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286 lines
10 KiB
GDScript
286 lines
10 KiB
GDScript
extends Node3D
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@export var body_path: NodePath = NodePath("Body")
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@export var left_pupil_path: NodePath = NodePath("Body/HeadPivot/EyeLeft/Pupil")
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@export var right_pupil_path: NodePath = NodePath("Body/HeadPivot/EyeRight/Pupil")
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@export var camera_path: NodePath
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@export var look_origin_path: NodePath = NodePath("Body/HeadPivot")
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@export var look_reference_path: NodePath = NodePath("Body")
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@export var look_target_path: NodePath = NodePath("")
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@export var follow_enabled: bool = true
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@export var follow_speed: float = 2.8
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@export var follow_acceleration: float = 8.0
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@export var follow_start_distance: float = 3.5
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@export var follow_stop_distance: float = 1.9
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@export var follow_turn_speed: float = 8.0
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@export var observed_stop_dot: float = 0.45
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@export var require_line_of_sight: bool = false
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@export var lock_vertical: bool = true
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@export var vertical_unlock_height: float = 0.6
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@export var vertical_lock_smooth_speed: float = 6.0
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@export var vertical_lock_hold_time: float = 0.3
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@export var max_look_angle_deg: float = 90.0
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@export var eye_return_speed: float = 0.2
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@export var max_offset: float = 0.08
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@export var side_eye_boost: float = 1.4
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@export var head_path: NodePath = NodePath("Body/HeadPivot")
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@export var head_turn_speed: float = 16.0
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@export var head_max_yaw_deg: float = 55.0
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@export var head_max_pitch_deg: float = 22.0
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var _left_pupil: Node3D
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var _right_pupil: Node3D
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var _body: RigidBody3D
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var _left_base: Vector3
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var _right_base: Vector3
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var _camera: Camera3D
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var _look_origin: Node3D
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var _head: Node3D
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var _head_base_rot: Vector3
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var _vertical_lock_factor: float = 1.0
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var _vertical_hold_timer: float = 0.0
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var _look_reference: Node3D
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var _look_target: Node3D
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var _follow_velocity := Vector3.ZERO
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func _ready() -> void:
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_body = get_node_or_null(body_path) as RigidBody3D
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_left_pupil = get_node_or_null(left_pupil_path) as Node3D
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_right_pupil = get_node_or_null(right_pupil_path) as Node3D
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if _left_pupil:
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_left_base = _left_pupil.position
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if _right_pupil:
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_right_base = _right_pupil.position
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_camera = _resolve_camera()
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_look_origin = get_node_or_null(look_origin_path) as Node3D
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_look_reference = get_node_or_null(look_reference_path) as Node3D
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_look_target = get_node_or_null(look_target_path) as Node3D
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_head = get_node_or_null(head_path) as Node3D
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if _head:
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_head_base_rot = _head.rotation
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if _body:
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_body.top_level = false
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_body.freeze = true
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_body.sleeping = true
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_body.contact_monitor = true
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_body.max_contacts_reported = 8
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func _physics_process(delta: float) -> void:
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_update_follow(delta)
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_sync_body_to_root()
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_update_pupils()
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func _process(_delta: float) -> void:
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_sync_body_to_root()
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_update_pupils()
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func _update_pupils() -> void:
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if _look_target == null and look_target_path != NodePath(""):
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_look_target = get_node_or_null(look_target_path) as Node3D
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if _look_target == null:
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var viewport_cam := get_viewport().get_camera_3d()
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if viewport_cam != null and viewport_cam != _camera:
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_camera = viewport_cam
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elif _camera == null or not _camera.is_inside_tree():
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_camera = _resolve_camera()
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if _look_target == null and _camera == null:
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return
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var origin := _look_origin
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if origin == null:
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origin = self
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var target := _look_target.global_position if _look_target != null else _camera.global_position
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var dir_world := target - origin.global_position
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if dir_world.length_squared() <= 0.0001:
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return
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dir_world = dir_world.normalized()
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var reference := _look_reference if _look_reference != null else origin
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var forward := -reference.global_basis.z
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var min_dot := cos(deg_to_rad(max_look_angle_deg))
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var can_look := dir_world.dot(forward) >= min_dot
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if not can_look:
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var delta := get_process_delta_time()
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if _left_pupil:
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var target_left := Vector3(_left_base.x, _left_base.y, _left_base.z)
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var pos_left := _left_pupil.position
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pos_left.x = move_toward(pos_left.x, target_left.x, eye_return_speed * delta)
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pos_left.y = target_left.y
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pos_left.z = move_toward(pos_left.z, target_left.z, eye_return_speed * delta)
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_left_pupil.position = pos_left
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if _right_pupil:
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var target_right := Vector3(_right_base.x, _right_base.y, _right_base.z)
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var pos_right := _right_pupil.position
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pos_right.x = move_toward(pos_right.x, target_right.x, eye_return_speed * delta)
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pos_right.y = target_right.y
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pos_right.z = move_toward(pos_right.z, target_right.z, eye_return_speed * delta)
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_right_pupil.position = pos_right
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if _head:
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_head.rotation.x = _head_base_rot.x
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_head.rotation.y = lerp_angle(_head.rotation.y, _head_base_rot.y, head_turn_speed * delta)
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return
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if lock_vertical:
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var origin_y := origin.global_position.y
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var target_offset := target.y - origin_y
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var is_above := target_offset > vertical_unlock_height
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if is_above:
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_vertical_hold_timer = vertical_lock_hold_time
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else:
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_vertical_hold_timer = max(0.0, _vertical_hold_timer - get_process_delta_time())
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if is_above:
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_vertical_lock_factor = 1.0
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else:
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var unlock := 1.0 if _vertical_hold_timer > 0.0 else 0.0
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_vertical_lock_factor = move_toward(_vertical_lock_factor, unlock, vertical_lock_smooth_speed * get_process_delta_time())
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target.y = lerp(origin_y, target.y, _vertical_lock_factor)
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dir_world = target - origin.global_position
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if dir_world.length_squared() <= 0.0001:
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return
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dir_world = dir_world.normalized()
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if _left_pupil:
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_update_eye(_left_pupil, _left_base, dir_world)
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if _right_pupil:
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_update_eye(_right_pupil, _right_base, dir_world)
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if _head:
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_update_head(dir_world)
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func _update_follow(delta: float) -> void:
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if _body == null:
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return
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if not follow_enabled:
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_slow_to_stop(delta)
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return
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if _look_target == null and look_target_path != NodePath(""):
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_look_target = get_node_or_null(look_target_path) as Node3D
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if _look_target == null:
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_slow_to_stop(delta)
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return
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if _look_target.has_method("is_in_vehicle") and bool(_look_target.call("is_in_vehicle")):
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_slow_to_stop(delta)
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return
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if _is_observed():
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_slow_to_stop(delta)
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return
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var to_target := _look_target.global_position - _body.global_position
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to_target.y = 0.0
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var distance := to_target.length()
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if distance <= 0.001:
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_slow_to_stop(delta)
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return
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var desired_velocity := Vector3.ZERO
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if distance > follow_start_distance:
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desired_velocity = to_target.normalized() * follow_speed
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elif distance <= follow_stop_distance:
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desired_velocity = Vector3.ZERO
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else:
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var blend := inverse_lerp(follow_stop_distance, follow_start_distance, distance)
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desired_velocity = to_target.normalized() * (follow_speed * blend)
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_follow_velocity = _follow_velocity.move_toward(desired_velocity, follow_acceleration * delta)
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global_position += _follow_velocity * delta
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if _follow_velocity.length_squared() > 0.0001:
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var facing_dir := _follow_velocity.normalized()
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var target_yaw := atan2(-facing_dir.x, -facing_dir.z)
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rotation.y = lerp_angle(rotation.y, target_yaw, follow_turn_speed * delta)
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func _slow_to_stop(delta: float) -> void:
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_follow_velocity = _follow_velocity.move_toward(Vector3.ZERO, follow_acceleration * delta)
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global_position += _follow_velocity * delta
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func _sync_body_to_root() -> void:
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if _body == null:
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return
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_body.position = Vector3.ZERO
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_body.rotation = Vector3.ZERO
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func _is_observed() -> bool:
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var observer_origin := Vector3.ZERO
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var observer_forward := Vector3.ZERO
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if _look_target != null and _look_target.has_method("get_look_origin") and _look_target.has_method("get_look_direction"):
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observer_origin = _look_target.call("get_look_origin")
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observer_forward = _look_target.call("get_look_direction")
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else:
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var active_camera := _resolve_active_camera()
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if active_camera == null:
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return false
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observer_origin = active_camera.global_position
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observer_forward = -active_camera.global_basis.z
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if observer_forward.length_squared() <= 0.0001:
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return false
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observer_forward = observer_forward.normalized()
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var to_bot := _body.global_position - observer_origin
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if to_bot.length_squared() <= 0.0001:
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return true
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var dir_to_bot := to_bot.normalized()
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if observer_forward.dot(dir_to_bot) < observed_stop_dot:
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return false
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if not require_line_of_sight:
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return true
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var query := PhysicsRayQueryParameters3D.create(observer_origin, _body.global_position)
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query.exclude = [_body.get_rid()]
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if _look_target is CollisionObject3D:
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query.exclude.append((_look_target as CollisionObject3D).get_rid())
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var hit := get_world_3d().direct_space_state.intersect_ray(query)
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return hit.is_empty()
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func _resolve_active_camera() -> Camera3D:
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if _camera != null and _camera.is_inside_tree() and _camera.current:
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return _camera
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var viewport_cam := get_viewport().get_camera_3d()
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if viewport_cam != null:
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_camera = viewport_cam
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return viewport_cam
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if _camera == null or not _camera.is_inside_tree():
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_camera = _resolve_camera()
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return _camera
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func _resolve_camera() -> Camera3D:
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if camera_path != NodePath(""):
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var from_path := get_node_or_null(camera_path) as Camera3D
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if from_path:
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return from_path
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var viewport_cam := get_viewport().get_camera_3d()
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if viewport_cam:
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return viewport_cam
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var by_name := get_tree().get_root().find_child("Camera3D", true, false) as Camera3D
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return by_name
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func _update_eye(eye: Node3D, base_pos: Vector3, dir_world: Vector3) -> void:
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var parent := eye.get_parent() as Node3D
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if parent == null:
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return
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var dir_local := parent.global_basis.inverse() * dir_world
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var flat := Vector2(dir_local.x, dir_local.y)
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flat.x *= side_eye_boost
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if flat.length() > 1.0:
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flat = flat.normalized()
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var offset := Vector3(flat.x, flat.y, 0.0) * max_offset
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eye.position = base_pos + offset
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func _update_head(dir_world: Vector3) -> void:
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var parent := _head.get_parent() as Node3D
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if parent == null:
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return
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var dir_local := parent.global_basis.inverse() * dir_world
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var yaw := atan2(-dir_local.x, -dir_local.z)
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var pitch := atan2(dir_local.y, -dir_local.z)
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yaw = clamp(yaw, deg_to_rad(-head_max_yaw_deg), deg_to_rad(head_max_yaw_deg))
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pitch = clamp(pitch, deg_to_rad(-head_max_pitch_deg), deg_to_rad(head_max_pitch_deg))
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var target := Vector3(_head_base_rot.x + pitch, _head_base_rot.y + yaw, _head_base_rot.z)
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_head.rotation.x = lerp_angle(_head.rotation.x, target.x, head_turn_speed * get_process_delta_time())
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_head.rotation.y = lerp_angle(_head.rotation.y, target.y, head_turn_speed * get_process_delta_time())
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