Files
kicking-high/proto3/godot/scenes/characters/male.gd
Segey Lapin 7706ba0edf Some fixes
Disabled feet IK, proper handling of exit room
Added quest system from proto2
2020-04-14 16:48:43 +03:00

258 lines
7.2 KiB
GDScript

extends KinematicBody
const MOTION_INTERPOLATE_SPEED = 10
var orientation = Transform()
var root_motion = Transform()
var fixup = Transform()
var motion = Vector2()
var motion_target = Vector2()
var velocity = Vector3()
var disable_gravity = false
const p1 = "parameters/main/playback"
const p2 = "parameters/main/Motion/playback"
func _ready():
# var _ap = $AnimationTree.get_node($AnimationTree.get_animation_player())
orientation = global_transform
orientation.origin = Vector3()
add_to_group("characters")
do_ungrab()
# feet_ik_init()
func _physics_process(delta):
# motion = motion.linear_interpolate(motion_target, MOTION_INTERPOLATE_SPEED * delta)
assert(has_meta("grabbed"))
var in_smart_obj = get_meta("smart_object")
if get_meta("grabbed"):
orientation.basis = get_parent().global_transform.basis
root_motion = $AnimationTree.get_root_motion_transform()
orientation *= root_motion
var h_velocity = orientation.origin / delta
velocity.x = h_velocity.x
velocity.z = h_velocity.z
velocity.y = h_velocity.y
if !get_meta("grabbed") && !in_smart_obj && !disable_gravity:
velocity.y += -9.8
velocity = move_and_slide(velocity,Vector3(0,1,0))
orientation.origin = Vector3()
fixup.origin = Vector3()
orientation *= Transform().interpolate_with(fixup, delta)
orientation = orientation.orthonormalized()
global_transform.basis = orientation.basis
if get_meta("grabbed"):
global_transform.origin = get_parent().global_transform.origin
# global_transform = get_parent().global_transform
if attacking >= 0.0:
attacking -= delta
rpg.update_stats(self)
# feet_ik()
var skel
func get_skeleton():
if skel:
return get_node(skel)
var queue = [self]
while queue.size() > 0:
var item = queue.pop_front()
if item is Skeleton:
skel = get_path_to(item)
return get_node(skel)
for k in item.get_children():
queue.push_back(k)
func get_anim_player():
return $male_2018/male_g_2018/AnimationPlayer
var attachment_start
var attachment_end
var mod_p = false
func get_front_neck_target():
if !mod_p:
$male_2018/male_g_2018/neck02BoneAttachment/grab_neck_front.transform.basis = Basis()
mod_p = true
return $male_2018/male_g_2018/neck02BoneAttachment/grab_neck_front
func add_attachment(bname, xform):
var ba: BoneAttachment = BoneAttachment.new()
ba.bone_name = bname
var sk = get_skeleton()
sk.add_child(ba)
var on1 = Spatial.new()
ba.add_child(on1)
var on2 = Spatial.new()
ba.add_child(on2)
on1.transform = Transform()
# on1.global_transform.basis = Basis()
on2.transform = xform
# on2.rotate_y(PI)
attachment_start = ba
attachment_end = on2
return on2
static func calc_offset(c2, bone2):
var skel2 = c2.get_skeleton()
var id2 = skel2.find_bone(bone2)
assert(skel2 != null)
assert(id2 >= 0)
var offt2 = skel2.get_bone_global_pose(id2).origin
var offset = Vector3(-offt2.x, -offt2.y, -offt2.z)
# print("offset: ", offset)
return offset
var foot_ik_l = {
"foot": "foot_L",
"bone1": "upperleg02_L",
"bone2": "lowerleg01_L",
"h": -0.3
}
var foot_ik_r = {
"foot": "foot_R",
"bone1": "upperleg02_R",
"bone2": "lowerleg01_R",
"h": -0.3
}
func foot_ik_reset(sk: Skeleton, data: Dictionary, obj: Spatial):
var bone1 = sk.fine_bone(data.bone1)
var bone2 = sk.fine_bone(data.bone2)
var foot = sk.find_bone(data.foot)
assert(foot >= 0 && bone1 >= 0 && bone2 >= 0)
var xf = sk.get_bone_global_pose(foot)
var xf1 = sk.get_bone_global_pose(bone1)
var xf2 = sk.get_bone_global_pose(bone2)
var l1 = xf1.origin.distance_to(xf2.origin)
var l2 = xf2.origin.distance_to(xf.origin)
var lt = xf1.origin.distance_squared_to(xf.origin)
var cosa = l1 * (l1 + l2 * l2 + lt) / (2 * l1 * l2)
var v1 = xf2.origin - xf1.origin
var v2 = xf.origin - xf1.origin
var rot_axis = v1.cross(v2).normalized()
var space_state = get_world().direct_space_state
var xform = global_transform
var f = (xform * xf).origin
var result = space_state.intersect_ray(f, f + Vector3(0, data.h, 0), [self], 0xffff)
if result.has("position"):
print(data.foot, result.position)
obj.global_transform.origin = result.position
func feet_ik():
var sk: Skeleton = get_skeleton()
var foot1 = sk.find_bone("foot_L")
var foot2 = sk.find_bone("foot_R")
assert(foot1 >= 0 && foot2 >= 0)
var xf1 = sk.get_bone_global_pose(foot1)
var xf2 = sk.get_bone_global_pose(foot2)
var space_state = get_world().direct_space_state
var xform = global_transform
var f1 = (xform * xf1).origin
var f2 = (xform * xf2).origin
var result1 = space_state.intersect_ray(f1, f1 + Vector3(0, -0.3, 0), [self], 0xffff)
var result2 = space_state.intersect_ray(f2, f2 + Vector3(0, -0.3, 0), [self], 0xffff)
if result1.has("position"):
print("L: ", result1.position)
foot_ik_target_l.global_transform.origin = result1.position
if result2.has("position"):
print("R: ", result2.position)
foot_ik_target_r.global_transform.origin = result2.position
var foot_ik_target_l
var foot_ik_target_r
func feet_ik_init():
var s1 = Spatial.new()
var s2 = Spatial.new()
var sk: Skeleton = get_skeleton()
var foot1 = sk.find_bone("foot_L")
var foot2 = sk.find_bone("foot_R")
var xf1 = sk.get_bone_global_pose(foot1)
var xf2 = sk.get_bone_global_pose(foot2)
s1.transform = xf1
s2.transform = xf2
foot_ik_target_l = s1
foot_ik_target_r = s2
# var ik1 : = SkeletonIK.new()
# ik1.root_bone = "upperleg02_L"
# ik1.tip_bone = "foot_L"
# ik1.target_node = get_path_to(foot_ik_target_l)
# ik1.interpolation = 0.1
# sk.add_child(ik1)
# var ik2 = SkeletonIK.new()
# ik2.root_bone = "upperleg02_R"
# ik2.tip_bone = "foot_R"
# ik2.target_node = get_path_to(foot_ik_target_r)
# ik2.interpolation = 0.1
# sk.add_child(ik2)
# ik1.start(true)
# ik2.start(true)
var act = {
"stop":[
["travel", p1, "Motion"],
["travel", p2, "stand"],
],
"walk":[
["travel", p1, "Motion"],
["travel", p2, "walk"],
],
"grabbed":[
["set", "parameters/free_grabbed/current", 1],
["set", "parameters/grabbed_seek/seek_position", 0.0]
],
"ungrabbed":[
["set", "parameters/free_grabbed/current", 0]
],
"grab":[
["set", "parameters/grab/blend_amount", 1.0],
["set", "parameters/grab_seek/seek_position", 0.0]
],
"grab_attack1_on":[
["set", "parameters/grab_attack/active", true],
],
"grabbed_attacked1_on":[
["set", "parameters/grabbed_attacked/active", true],
],
"ungrab":[
["set", "parameters/grab/blend_amount", 0.0]
],
"throw_projectile":[
["set", "parameters/throw/active", true]
]
}
func smart_obj(sm):
for k in sm:
if k[0] == "travel":
$AnimationTree[k[1]].travel(k[2])
if k[0] == "set":
$AnimationTree[k[1]] = k[2]
func do_stop():
# if name != "player":
# print(name, " stop")
smart_obj(act.stop)
func do_walk():
# if name != "player":
# print(name, "walk")
smart_obj(act.walk)
func set_walk_speed(x):
var s = [["set", "parameters/main/Motion/walk/walk_speed/scale", x]]
smart_obj(s)
var grab_bone = "grabber_L"
func do_grab():
smart_obj(act.grab)
var attacking = 0.0
func do_attack():
if attacking > 0.0:
return
if get_meta("grabbing"):
smart_obj(act.grab_attack1_on)
var s = grabbing.get_grabbed(self)
s.do_attacked()
rpg.melee_attack(self, s)
attacking += 1.0
else:
smart_obj(act.throw_projectile)
func do_attacked():
if get_meta("grabbed"):
smart_obj(act.grabbed_attacked1_on)
func do_ungrab():
smart_obj(act.ungrab)
func do_grabbed():
smart_obj(act.grabbed)
func do_ungrabbed():
smart_obj(act.ungrabbed)