extends Node class_name PoseWarping ## For Predicting Stop Location ## it uses a linear equation : d = v*t + 0.5 * a * t^2 ## v is velocity. t is time. a is acceleration func CalculateStopLocation(CurrentCharacterLocation:Vector3,Velocity:Vector3,deacceleration:Vector3,_delta): var time = CalculateStopTime(Velocity,deacceleration) return CurrentCharacterLocation + (Velocity * time + 0.5*deacceleration*pow(time,2)) func CalculateStopTime(Velocity:Vector3,deacceleration:Vector3): var time = Velocity.length() / deacceleration.length() return time var previous_direction : float var orientation_direction : float var cleared_override : bool = true func orientation_warping(enabled:bool,CameraObject, Velocity:Vector3, skeleton_ref:Skeleton3D, Hip :String= "Hips", Spines :Array[String]= ["Spine","Spine1","Spine2"], Offset := 0.0, delta :float= 1.0, turn_rate :float= 10.0): print("orientation_warping:", enabled, Velocity) if !enabled and !cleared_override: set_bone_y_rotation(skeleton_ref,Hip,0,false) for bone in Spines: set_bone_y_rotation(skeleton_ref,bone,0,false) cleared_override = true if is_equal_approx(Velocity.length(),0.0) or !enabled: return print("orientation_warping:", enabled, Velocity) cleared_override = false var CameraAngle :Quaternion = Quaternion(Vector3(0,1,0),atan2(-CameraObject.transform.basis.z.z, -CameraObject.transform.basis.z.x)) var VelocityAngle :Quaternion = Quaternion(Vector3(0,1,0),atan2(Velocity.z, Velocity.x)) var IsMovingBackwardRelativeToCamera :bool = false if -Velocity.rotated(Vector3.UP,-CameraObject.transform.basis.get_euler().y).z >= -0.1 else true var IsMovingLeftRelativeToCamera :bool = false if -Velocity.rotated(Vector3.UP,-CameraObject.transform.basis.get_euler().y).x >= -0.1 else true var rotation_difference_camera_velocity :float = CameraAngle.angle_to(VelocityAngle) previous_direction = orientation_direction orientation_direction = rotation_difference_camera_velocity if IsMovingBackwardRelativeToCamera: # Make the legs face forward just like the forward walking orientation_direction *= -1 orientation_direction = orientation_direction + PI # Set Left or Right if IsMovingLeftRelativeToCamera: orientation_direction *= -1 if IsMovingBackwardRelativeToCamera: # since we rotated the legs to face forward, then the right and left will be reversed # so we need to reverse it back again after getting the right and left values orientation_direction *= -1 orientation_direction = clampf(lerp_angle(previous_direction,orientation_direction,delta*turn_rate),-PI/2, PI/2) #Orient bones to face the forward direction set_bone_y_rotation(skeleton_ref,Hip,orientation_direction) for bone in Spines: set_bone_y_rotation(skeleton_ref,bone,(-orientation_direction/(Spines.size()))+Offset) func set_bone_y_rotation(skeleton:Skeleton3D,bone_name:String, y_rot:float, presistant:bool=true): var bone = skeleton.find_bone(bone_name) var bone_transform : Transform3D = skeleton.get_bone_global_pose_no_override(bone) bone_transform = bone_transform.rotated(Vector3(0,1,0), y_rot) skeleton.set_bone_global_pose_override(bone, bone_transform,1.0,presistant)