extends Node class_name pose_warping #For Predicting Stop Location func CalculateStopLocation(CurrentCharacterLocation:Vector3,Velocity:Vector3,deacceleration:Vector3,delta): return CurrentCharacterLocation + (Velocity * CalculateStopTime(Velocity,deacceleration) * delta * 8) func CalculateStopTime(Velocity:Vector3,deacceleration:Vector3): var time = Velocity.length() / deacceleration.length() return time var previous_direction : float var orientation_direction : float func orientation_warping(enabled:bool,CameraObject, Velocity:Vector3, skeleton_ref, Hip = "Hips", Spines := ["Spine","Spine1","Spine2"], Offset := 0.0, delta = 1.0, turn_rate = 10.0): skeleton_ref.clear_bones_global_pose_override() if is_equal_approx(Velocity.length(),0.0) or !enabled: return var CameraAngle = Quaternion(Vector3(0,atan2(-CameraObject.transform.basis.z.z, -CameraObject.transform.basis.z.x),0)) var VelocityAngle = Quaternion(Vector3(0,atan2(Velocity.z, Velocity.x),0)) var IsMovingBackwardRelativeToCamera = false if -Velocity.rotated(Vector3.UP,-CameraObject.transform.basis.get_euler().y).z >= -0.1 else true var IsMovingLeftRelativeToCamera = false if -Velocity.rotated(Vector3.UP,-CameraObject.transform.basis.get_euler().y).x >= -0.1 else true var rotation_difference_camera_velocity = 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,bone_name, y_rot): var bone = skeleton.find_bone(bone_name) var bone_transform : Transform3D = skeleton.get_bone_global_pose_no_override(bone) var rotate_amount = y_rot bone_transform = bone_transform.rotated(Vector3(0,1,0), rotate_amount) skeleton.set_bone_global_pose_override(bone, bone_transform,1.0,true)