%d_%d_%d" % [_skins.size(), a, b]
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if seen.has(key):
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continue
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seen[key] = true
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var L := rest[a].distance_to(rest[b])
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if L < 0.0005:
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continue
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_edges.append([_skins.size() - 1, a, b, L,
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String(fam[a]), String(fam[b]),
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"%s -> %s" % [drv[a], drv[b]]])
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var seams := 0
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for e in _edges:
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if e[4] != e[5]:
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seams += 1
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print("tracking %d cloth edges, %d of them across a panel seam" % [
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_edges.size(), seams])
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func _process(_delta: float) -> bool:
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_frames += 1
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if _frames < 8 or not _model.loaded:
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return false
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var skel: Skeleton3D = _model.skeleton
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if skel == null:
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return true
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if not _ready:
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_build(skel)
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_ready = true
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if _edges.is_empty():
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return true
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return false
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var phase: int = clampi((_frames - 9) / FRAMES_PER_STATE, 0, SWEEP.size() - 1)
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_model.update_state(SWEEP[phase][0], SWEEP[phase][1], false)
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_model.set_locomotion(0.0, 1.0, 0.0)
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_state = "%s %.0f" % [SWEEP[phase][0], SWEEP[phase][1]]
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_measure(skel)
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if _frames > 9 + FRAMES_PER_STATE * SWEEP.size():
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_report()
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return true
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return false
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func _measure(skel: Skeleton3D) -> void:
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# Skin every cloth vertex once, then walk the edges.
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var posed: Array = []
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for sk in _skins:
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var skin: Skin = sk[1]
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var bone_of: Dictionary = sk[2]
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var verts: PackedVector3Array = sk[3]
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var bones: PackedInt32Array = sk[4]
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var weights: PackedFloat32Array = sk[5]
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var per: int = sk[6]
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var out := PackedVector3Array()
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out.resize(verts.size())
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for v in verts.size():
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var q := Vector3.ZERO
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for k in per:
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var w: float = weights[v * per + k]
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var bind: int = bones[v * per + k]
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var bi: int = bone_of[bind]
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if bi < 0 or w <= 0.0:
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continue
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q += (skel.get_bone_global_pose(bi) * skin.get_bind_pose(bind)
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* verts[v]) * w
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out[v] = q
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posed.append(out)
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for e in _edges:
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var p: PackedVector3Array = posed[e[0]]
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var L: float = p[e[1]].distance_to(p[e[2]])
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var grow: float = L - float(e[3])
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if grow <= 0.0:
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continue
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var key: String = "%s | %s" % [e[4], e[5]] if e[4] != e[5] else "%s (inside)" % e[4]
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var cur: Array = _worst.get(key, [0.0, 0.0])
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if grow > cur[1]:
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_worst[key] = [L / float(e[3]), grow, e[6], float(e[3]), _state]
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if grow > _peak:
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_peak = grow
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_peak_edge = [e[0], e[1], e[2], float(e[3]), _state]
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func _report() -> void:
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print("\n=== worst cloth EDGE STRETCH over the sweep ===")
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print(" a growing seam is the skirt tearing open between two panels;")
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print(" growth inside one panel is the panel itself being stretched.\n")
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var keys := _worst.keys()
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keys.sort_custom(func(a, b): return _worst[a][1] > _worst[b][1])
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var shown := 0
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for k in keys:
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var w: Array = _worst[k]
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if w[1] * 1000.0 < REPORT_MM:
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break
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print(" %-30s x%6.2f +%6.1f mm rest %5.1f mm %-42s %s" % [
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k, w[0], w[1] * 1000.0, w[3] * 1000.0, w[2], w[4]])
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shown += 1
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if shown >= 24:
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break
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if shown == 0:
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print(" nothing grew by more than %.0f mm" % REPORT_MM)
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_dissect()
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print("")
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## Everything that drives the two ends of the single worst edge. A rigid bone
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## cannot change the distance between two points, so an edge that grew while
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## both ends report the same DOMINANT bone is being pulled by something else in
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## their influence lists — which is the only way to find out what.
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func _dissect() -> void:
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if _peak_edge.is_empty():
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return
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var skel: Skeleton3D = _model.skeleton
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var sk: Array = _skins[_peak_edge[0]]
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var skin: Skin = sk[1]
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var bone_of: Dictionary = sk[2]
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var bones: PackedInt32Array = sk[4]
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var weights: PackedFloat32Array = sk[5]
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var per: int = sk[6]
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print("
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worst single edge: rest %.1f mm, grew %.1f mm, during %s" % [
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_peak_edge[3] * 1000.0, _peak * 1000.0, _peak_edge[4]])
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for which in [1, 2]:
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var v: int = _peak_edge[which]
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var line := " vertex %d:" % v
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for k in per:
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var w: float = weights[v * per + k]
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if w <= 0.0001:
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continue
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var bi: int = bone_of[bones[v * per + k]]
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line += " %s %.2f" % [
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skel.get_bone_name(bi) if bi >= 0 else "?", w]
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print(line)
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