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public partial class AnimationController : Node3D
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{
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[Export] public Skeleton3D Skeleton { get; set; }
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// Contains all the bones in the skeleton, keyed by name (e.g. "LowerArm_L").
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Dictionary<string, BoneAttachment3D> _bones = [];
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bool _isTurning = false; // Whether the player's body is currently turning to match up with the camera rotation.
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float _bodyYaw = 0.0f; // Current amount the body is turned due to walking sideways.
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Player _player;
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Transform3D _cameraDefaultTransform;
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AnimationTree _animTree;
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Animation _walkForwardAnim;
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Animation _walkBackwardAnim;
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BoneAttachment3D _rootBone;
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public override void _Ready()
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{
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_player = GetParent<Player>();
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_animTree = GetNode<AnimationTree>("AnimationTree");
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_walkForwardAnim = _animTree.GetAnimation("walk_forward");
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_walkBackwardAnim = _animTree.GetAnimation("walk_backward");
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_rootBone = GetNode<BoneAttachment3D>("Root");
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foreach (var child in FindChildren("*", "BoneAttachment3D")) {
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var bone = (BoneAttachment3D)child;
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bone.OverridePose = true;
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_bones[bone.Name] = bone;
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}
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// We disable the AnimationTree while in the editor so our
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// BoneAttackment3D nodes don't get updated, resulting in
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// those changes being picked up by version control.
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_animTree.Active = true;
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}
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public override void _Process(double delta)
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{
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ResetTransforms();
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HandleTurning(delta);
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HandleLookingAnimation(delta);
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HandleWalkingAnimation(delta);
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}
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void ResetTransforms()
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{
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foreach (var bone in _bones.Values) {
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bone.Transform = Skeleton.GetBonePose(bone.BoneIdx);
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if (bone == _rootBone) {
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// This is a dirty hack that makes sure the `Root` bone has the same
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// Transform as it would if it was parented to `Player/Model/Skeleton`.
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var skel = Skeleton.GetParent<Node3D>();
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var model = skel.GetParent<Node3D>();
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bone.Transform = model.Transform * skel.Transform * bone.Transform;
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}
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}
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if (_player.Camera.Camera is Camera3D camera)
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camera.Transform = _player.Camera.DefaultTransform;
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}
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void HandleTurning(double delta)
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{
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const float TurnBegin = 60.0f; // Start turning when camera is rotated this much.
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const float TurnEnd = 5.0f; // Stop turning when body is this close to camera rotation.
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const float TurnSpeed = 6.0f;
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var yaw = _player.Camera.CurrentYaw; // Camera yaw relative to player yaw.
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var movement = _player.Movement;
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var isWalking = movement.LocalMoveVector.Length() > movement.MaxSpeed / 4;
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_isTurning = isWalking || (Abs(yaw) > DegToRad(TurnBegin));
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if (_isTurning) {
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var yawDelta = Sign(yaw) * Min(Abs(yaw), Abs(yaw) * TurnSpeed * (float)delta);
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_player.Camera.CurrentYaw -= (float)yawDelta;
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_player.RotateY(yawDelta);
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if (Abs(_player.Camera.CurrentYaw) < DegToRad(TurnEnd))
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_isTurning = false;
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}
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}
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void HandleLookingAnimation(double delta)
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{
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var camera = _player.Camera.Camera;
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var pitch = _player.Camera.CurrentPitch;
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var yaw = _player.Camera.CurrentYaw;
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const float PitchFactorLowerBody = 0.05f;
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const float PitchFactorUpperBody = 0.20f;
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const float PitchFactorNeck = 0.25f;
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const float PitchFactorHead = 0.35f;
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_bones["LowerBody" ].RotateX( pitch * PitchFactorLowerBody);
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_bones["UpperBody" ].RotateX(-pitch * PitchFactorUpperBody);
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_bones["Neck" ].RotateX(-pitch * PitchFactorNeck);
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_bones["Head" ].RotateX(-pitch * PitchFactorHead);
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_bones["UpperArm_L"].RotateX( pitch * (PitchFactorLowerBody + PitchFactorUpperBody) / 2);
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_bones["UpperArm_R"].RotateX( pitch * (PitchFactorLowerBody + PitchFactorUpperBody) / 2);
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camera?.RotateX(pitch * (1 - PitchFactorLowerBody - PitchFactorUpperBody - PitchFactorNeck - PitchFactorHead));
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const float YawFactorLowerBody = 0.06f;
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const float YawFactorUpperBody = 0.18f;
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const float YawFactorNeck = 0.2f;
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const float YawFactorHead = 0.3f;
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_bones["LowerBody"].GlobalRotate(Vector3.Up, yaw * YawFactorLowerBody);
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_bones["UpperBody"].GlobalRotate(Vector3.Up, yaw * YawFactorUpperBody);
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_bones["Neck" ].GlobalRotate(Vector3.Up, yaw * YawFactorNeck);
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_bones["Head" ].GlobalRotate(Vector3.Up, yaw * YawFactorHead);
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camera?.GlobalRotate(Vector3.Up, yaw * (1 - YawFactorLowerBody - YawFactorUpperBody - YawFactorNeck - YawFactorHead));
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if (camera != null) {
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// How much of the "ideal" camera rotation (rather than animation rotation) should be applied.
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const float CameraFactorIdealPitch = 0.7f;
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const float CameraFactorIdealYaw = 0.8f;
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const float CameraFactorIdealRoll = 0.9f;
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var globalYaw = yaw + _player.Rotation.Y;
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var rot = camera.GlobalRotation;
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// FIXME: This doesn't apply correctly when looking up or down.
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rot.X = LerpAngle(rot.X, pitch, CameraFactorIdealPitch);
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rot.Y = LerpAngle(rot.Y, globalYaw, CameraFactorIdealYaw);
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rot.Z = LerpAngle(rot.Z, 0, CameraFactorIdealRoll);
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camera.GlobalRotation = rot;
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}
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}
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void HandleWalkingAnimation(double delta)
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{
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const float ForwardAngle = 95.0f;
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var movement = _player.Movement;
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var localAngle = movement.LocalMoveAngle;
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var isOnFloor = movement.TimeSinceOnFloor < 0.25f;
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var isMovingForward = Abs(localAngle) <= DegToRad(ForwardAngle);
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var walkState = (isOnFloor && movement.IsMoving) ? "move" : "idle";
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var walkDirection = isMovingForward ? "forward" : "backward";
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var walkSpeed = movement.LocalMoveVector.Length() / movement.MaxSpeed;
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_animTree.Set("parameters/walk_state/transition_request", walkState);
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_animTree.Set("parameters/walk_direction/transition_request", walkDirection);
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var prevWalkSpeed = (float)_animTree.Get("parameters/walk_speed/blend_amount");
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_animTree.Set("parameters/walk_speed/blend_amount", Lerp(prevWalkSpeed, walkSpeed, 10 * (float)delta));
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const float YawFactorLowerBody = 0.15f;
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const float YawFactorUpperBody = 0.20f;
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const float YawFactorNeck = 0.45f;
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if (movement.IsMoving) {
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var targetBodyYaw = localAngle;
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if (!isMovingForward) targetBodyYaw -= Sign(localAngle) * Tau / 2;
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_bodyYaw += (targetBodyYaw - _bodyYaw) * (float)delta * 6;
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} else
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_bodyYaw -= _bodyYaw * (float)delta * 2;
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_bones["Root" ].GlobalRotate(Vector3.Up, _bodyYaw * (YawFactorLowerBody + YawFactorUpperBody + YawFactorNeck));
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_bones["LowerBody"].GlobalRotate(Vector3.Up, -_bodyYaw * YawFactorLowerBody);
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_bones["UpperBody"].GlobalRotate(Vector3.Up, -_bodyYaw * YawFactorUpperBody);
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_bones["Neck" ].GlobalRotate(Vector3.Up, -_bodyYaw * YawFactorNeck);
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}
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}
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