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type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_kgpx5"] -graph_offset = Vector2(-131.96727, 8) -nodes/output/position = Vector2(480, 100) +graph_offset = Vector2(-81.14978, 126.45578) +nodes/output/position = Vector2(560, 100) nodes/Movement/node = SubResource("AnimationNodeBlendSpace2D_tt88r") -nodes/Movement/position = Vector2(270, 90) +nodes/Movement/position = Vector2(350, 90) node_connections = [&"output", 0, &"Movement"] -[node name="soldier_m" type="SoldierMesh" unique_id=281995630 node_paths=PackedStringArray("hand_attachment", "animation_tree")] +[node name="soldier_m" type="SoldierMesh" unique_id=281995630 node_paths=PackedStringArray("hand_attachment", "animation_tree", "skeleton", "skeleton_modifier")] hand_attachment = NodePath("bone_attachment_3d/hand") animation_tree = NodePath("animation_tree") +skeleton = NodePath("SoldierM/Soldier/Skeleton3D") raygun = ExtResource("1_a50o4") +skeleton_modifier = NodePath("SoldierM/Soldier/Skeleton3D/soldier_skeleton_modifier") [node name="SoldierM" parent="." unique_id=1868587353 instance=ExtResource("1_sxefq")] [node name="Skeleton3D" parent="SoldierM/Soldier" parent_id_path=PackedInt32Array(1868587353, 803584260) index="0" unique_id=1574145981] bones/0/position = Vector3(0, 0, 0.00071418716) bones/1/position = Vector3(0, 0, -0.007) -bones/1/rotation = Quaternion(0.69450593, 0, 0, 0.71948695) +bones/1/rotation = Quaternion(0.7044769, 0, 0, 0.709727) bones/1/scale = Vector3(1, 1, 1) bones/2/position = Vector3(0.002, 3.469447e-18, -1.4901118e-10) -bones/2/rotation = Quaternion(0.9460299, 2.1358758e-08, 2.3280522e-08, -0.32407963) +bones/2/rotation = Quaternion(0.9504327, 2.1033886e-08, 2.357445e-08, -0.31093037) bones/2/scale = Vector3(1, 1, 1) bones/3/position = Vector3(0, 0.0069999984, 5.169879e-25) bones/3/scale = Vector3(1, 0.99999994, 1) @@ -933,7 +66,7 @@ bones/4/position = Vector3(-2.39752e-11, 0.010049875, -1.4156722e-10) bones/4/rotation = Quaternion(0.73982674, -2.6881349e-08, 7.0005948e-09, 0.67279744) bones/4/scale = Vector3(1, 0.99999994, 0.99999994) bones/6/position = Vector3(-0.002, 3.469447e-18, -1.4901205e-10) -bones/6/rotation = Quaternion(0.99966824, 1.8171805e-08, 1.8657351e-08, 0.025757449) +bones/6/rotation = Quaternion(0.9992136, 1.7910667e-08, 1.8908183e-08, 0.039652776) bones/6/scale = Vector3(1, 1, 1) bones/7/position = Vector3(0, 0.0069999984, -5.169879e-25) bones/7/rotation = Quaternion(-0.21973656, 4.264305e-08, 9.604991e-09, 0.9755593) @@ -942,33 +75,33 @@ bones/8/position = Vector3(-2.3975525e-11, 0.010049875, -4.6138777e-11) bones/8/rotation = Quaternion(0.86758894, -7.867721e-09, 3.036851e-08, 0.4972821) bones/8/scale = Vector3(1, 0.99999994, 0.99999994) bones/10/position = Vector3(0, 0.009, 0) -bones/10/rotation = Quaternion(-0.15495655, -0.13166352, 0.019857414, 0.978907) +bones/10/rotation = Quaternion(-0.16860254, -0.13138649, 0.021690987, 0.9766475) bones/10/scale = Vector3(1, 1, 1) bones/11/position = Vector3(6.8186457e-17, 0.008, 0.001) -bones/11/rotation = Quaternion(0.05605492, 0.00011254496, -0.015340006, 0.9983099) +bones/11/rotation = Quaternion(0.011738047, 2.356739e-05, -0.003212238, 0.999926) bones/11/scale = Vector3(1, 1, 1) bones/12/position = Vector3(-2.2285185e-16, 0.0035, 0.0015000002) bones/12/rotation = Quaternion(-0.70710677, 0, 0, 0.70710677) bones/12/scale = Vector3(1, 1, 1) bones/14/position = Vector3(0.005, 0.005, -1.7336413e-21) -bones/14/rotation = Quaternion(0.89433974, 0.033388663, 0.43233374, -0.11013308) +bones/14/rotation = Quaternion(0.8844465, 0.032357745, 0.43648675, -0.16182332) bones/14/scale = Vector3(1, 0.99999994, 1) bones/15/position = Vector3(-1.3005262e-15, 0.0050000004, -6.938894e-18) -bones/15/rotation = Quaternion(1.0346229e-08, -6.786562e-09, 0.93025774, 0.3669067) +bones/15/rotation = Quaternion(1.0181552e-08, -7.03121e-09, 0.92124933, 0.38897285) bones/15/scale = Vector3(1, 1, 1) bones/16/position = Vector3(7.632945e-11, 0.007071071, 6.938894e-18) -bones/16/rotation = Quaternion(0.0071680695, -0.09212651, -0.18493386, 0.9783971) +bones/16/rotation = Quaternion(0.025212372, -0.04779956, -0.18591446, 0.9810787) bones/16/scale = Vector3(0.99999994, 0.9999999, 1) bones/18/position = Vector3(-0.005, 0.005, -1.7303326e-21) -bones/18/rotation = Quaternion(0.6560733, 0.16989456, -0.12929185, -0.72386974) +bones/18/rotation = Quaternion(0.64759296, 0.20328435, -0.1040828, -0.7269564) bones/18/scale = Vector3(1, 0.99999994, 1) bones/19/position = Vector3(-1.3005262e-15, 0.0050000004, -6.938894e-18) -bones/19/rotation = Quaternion(-2.1125922e-08, -3.5622723e-08, -0.26482606, 0.9642963) +bones/19/rotation = Quaternion(-1.8158344e-08, -3.722307e-08, -0.18551208, 0.98264205) bones/19/scale = Vector3(1, 1, 1) bones/20/position = Vector3(-2.2286711e-10, 0.007071072, 0) -bones/20/rotation = Quaternion(-0.11319765, -0.47080666, -0.13517164, 0.8644397) +bones/20/rotation = Quaternion(-0.1351793, -0.45971006, -0.16690832, 0.86170465) bones/20/scale = Vector3(1, 0.9999999, 1) -bones/22/position = Vector3(0.011123678, -0.0085772155, 0.0025662282) +bones/22/position = Vector3(0.012072118, -0.0085772155, 0.0023066779) bones/22/rotation = Quaternion(3.090862e-08, 0.70710677, 0.70710677, 3.090862e-08) bones/22/scale = Vector3(1, 1, 1) bones/24/position = Vector3(-0.011000002, 0.0050000013, 0.0070000007) @@ -987,11 +120,11 @@ bones/34/scale = Vector3(1, 1, 1) bones/36/position = Vector3(-0.002, -0.00568604, -0.02264523) bones/36/rotation = Quaternion(0, 0, 0, 1) -[node name="AnimationPlayer2" type="AnimationPlayer" parent="SoldierM" unique_id=1070878098] -libraries/ = SubResource("AnimationLibrary_an0vn") +[node name="soldier_skeleton_modifier" type="SoldierSkeletonModifier" parent="SoldierM/Soldier/Skeleton3D" index="1" unique_id=248671730] +transform = Transform3D(1, -2.2737368e-13, 0, 2.2737368e-13, 1, 0, -1.3552527e-20, 0, 1, 0.007936426, -0.022856388, 0.010735709) [node name="bone_attachment_3d" type="BoneAttachment3D" parent="." unique_id=1964353847] -transform = Transform3D(-16.393902, 39.61017, -90.3453, -95.43781, 16.801832, 24.684435, 24.957226, 90.270325, 35.04861, -0.20979474, 3.1995242, 0.68490267) +transform = Transform3D(-16.315157, 39.74509, -90.300285, -95.4447, 16.81778, 24.646877, 24.982435, 90.208015, 35.19075, -0.20875436, 3.1938982, 0.68449914) bone_name = "HAND.R_end" bone_idx = 17 use_external_skeleton = true diff --git a/rust/src/game_manager.rs b/rust/src/game_manager.rs index 267f448..bed9f14 100644 --- a/rust/src/game_manager.rs +++ b/rust/src/game_manager.rs @@ -10,7 +10,7 @@ use crate::{ network_manager::{ NetworkManager, Package::{self, SelfSync}, - PeerKind, + PeerKind, SyncPackage, }, util::NetVector3, }, @@ -109,21 +109,27 @@ impl INode for Game { .iter() .find(|p| p.id == self.self_id.unwrap_or(0)) { - if let Some((dir, rot)) = &player.get_self_sync() { - peer.send_unreliable( - socket_addr, - SelfSync(dir.clone(), rot.clone()), - ); + if let Some(data) = &player.get_self_sync() { + peer.send_unreliable(socket_addr, SelfSync(data.clone())); } } } PeerKind::Server(peer, _) => { let mut sync_data = HashMap::new(); for player in &self.players { - if let (Some(dir), Some(transform)) = - (player.get_move_dir(), player.get_transform()) - { - sync_data.insert(player.id, (dir, transform)); + if let (Some(dir), Some(look_up), Some(transform)) = ( + player.get_move_dir(), + player.get_look_up(), + player.get_transform(), + ) { + sync_data.insert( + player.id, + SyncPackage { + movement_direction: dir, + look_up, + transform, + }, + ); } } peer.broadcast_unreliable(Package::Sync(sync_data)); @@ -288,13 +294,22 @@ impl Game { } } - pub fn handle_sync(&mut self, sync_data: HashMap) { - for (player_id, (dir, transform)) in sync_data { + pub fn handle_sync(&mut self, sync_data: HashMap) { + for ( + player_id, + SyncPackage { + movement_direction, + look_up, + transform, + }, + ) in sync_data + { if let Some(player) = self.players.iter_mut().find(|p| p.id == player_id) { if player.id != self.self_id.unwrap_or(0) { // Sync remote players always player.set_transform(transform); - player.set_move_dir(dir); + player.set_move_dir(movement_direction); + player.apply_look_up(look_up); } else { // Sync local player only if it's far enough if let Some(local_net_transform) = player.get_transform() { @@ -351,27 +366,41 @@ impl Player { } } + pub fn get_look_up(&self) -> Option { + if let Some(character) = &self.character { + Some(character.dyn_bind().get_look_up()) + } else { + None + } + } + pub fn set_move_dir(&mut self, dir: NetVector3) { if let Some(character) = &mut self.character { character.dyn_bind_mut().set_movement_dir(dir.into()); } } - pub fn get_self_sync(&self) -> Option<(NetVector3, NetVector3)> { + pub fn get_self_sync(&self) -> Option { if let Some(character) = &self.character { - Some(( - character.dyn_bind().get_movement_dir().into(), - character.dyn_bind().get_transform().rotation, - )) + Some(SyncPackage { + movement_direction: character.dyn_bind().get_movement_dir().into(), + look_up: character.dyn_bind().get_look_up(), + transform: character.dyn_bind().get_transform(), + }) } else { None } } - pub fn apply_self_sync(&mut self, dir: NetVector3, rot: NetVector3) { + pub fn apply_self_sync(&mut self, data: SyncPackage) { if let Some(character) = &mut self.character { - character.dyn_bind_mut().set_movement_dir(dir.into()); - character.dyn_bind_mut().apply_rotation(rot.into()); + character + .dyn_bind_mut() + .set_movement_dir(data.movement_direction.into()); + character + .dyn_bind_mut() + .apply_rotation(data.transform.rotation.into()); + character.dyn_bind_mut().apply_look_up(data.look_up); } } @@ -380,6 +409,12 @@ impl Player { character.dyn_bind_mut().jump(); } } + + pub fn apply_look_up(&mut self, rot: f32) { + if let Some(character) = &mut self.character { + character.dyn_bind_mut().apply_look_up(rot); + } + } } #[derive(Debug, Serialize, Deserialize, Clone)] diff --git a/rust/src/net/network_manager.rs b/rust/src/net/network_manager.rs index 7d497f7..d7669c2 100644 --- a/rust/src/net/network_manager.rs +++ b/rust/src/net/network_manager.rs @@ -356,13 +356,13 @@ impl INode for NetworkManager { } } } - Package::SelfSync(dir, rot) => { + Package::SelfSync(sync_data) => { if let Some(game) = &mut Game::singleton() { if let Some(player) = &mut game .bind_mut() .find_player_by_addr_mut(&conn.address) { - player.apply_self_sync(dir, rot); + player.apply_self_sync(sync_data); } } } @@ -505,11 +505,18 @@ pub enum Package { // Game packages SpawnPlayer(u16, NetPlayerTransform), - Sync(HashMap), - SelfSync(NetVector3, NetVector3), + Sync(HashMap), + SelfSync(SyncPackage), Jump(u16), } +#[derive(Debug, Clone, Serialize, Deserialize)] +pub struct SyncPackage { + pub movement_direction: NetVector3, + pub look_up: f32, + pub transform: NetPlayerTransform, +} + pub enum PeerKind { Client(Peer, SocketAddr), Server(Peer, u16), diff --git a/rust/src/player.rs b/rust/src/player.rs index 9715be0..3490b89 100644 --- a/rust/src/player.rs +++ b/rust/src/player.rs @@ -34,6 +34,8 @@ pub trait IPlayer { fn get_move_speed(&self) -> f32; fn apply_transform(&mut self, transform: NetPlayerTransform); fn apply_rotation(&mut self, rot: Vector3); + fn apply_look_up(&mut self, rot: f32); + fn get_look_up(&self) -> f32; fn get_transform(&self) -> NetPlayerTransform; fn jump(&mut self); } @@ -78,6 +80,7 @@ pub struct LocalPlayer { movement_dir: Vector3, y_speed: f32, + look_up: f32, locked: bool, @@ -135,6 +138,12 @@ impl IPlayer for LocalPlayer { } } } + + fn get_look_up(&self) -> f32 { + self.look_up + } + + fn apply_look_up(&mut self, _look: f32) {} } #[godot_api] @@ -177,6 +186,10 @@ impl ICharacterBody3D for LocalPlayer { }; self.movement_dir = input_direction; + if let Some(mesh) = &mut self.soldier_mesh { + mesh.bind_mut().update_y_look(self.look_up); + } + self.player_update(delta); } @@ -191,6 +204,7 @@ impl ICharacterBody3D for LocalPlayer { let x_rot = (curr_rotation.x - y * self.look_sensitivity).clamp(-PI / 2., PI / 2.); camera.set_rotation(Vector3::RIGHT * x_rot); + self.look_up = x_rot; } let y_rot = -x * self.look_sensitivity; @@ -223,6 +237,7 @@ pub struct RemotePlayer { movement_dir: Vector3, y_speed: f32, + look_up: f32, base: Base, } @@ -274,6 +289,14 @@ impl IPlayer for RemotePlayer { fn jump(&mut self) { self.set_y_speed(5.); } + + fn get_look_up(&self) -> f32 { + self.look_up + } + + fn apply_look_up(&mut self, look: f32) { + self.look_up = look; + } } #[godot_api] @@ -290,6 +313,8 @@ impl ICharacterBody3D for RemotePlayer { if let Some(mesh) = &mut self.soldier_mesh { mesh.bind_mut() .update_movement(Vector2::new(self.movement_dir.x, -self.movement_dir.z)); + + mesh.bind_mut().update_y_look(self.look_up); } } } diff --git a/rust/src/soldier_mesh.rs b/rust/src/soldier_mesh.rs index 51384cd..053ccfa 100644 --- a/rust/src/soldier_mesh.rs +++ b/rust/src/soldier_mesh.rs @@ -1,5 +1,8 @@ use godot::{ - classes::{AnimationPlayer, AnimationTree}, + classes::{ + AnimationNodeBlendSpace2D, AnimationPlayer, AnimationTree, ISkeletonModifier3D, Skeleton3D, + SkeletonModifier3D, + }, prelude::*, }; @@ -11,11 +14,20 @@ pub struct SoldierMesh { #[export] animation_tree: Option>, #[export] + skeleton: Option>, + #[export] raygun: Option>, + #[export] + skeleton_modifier: Option>, base: Base, } +#[godot_api] +impl INode3D for SoldierMesh { + fn ready(&mut self) {} +} + impl SoldierMesh { pub fn update_movement(&mut self, movement: Vector2) { if let Some(tree) = &mut self.animation_tree { @@ -23,6 +35,12 @@ impl SoldierMesh { } } + pub fn update_y_look(&mut self, rotation: f32) { + if let Some(skeleton) = &mut self.skeleton_modifier { + skeleton.bind_mut().rotation = rotation; + } + } + pub fn spawn_raygun(&mut self) { if let Some(raygun) = &self.raygun { let node = raygun.instantiate_as::(); @@ -36,3 +54,30 @@ impl SoldierMesh { } } } + +#[derive(GodotClass)] +#[class(base=SkeletonModifier3D, init)] +pub struct SoldierSkeletonModifier { + pub rotation: f32, + + base: Base, +} + +#[godot_api] +impl ISkeletonModifier3D for SoldierSkeletonModifier { + fn process_modification_with_delta(&mut self, _delta: f64) { + let rot = self.rotation; + let rhand_quat = Quaternion::from_euler(Vector3::FORWARD * -rot); + let lhand_quat = Quaternion::from_euler(Vector3::RIGHT * rot); + if let Some(skeleton) = &mut self.base_mut().get_skeleton() { + let head_idx = skeleton.find_bone("HEAD"); + let uar_idx = skeleton.find_bone("UA.R"); + let uar_rot = skeleton.get_bone_pose_rotation(uar_idx); + let ual_idx = skeleton.find_bone("UA.L"); + let ual_rot = skeleton.get_bone_pose_rotation(ual_idx); + skeleton.set_bone_pose_rotation(head_idx, Quaternion::from_euler(Vector3::RIGHT * rot)); + skeleton.set_bone_pose_rotation(uar_idx, uar_rot * rhand_quat); + skeleton.set_bone_pose_rotation(ual_idx, ual_rot * lhand_quat); + } + } +}