Lots of work on the character model. Also now the character skeleton only have 1 levels of inheritance. (Armature.dae->model instead of armature.dae->armature.tscn->model). This fixes quite a few issues, but some changes were necessary to scripts.

This commit is contained in:
Relintai 2019-12-24 03:10:29 +01:00
parent f2e4858685
commit 78458b2d91
25 changed files with 561 additions and 499 deletions

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<author>Anonymous</author> <author>Anonymous</author>
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<technique_common> <technique_common>
<accessor source="#id-mesh-4-normals-array" count="48" stride="3"> <accessor source="#id-mesh-4-normals-array" count="48" stride="3">
<param name="X" type="float"/> <param name="X" type="float"/>

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@ -1,6 +1,6 @@
[gd_resource type="ItemVisual" load_steps=46 format=2] [gd_resource type="ItemVisual" load_steps=46 format=2]
[ext_resource path="res://data/character_models/neck.dae" type="MeshDataResource" id=1] [ext_resource path="res://data/character_models/huf_neck.dae" type="MeshDataResource" id=1]
[ext_resource path="res://data/character_models/huf_calf.dae" type="MeshDataResource" id=2] [ext_resource path="res://data/character_models/huf_calf.dae" type="MeshDataResource" id=2]
[ext_resource path="res://data/character_models/huf_thigh_left.dae" type="MeshDataResource" id=3] [ext_resource path="res://data/character_models/huf_thigh_left.dae" type="MeshDataResource" id=3]
[ext_resource path="res://data/character_models/huf_pelvis.dae" type="MeshDataResource" id=4] [ext_resource path="res://data/character_models/huf_pelvis.dae" type="MeshDataResource" id=4]

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@ -1,72 +0,0 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://data/models/armature.dae" type="PackedScene" id=1]
[ext_resource path="res://data/materials/Character.material" type="Material" id=2]
[sub_resource type="Skin" id=1]
bind_count = 29
bind/0/bone = 0
bind/0/pose = Transform( 1, 0, 0, 0, 0, 1, 0, -1, 0, 3.23883e-05, -0.000216131, 0 )
bind/1/bone = 1
bind/1/pose = Transform( 1, 0, 0, 0, 4.71856e-07, 1, 0, -1, 4.71856e-07, 0, -3.6933e-07, 0.782716 )
bind/2/bone = 2
bind/2/pose = Transform( 0.999745, -0.00621639, 0.0217112, -0.0215977, 0.0177767, 0.999609, -0.00659991, -0.999823, 0.0176379, 0.0051749, -0.0147984, 0.832313 )
bind/3/bone = 3
bind/3/pose = Transform( 1, -9.35914e-10, 1.36474e-09, -3.07044e-09, -0.00336038, 0.999994, 1.03179e-11, -0.999994, -0.00336038, -0.00103352, 0.00608555, 0.989014 )
bind/4/bone = 4
bind/4/pose = Transform( 1, 6.39974e-07, -8.89245e-07, 8.80181e-07, 0.0113912, 0.999935, 6.50979e-07, -0.999935, 0.0113912, -0.00103425, -0.0106821, 1.13661 )
bind/5/bone = 5
bind/5/pose = Transform( 1, -0.000269678, 0.00012004, -9.65309e-05, 0.0855512, 0.996334, -0.000278958, -0.996334, 0.0855512, -0.000675752, -0.108904, 1.31976 )
bind/6/bone = 6
bind/6/pose = Transform( 1, 8.17762e-05, -0.000263342, 0.000258866, 0.0505959, 0.998719, 9.49964e-05, -0.998719, 0.0505959, -0.00116505, -0.0605734, 1.38071 )
bind/7/bone = 7
bind/7/pose = Transform( 0.0070114, 0.0774384, 0.996973, 0.0774383, 0.993961, -0.0777491, -0.996973, 0.077749, 0.000972474, -0.0888093, -1.27436, -0.0663258 )
bind/8/bone = 8
bind/8/pose = Transform( -0.0450563, 0.0440544, 0.998013, 0.0597335, 0.997358, -0.0413288, -0.997197, 0.0577527, -0.0475687, -0.0382999, -1.27552, 0.0819168 )
bind/9/bone = 9
bind/9/pose = Transform( 0.018514, 0.0309238, 0.999351, 0.0309247, 0.999026, -0.0314866, -0.99935, 0.0314876, 0.0175398, -0.0477363, -1.26588, 0.367749 )
bind/10/bone = 10
bind/10/pose = Transform( -0.0261653, 0.130666, -0.991081, 0.130703, -0.982463, -0.132981, -0.991077, -0.133017, 0.00862804, -0.14878, 1.14002, 0.808164 )
bind/11/bone = 11
bind/11/pose = Transform( -0.475656, 0.00430243, 0.879621, 0.00321754, 0.99999, -0.00315133, -0.879625, 0.00133117, -0.475665, 0.288726, -1.25067, 0.663522 )
bind/12/bone = 12
bind/12/pose = Transform( -0.000220652, -0.000277932, 1, -0.00033695, 1, 0.000277874, -1, -0.000336981, -0.000220243, -0.0736739, -1.24826, 0.755929 )
bind/13/bone = 13
bind/13/pose = Transform( 0.00944621, 0.00316354, 0.99995, 0.0031337, 0.99999, -0.00319319, -0.99995, 0.00316359, 0.00943633, -0.00736828, -1.26387, 0.752371 )
bind/14/bone = 14
bind/14/pose = Transform( -0.00970714, 0.0022499, 0.99995, 0.00216275, 0.999995, -0.00222893, -0.99995, 0.00214089, -0.00971184, 0.0090317, -1.2631, 0.793296 )
bind/15/bone = 15
bind/15/pose = Transform( 0.00658962, -0.0806899, -0.996717, -0.0806899, 0.993446, -0.0809585, 0.996717, 0.0809585, 3.55672e-05, 0.0929316, -1.27391, -0.0704344 )
bind/16/bone = 16
bind/16/pose = Transform( -0.0392234, -0.0752374, -0.996394, -0.0366487, 0.996599, -0.0738102, 0.998558, 0.0336215, -0.0418473, 0.0788543, -1.27095, 0.113026 )
bind/17/bone = 17
bind/17/pose = Transform( 0.0229175, -0.0602779, -0.997918, -0.0474641, 0.99699, -0.0613119, 0.99861, 0.0487704, 0.0199874, 0.0853213, -1.27585, 0.345435 )
bind/18/bone = 18
bind/18/pose = Transform( 0.0297753, 0.0829781, -0.996106, 0.0950469, 0.991797, 0.0854602, 0.995027, -0.0972214, 0.0216442, -0.0890907, -1.17633, 0.766162 )
bind/19/bone = 19
bind/19/pose = Transform( -0.487887, -0.0560933, -0.871102, -0.0378187, 0.998354, -0.043106, 0.872087, 0.0119131, -0.489205, -0.236206, -1.27171, 0.644798 )
bind/20/bone = 20
bind/20/pose = Transform( 0.0047264, -0.0569537, -0.998365, -0.043808, 0.997407, -0.0571064, 0.999029, 0.0440063, 0.00221903, 0.146303, -1.27405, 0.699947 )
bind/21/bone = 21
bind/21/pose = Transform( -0.00289687, -0.0125321, -0.999917, 0.000557556, 0.999921, -0.0125339, 0.999996, -0.00059382, -0.00288967, 0.00642652, -1.25875, 0.757343 )
bind/22/bone = 22
bind/22/pose = Transform( 0.00643235, -0.0318082, -0.999473, -0.0188087, 0.999313, -0.0319243, 0.999802, 0.0190041, 0.00582965, 0.0381318, -1.27355, 0.772322 )
bind/23/bone = 23
bind/23/pose = Transform( 0.997079, 0.0643905, 0.0415419, 0.0406052, 0.0156588, -0.999053, -0.0649775, 0.997802, 0.0129985, -0.124325, -0.0162939, -0.795408 )
bind/24/bone = 24
bind/24/pose = Transform( 0.998221, 0.051846, 0.0300808, 0.0276995, 0.0458923, -0.998563, -0.053149, 0.9976, 0.0443741, -0.118691, -0.0290485, -0.456133 )
bind/25/bone = 25
bind/25/pose = Transform( 0.998432, 0.0379936, -0.0415485, 0.0267438, -0.969472, -0.243743, -0.0495496, 0.242244, -0.968951, -0.119631, 0.0441252, -0.0300586 )
bind/26/bone = 26
bind/26/pose = Transform( 0.997517, -0.0648327, -0.0280861, -0.0272034, 0.0143568, -0.999527, 0.0652032, 0.997793, 0.0125575, 0.124711, -0.0142854, -0.795383 )
bind/27/bone = 27
bind/27/pose = Transform( 0.998496, -0.0523874, -0.0171451, -0.0147558, 0.0455334, -0.998855, 0.0531055, 0.997589, 0.0446915, 0.119101, -0.0275243, -0.456326 )
bind/28/bone = 28
bind/28/pose = Transform( 0.997795, 0.00782495, 0.066146, 0.0235858, -0.970258, -0.240925, 0.0623004, 0.241949, -0.968288, 0.117675, 0.0501108, -0.0285344 )
[node name="armature" instance=ExtResource( 1 )]
[node name="Male" parent="Armature/Skeleton" index="0"]
visible = false
skin = SubResource( 1 )
material/0 = ExtResource( 2 )

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@ -48,6 +48,43 @@ var root_attach_point : CharacterSkeketonAttachPoint
export(Array, ItemVisual) var viss : Array export(Array, ItemVisual) var viss : Array
var bone_names = {
0: "root",
1: "pelvis",
2: "spine",
3: "spine_1",
4: "spine_2",
5: "neck",
6: "head",
7: "left_clavicle",
8: "left_upper_arm",
9: "left_forearm",
10: "left_hand",
11: "left_thunb_base",
12: "left_thumb_end",
13: "left_fingers_base",
14: "left_fingers_end",
15: "right_clavicle",
16: "right_upper_arm",
17: "right_forearm",
18: "right_hand",
19: "right_thumb_base",
20: "right_thumb_head",
21: "right_fingers_base",
22: "right_fingers_head",
23: "left_thigh",
24: "left_calf",
25: "left_foot",
26: "right_thigh",
27: "right_calf",
28: "right_foot",
}
var _texture_packer : TexturePacker var _texture_packer : TexturePacker
var _textures : Array var _textures : Array
var _texture : Texture var _texture : Texture
@ -137,13 +174,21 @@ func build_mesh(data) -> void:
st.begin(Mesh.PRIMITIVE_TRIANGLES) st.begin(Mesh.PRIMITIVE_TRIANGLES)
var vertex_count : int = 0 var vertex_count : int = 0
for bone_idx in range(EntityEnums.SKELETON_POINTS_MAX): for skele_point in range(EntityEnums.SKELETON_POINTS_MAX):
for j in range(get_model_entry_count(bone_idx)): var bone_name : String = get_bone_name(skele_point)
var entry : SkeletonModelEntry = get_model_entry(bone_idx, j)
if bone_name == "":
print("Bone name error")
continue
var bone_idx : int = skeleton.find_bone(bone_name)
for j in range(get_model_entry_count(skele_point)):
var entry : SkeletonModelEntry = get_model_entry(skele_point, j)
if entry.entry.get_mesh(gender) != null: if entry.entry.get_mesh(gender) != null:
var bt : Transform = skeleton.get_bone_global_pose(bone_idx) var bt : Transform = skeleton.get_bone_global_pose(bone_idx)
var arrays : Array = entry.entry.get_mesh(gender).array var arrays : Array = entry.entry.get_mesh(gender).array
var vertices : PoolVector3Array = arrays[ArrayMesh.ARRAY_VERTEX] as PoolVector3Array var vertices : PoolVector3Array = arrays[ArrayMesh.ARRAY_VERTEX] as PoolVector3Array
@ -158,7 +203,7 @@ func build_mesh(data) -> void:
var weights_array : PoolRealArray = PoolRealArray() var weights_array : PoolRealArray = PoolRealArray()
weights_array.append(1.0) weights_array.append(1.0)
var ta : AtlasTexture = _textures[bone_idx] var ta : AtlasTexture = _textures[skele_point]
var tx : float = 0 var tx : float = 0
var ty : float = 0 var ty : float = 0
@ -275,3 +320,9 @@ func editor_build(val : bool) -> void:
_editor_built = false _editor_built = false
refresh_in_editor = val refresh_in_editor = val
func get_bone_name(skele_point : int) -> String:
if bone_names.has(skele_point):
return bone_names[skele_point]
return ""