Body step 2.1: climbing, mantling, crawling, legs, playground, 144 Hz
- Step rule + lower-body collider: no walking onto tables, steps <= 0.35 m - Structural hand strength: two-hand mantle/pull-up works, one hand can't - Arms aim from the physical shoulder horizontally, keep True Body pose vertically - Crawl pose, crawl carry, 35 deg slope limit, ground feed-forward ignores play-space corrections (fixes a runaway feedback loop) - Grab static world (climbing), procedural visual legs - Playground sandbox; menu strength slider, spectator (old drag) and turn toggles - Physics 144 Hz with interpolation; legacy chase-body spikes pin 90 Hz - RagdollSpike: 27 phases incl. mantle, pull-up, crawl, ledge drop, ramps Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,7 +1,12 @@
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using Godot;
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// The old grab-the-air movement. Since the ragdoll player (body step 2) it is only the SPECTATOR
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// mode (menu → Player → Spectator), where there is no body; off by default. Known issues kept as-is
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// (owner, 2026-10-02): two-hand turning isn't 2-anchor based, simultaneous two-hand moves act weird.
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public partial class AnchorMoveMode : Node
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{
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public static bool Enabled;
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private const float GripThreshold = 0.6f;
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private XROrigin3D _origin;
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@@ -25,6 +30,13 @@ public partial class AnchorMoveMode : Node
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public override void _Process(double delta)
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{
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if (!Enabled)
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{
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_wasTwoHand = false;
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_leftPrev = _left.Position;
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_rightPrev = _right.Position;
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return;
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}
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bool leftGrip = _left.GetFloat("grip") > GripThreshold && !PropGrabber.IsGrabbing(_left);
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bool rightGrip = _right.GetFloat("grip") > GripThreshold && !PropGrabber.IsGrabbing(_right);
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@@ -73,6 +73,9 @@ public partial class ArmSpike : Node3D
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public override void _Ready()
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{
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// Legacy chase bodies (PhysicsHands/Torso/Arms) were tuned at 90 Hz; the project runs 144 Hz
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// since body step 2, so this regression pins their design rate.
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Engine.PhysicsTicksPerSecond = 90;
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StaticBody3D floor = new() { CollisionMask = 0b11101 };
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floor.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(20f, 0.1f, 20f) }, Position = new Vector3(0f, -0.05f, 0f) });
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AddChild(floor);
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@@ -53,6 +53,9 @@ public partial class BodySpike : Node3D
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public override void _Ready()
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{
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// Legacy chase bodies (PhysicsHands/Torso/Arms) were tuned at 90 Hz; the project runs 144 Hz
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// since body step 2, so this regression pins their design rate.
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Engine.PhysicsTicksPerSecond = 90;
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BuildWorld();
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_head = new Node3D { Position = new Vector3(0f, 1.6f, 0f) };
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AddChild(_head);
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@@ -58,6 +58,9 @@ public partial class CollapseSpike : Node3D
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public override void _Ready()
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{
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// Legacy chase bodies (PhysicsHands/Torso/Arms) were tuned at 90 Hz; the project runs 144 Hz
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// since body step 2, so this regression pins their design rate.
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Engine.PhysicsTicksPerSecond = 90;
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// A real profile is measured standing once (T-pose) and does not shrink when seated:
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// every scenario, seated or not, uses the same standing 1.65 m-eye profile.
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BodyProfile.Current = BodyProfile.Estimate(1.65f);
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@@ -89,6 +89,9 @@ public partial class GrabSpike : Node3D
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public override void _Ready()
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{
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// Legacy chase bodies (PhysicsHands/Torso/Arms) were tuned at 90 Hz; the project runs 144 Hz
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// since body step 2, so this regression pins their design rate.
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Engine.PhysicsTicksPerSecond = 90;
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StaticBody3D floor = new() { Position = new Vector3(0, -0.5f, 0) };
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floor.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(20, 1, 20) } });
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AddChild(floor);
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+6
-1
@@ -14,6 +14,8 @@ public partial class Main : Node3D
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[Export]
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public int MaximumRefreshRate { get; set; } = 90;
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public const int PhysicsRate = 144;
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private OpenXRInterface _xrInterface;
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private bool _xrIsFocused;
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@@ -70,7 +72,10 @@ public partial class Main : Node3D
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currentRefreshRate = newRate;
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}
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Engine.PhysicsTicksPerSecond = (int)currentRefreshRate;
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// Physics runs at a fixed PhysicsRate (the ragdoll's joints like small steps), decoupled from
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// the display; physics interpolation smooths rendering (XR origin subtree excluded — the
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// runtime and locomotion place it every frame).
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Engine.PhysicsTicksPerSecond = PhysicsRate;
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}
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private void OnSessionVisible()
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@@ -18,6 +18,9 @@ public partial class MainMenu : PanelContainer
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public event Action PingRequested;
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public event Action CloseRequested;
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public event Action Clicked;
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public event Action<bool> SpectatorToggled;
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public event Action<bool> SmoothTurnToggled;
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public event Action<float> StrengthChanged;
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public TabContainer Tabs { get; private set; }
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public Button ReturnToSpawnButton { get; private set; }
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@@ -27,6 +30,9 @@ public partial class MainMenu : PanelContainer
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public Button CloseButton { get; private set; }
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public Button HeaderCloseButton { get; private set; }
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public HSlider ClickVolumeSlider { get; private set; }
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public HSlider StrengthSlider { get; private set; }
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public Button SpectatorButton { get; private set; }
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public Button TurnModeButton { get; private set; }
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public ScrollContainer LogScroll { get; private set; }
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private Label _fpsLabel;
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@@ -116,6 +122,39 @@ public partial class MainMenu : PanelContainer
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_calibrationStatus.AddThemeColorOverride("font_color", new Color(0.6f, 0.6f, 0.65f));
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calibRow.AddChild(_calibrationStatus);
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player.AddChild(calibRow);
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// Nimso's single strength value: every muscle and the hand guides scale with it.
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HBoxContainer strengthRow = new();
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strengthRow.AddThemeConstantOverride("separation", 20);
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Label strengthLabel = new() { Text = "Strength 1.00×", VerticalAlignment = VerticalAlignment.Center, CustomMinimumSize = new Vector2(220, 0) };
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strengthRow.AddChild(strengthLabel);
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StrengthSlider = new HSlider
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{
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MinValue = 0.25,
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MaxValue = 3,
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Step = 0.05,
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Value = 1,
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SizeFlagsHorizontal = SizeFlags.ExpandFill,
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SizeFlagsVertical = SizeFlags.ShrinkCenter,
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CustomMinimumSize = new Vector2(0, 48),
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FocusMode = FocusModeEnum.None,
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};
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StrengthSlider.ValueChanged += v =>
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{
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strengthLabel.Text = $"Strength {v:0.00}×";
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StrengthChanged?.Invoke((float)v);
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};
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strengthRow.AddChild(StrengthSlider);
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player.AddChild(strengthRow);
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HBoxContainer modeRow = new();
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modeRow.AddThemeConstantOverride("separation", 16);
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TurnModeButton = MakeToggle("Turning: snap", "Turning: smooth", on => SmoothTurnToggled?.Invoke(on));
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modeRow.AddChild(TurnModeButton);
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// Spectator: no body; fly around by grabbing the air (the old drag movement).
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SpectatorButton = MakeToggle("Spectator: off", "Spectator: on (grab-fly)", on => SpectatorToggled?.Invoke(on));
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modeRow.AddChild(SpectatorButton);
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player.AddChild(modeRow);
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Tabs.AddChild(player);
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// World
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@@ -180,6 +219,25 @@ public partial class MainMenu : PanelContainer
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return page;
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}
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private Button MakeToggle(string offText, string onText, Action<bool> changed)
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{
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Button button = new()
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{
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Text = offText,
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ToggleMode = true,
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CustomMinimumSize = new Vector2(0, ButtonHeight),
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SizeFlagsHorizontal = SizeFlags.ExpandFill,
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FocusMode = FocusModeEnum.None,
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};
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button.Toggled += on =>
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{
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button.Text = on ? onText : offText;
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Clicked?.Invoke();
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Callable.From(() => changed(on)).CallDeferred();
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};
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return button;
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}
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private Button MakeButton(string text, Action action)
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{
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Button button = new()
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@@ -302,6 +302,20 @@ public partial class MenuSpike : Node3D
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await TouchPress(1, Center(_menu.RecalibrateButton));
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Check("touch: Recalibrate called once", stub.Calls == 1, $"(calls={stub.Calls})");
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// 7b) Player-page toggles: spectator and smooth turn fire with the new state.
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bool? spectator = null, smooth = null;
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_menu.SpectatorToggled += on => spectator = on;
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_menu.SmoothTurnToggled += on => smooth = on;
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await TouchPress(1, TabCenter(0));
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await TouchPress(1, Center(_menu.SpectatorButton));
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await TouchPress(1, Center(_menu.TurnModeButton));
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await Frame(3);
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Check("touch: spectator toggled on", spectator == true, $"({spectator})");
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Check("touch: smooth turn toggled on", smooth == true, $"({smooth})");
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await TouchPress(1, Center(_menu.SpectatorButton));
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await Frame(3);
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Check("touch: spectator toggled back off", spectator == false, $"({spectator})");
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// 8) Header Close via touch.
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await TouchPress(1, Center(_menu.HeaderCloseButton));
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Check("touch: Close fired once", _close == 1, $"(count={_close})");
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+245
-21
@@ -33,6 +33,14 @@ public partial class PlayerRagdoll : Node3D
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// Hand guide (chest→hand drive): pulls the hand onto the controller; capped so the arm,
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// not the guide, carries real loads.
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public const float HandGuideKp = 40f, HandGuideForce = 40f, HandGuideMaxSpeed = 10f;
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// STRUCTURAL strength: force along the arm (straight arm pressing on a ledge, hanging from a
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// bar, carrying a bucket at your side) goes through bone and is strong; force across the arm
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// needs muscle torque and stays at HandGuideForce. Cap = lerp(base, structural, alignment).
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// Two arms ≈ 1.2 × body weight → two hands mantle/pull up, one can't (Nimso).
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public const float HandStructuralForce = 400f;
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public const float StructuralDeadband = 0.03f;
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// Nimso's one global strength value: scales every muscle and the hand guides (menu slider).
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public static float Strength = 1f;
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public const float HandGuideAngularKp = 40f, HandGuideTorque = 25f;
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// Ground control (world-space support on the pelvis, only while grounded).
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public const float GroundFrequency = 4f; // Hz
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@@ -40,6 +48,18 @@ public partial class PlayerRagdoll : Node3D
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public const float LegStrength = 2f; // max support, × body weight
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public const float GroundFriction = 1f; // horizontal force ≤ this × support
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public const float GroundProbeExtra = 0.3f; // ground counts while within hip height + this
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public const float MaxStepHeight = 0.35f;
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public const float MaxSlopeDegrees = 35f; // steeper ground gives no support (Nimso: "slopes beyond an angle can't be run up") // higher ground under the hips isn't stood on unless the body got up there
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public const float BracedAirControl = 150f; // N of horizontal hip carry while airborne but braced on the hands (mantling)
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public const float CrawlCarry = 300f; // N: the torso lies on the floor in a crawl; knees/hands would push (not simulated)
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public const float TorsoFriction = 0.3f; // clothing on floor: lets a crawl slide
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// Lower-body collider: a box from the hips down to MaxStepHeight above the feet, so knee-high
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// obstacles block walking (no walking over tables) while lower steps pass under it. It slides
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// up into the torso when crouching and switches off when crawling (Nimso: legs don't snag).
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public const float LegsMass = 6f;
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public const float LegsKp = 30f, LegsForce = 3000f, LegsTorque = 400f;
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public const float LegsOffAbove = 0.25f; // collider disabled once slid this far above the hips
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public const float MantleLift = 0.08f; // braced + hips this far above the support goal = being lifted (legs tuck)
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// Balance: an implicit torque-capped motor from a world anchor to the pelvis (explicit torques
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// let the arms' reaction torques set the whole trunk swinging).
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public const float BalanceKp = 10f;
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@@ -48,6 +68,8 @@ public partial class PlayerRagdoll : Node3D
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// Play-space reconciliation.
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public const float CameraRadius = 0.03f; // sphere swept from the head's eye to the camera
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public const float FreeSlack = 0.2f; // camera may lead an unobstructed (lagging/held) head by this much
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public const float AirSlack = 0.05f; // climbing/hanging (braced): the view rides the body tightly
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public const float FallSlack = 0.25f; // free airborne: brief ground loss (sliding off a steep slope) mustn't sink the view
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public const float GroundFollowRate = 8f;
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public const float ResetDistance = 1.5f; // pelvis this far from its target → snap the whole body to the pose
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// Geometry.
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@@ -92,8 +114,9 @@ public partial class PlayerRagdoll : Node3D
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public HingeJoint3D Elbow;
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public Drive Shoulder, Guide;
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public float UpperLen, ForeLen;
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public RigidBody3D Held;
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public float PrevFlexTarget = -1f;
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public float GuideCap = HandGuideForce;
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public PhysicsBody3D Held;
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}
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public RigidBody3D Pelvis { get; private set; }
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@@ -101,7 +124,11 @@ public partial class PlayerRagdoll : Node3D
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public RigidBody3D Head { get; private set; }
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public bool Built { get; private set; }
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public bool Grounded { get; private set; }
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public float GroundY { get; private set; }
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public float GroundY => _footY;
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public bool Braced { get; private set; } // a hand touches or holds static world
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// Really climbing: a hand holds static world, or the arms are lifting the body (mantle).
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public bool Climbing => Built && (_arms[0].Held is StaticBody3D || _arms[1].Held is StaticBody3D || _lifted);
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public RigidBody3D Legs { get; private set; }
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public Vector3 Eye => Head.GlobalTransform * _eyeLocal;
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public BodyProfile Profile { get; private set; }
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public int Snaps { get; private set; } // safety resets (NaN / too far) — should stay 0
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@@ -115,6 +142,14 @@ public partial class PlayerRagdoll : Node3D
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private Vector3 _pelvisCenterLocal, _chestCenterLocal, _headCenterLocal; // from each body's proximal joint, in its basis
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private readonly Dictionary<RigidBody3D, Transform3D> _targets = new();
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private readonly Vector3[] _girdle = new Vector3[2]; // True Body shoulder offset, chest frame
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private float _footY;
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private float _supportGoalY;
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private bool _lifted;
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private float _legsHeight;
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private Drive _legsDrive;
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private bool _legsSolid = true;
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private ProceduralLegs _legVisuals;
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private float _appliedStrength = 1f;
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private Vector3 _pelvisTargetPrev;
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private bool _havePelvisPrev;
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@@ -157,14 +192,21 @@ public partial class PlayerRagdoll : Node3D
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_eyeLocal -= headCenterFromPivot; // eye relative to the head body's centre
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Color skin = new(0.85f, 0.72f, 0.6f), shirt = new(0.3f, 0.45f, 0.7f), pants = new(0.25f, 0.27f, 0.32f);
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Pelvis = MakeBody("Pelvis", new BoxShape3D { Size = pelvisSize }, (0.142f + 0.139f + 0.322f) * m, BodyLayer, WorldMask, pants,
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Pelvis = MakeBody("Pelvis", new BoxShape3D { Size = pelvisSize }, (0.142f + 0.139f + 0.322f) * m - LegsMass, BodyLayer, WorldMask, pants,
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c * new Transform3D(Basis.Identity, hip + _pelvisCenterLocal));
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float standingHip = pose.PelvisTarget.Y - (pose.Eye.Y - p.EyeHeight);
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_legsHeight = Mathf.Max(0.2f, standingHip - MaxStepHeight);
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Legs = MakeBody("Legs", new BoxShape3D { Size = new Vector3(0.28f * s, _legsHeight, 0.2f * s) }, LegsMass, BodyLayer, WorldMask, pants,
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c * new Transform3D(Basis.Identity, hip - new Vector3(0f, _legsHeight * 0.5f, 0f)), visible: false);
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_footY = pose.Eye.Y - p.EyeHeight;
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Chest = MakeBody("Chest", new BoxShape3D { Size = chestSize }, 0.216f * m, BodyLayer, WorldMask, shirt,
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c * new Transform3D(Basis.Identity, lumbar + _chestCenterLocal));
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Head = MakeBody("Head", new BoxShape3D { Size = HeadSize * s }, 0.081f * m, BodyLayer, WorldMask, skin,
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c * new Transform3D(Basis.Identity, neckPivot + headCenterFromPivot));
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// The neck: a box hanging under the head, same body.
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Vector3 neckCenter = (neckBase + neckPivot) * 0.5f - (neckPivot + headCenterFromPivot);
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foreach (RigidBody3D torso in new[] { Pelvis, Chest, Head, Legs })
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torso.PhysicsMaterialOverride = new PhysicsMaterial { Friction = TorsoFriction };
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Head.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(0.09f * s, _neckLen, 0.09f * s) }, Position = neckCenter });
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MeshInstance3D neckMesh = new() { Mesh = new BoxMesh { Size = new Vector3(0.09f * s, _neckLen, 0.09f * s) }, Position = neckCenter };
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neckMesh.SetSurfaceOverrideMaterial(0, new StandardMaterial3D { AlbedoColor = skin, Roughness = 0.6f });
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@@ -175,6 +217,10 @@ public partial class PlayerRagdoll : Node3D
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StaticBody3D anchor = new() { Name = "BalanceAnchor", CollisionLayer = 0, CollisionMask = 0 };
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AddChild(anchor);
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_balance = MakeDrive(anchor, Pelvis, Pelvis.GlobalTransform, 0f, BalanceTorque);
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_legsDrive = MakeDrive(Pelvis, Legs, c * new Transform3D(Basis.Identity, hip), LegsForce, LegsTorque);
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_legVisuals = new ProceduralLegs { Name = "LegVisuals" };
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AddChild(_legVisuals);
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_legVisuals.Setup(Pelvis, -_pelvisCenterLocal, p.Stature, pants, new Color(0.15f, 0.15f, 0.17f));
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_balanceCap = BalanceTorque;
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_spine = MakeBall(Pelvis, Chest, c * lumbar, c.Basis * TwistAlong(Vector3.Up), Mathf.DegToRad(60f), Mathf.DegToRad(35f), SpineKp, SpineTorque);
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@@ -217,6 +263,9 @@ public partial class PlayerRagdoll : Node3D
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Built = true;
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_havePelvisPrev = false;
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_appliedStrength = 1f;
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_legsSolid = true;
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ApplyStrength();
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SnapToPose(pose, left, right);
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GD.Print($"PlayerRagdoll: built for stature {p.Stature:F2} m (arm {p.UpperArm:F3}+{p.Forearm:F3} m, {_bodies.Count} bodies)");
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}
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@@ -249,11 +298,11 @@ public partial class PlayerRagdoll : Node3D
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return new Basis(x, boneDir, x.Cross(boneDir));
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}
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private RigidBody3D MakeBody(string name, Shape3D shape, float mass, uint layer, uint mask, Color color, Transform3D at)
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private RigidBody3D MakeBody(string name, Shape3D shape, float mass, uint layer, uint mask, Color color, Transform3D at, bool visible = true)
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{
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RigidBody3D body = new() { Name = name, Mass = mass, CollisionLayer = layer, CollisionMask = mask, Transform = at };
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RigidBody3D body = new() { Name = name, Mass = mass, CollisionLayer = layer, CollisionMask = mask, Transform = at, ContactMonitor = true, MaxContactsReported = 4 };
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body.AddChild(new CollisionShape3D { Shape = shape });
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if (shape is BoxShape3D box && layer != 0)
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if (shape is BoxShape3D box && layer != 0 && visible)
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{
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MeshInstance3D mesh = new() { Mesh = new BoxMesh { Size = box.Size } };
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mesh.SetSurfaceOverrideMaterial(0, new StandardMaterial3D { AlbedoColor = color, Roughness = 0.6f });
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@@ -337,14 +386,17 @@ public partial class PlayerRagdoll : Node3D
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||||
// World transform every body should have in the True Body pose. The trunk is rebuilt top-down
|
||||
// through the physical chain (upper chest → lumbar → hips) so a leaning chest doesn't drag
|
||||
// the head off the camera; the hips take part of the crouch lean (hip hinge).
|
||||
private void ComputeTargets(TrueBodySolver s, Transform3D left, Transform3D right)
|
||||
private void ComputeTargets(TrueBodySolver s, Transform3D left, Transform3D right, bool physicalArms = false, float dt = 0f)
|
||||
{
|
||||
Basis chest = s.ChestBasis;
|
||||
Basis pelvis = s.YawBasis * new Basis(Vector3.Right, -s.Lean * PelvisLeanShare);
|
||||
// Hips take half of a crouch lean, all of it in a crawl (keeps them off the floor).
|
||||
float share = Mathf.Lerp(PelvisLeanShare, 1f, Mathf.Clamp((s.Lean - TrueBodySolver.ChestLeanMax) / 0.5f, 0f, 1f));
|
||||
Basis pelvis = s.YawBasis * new Basis(Vector3.Right, -s.Lean * share);
|
||||
Vector3 lumbar = s.UpperChest - chest.Y * (_trunk - _lumbar);
|
||||
Vector3 hip = lumbar - pelvis.Y * _lumbar;
|
||||
_targets[Pelvis] = new Transform3D(pelvis, hip + pelvis * _pelvisCenterLocal);
|
||||
_targets[Chest] = new Transform3D(chest, lumbar + chest * _chestCenterLocal);
|
||||
_targets[Legs] = new Transform3D(s.YawBasis, hip - Vector3.Up * (_legsHeight * 0.5f)); // snap pose only; LegsDrive steps it
|
||||
// Head + neck pivot at the neck base: orient like the camera, tilted by the small extra
|
||||
// rotation that puts the body's eye on the camera (the True Body bends the neck at two points).
|
||||
Vector3 eyeDir = s.HeadBasis * _neckBaseToEye;
|
||||
@@ -368,9 +420,33 @@ public partial class PlayerRagdoll : Node3D
|
||||
_targets[a.Upper] = new Transform3D(BoneBasis(up, hinge), sh + up * (a.UpperLen * 0.5f));
|
||||
_targets[a.Fore] = new Transform3D(BoneBasis(fore, hinge), el + fore * (a.ForeLen * 0.5f));
|
||||
_targets[a.Hand] = (side == 0 ? left : right).Orthonormalized();
|
||||
|
||||
if (physicalArms)
|
||||
{
|
||||
// Re-aim the arm from the PHYSICAL shoulder. Horizontally the body may be held away from
|
||||
// the camera (pressed against a ledge, leaning over a table): the arm reaches for the
|
||||
// real hand. Vertically a sagging body keeps its arm pose (the aim point moves with
|
||||
// the shoulder), so straight real arms stay straight virtual arms — pillars that hold
|
||||
// you up when crawling or press you up a ledge (the hand guide adds the rest).
|
||||
Transform3D chestPhys = Chest.GlobalTransform.Orthonormalized();
|
||||
Vector3 shPhys = chestPhys * (a.Shoulder.AnchorA + _girdle[side]);
|
||||
Transform3D ctrl = _targets[a.Hand];
|
||||
Vector3 aim = ctrl * new Vector3(0f, 0f, WristOffset) + Vector3.Up * (shPhys.Y - sh.Y);
|
||||
ArmSolver solver = _armSolvers[side];
|
||||
solver.Solve(shPhys, aim, chestPhys.Basis, chestPhys.Basis.X * (side == 0 ? -1f : 1f),
|
||||
ctrl.Basis, a.UpperLen, a.ForeLen, dt);
|
||||
Vector3 d = solver.Wrist - shPhys;
|
||||
Vector3 h = d.LengthSquared() > 1e-8f ? solver.Pole.Cross(d.Normalized()) : chestPhys.Basis.X;
|
||||
h = h.LengthSquared() > 1e-8f ? h.Normalized() : chestPhys.Basis.X;
|
||||
Vector3 u = (solver.Elbow - shPhys).Normalized(), f = (solver.Wrist - solver.Elbow).Normalized();
|
||||
_targets[a.Upper] = new Transform3D(BoneBasis(u, h), shPhys + u * (a.UpperLen * 0.5f));
|
||||
_targets[a.Fore] = new Transform3D(BoneBasis(f, h), solver.Elbow + f * (a.ForeLen * 0.5f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private readonly ArmSolver[] _armSolvers = { new(), new() };
|
||||
|
||||
public Transform3D Target(RigidBody3D body) => _targets.TryGetValue(body, out Transform3D t) ? t : body.GlobalTransform;
|
||||
|
||||
// ---------------------------------------------------------------- per tick
|
||||
@@ -379,7 +455,7 @@ public partial class PlayerRagdoll : Node3D
|
||||
{
|
||||
if (!Built)
|
||||
return;
|
||||
ComputeTargets(s, left, right);
|
||||
ComputeTargets(s, left, right, physicalArms: true, dt);
|
||||
foreach (RigidBody3D b in _bodies)
|
||||
{
|
||||
if (BodyMath.ResetIfNonFinite(b, Target(b), "PlayerRagdoll"))
|
||||
@@ -401,14 +477,20 @@ public partial class PlayerRagdoll : Node3D
|
||||
|
||||
Muscle(_spine, _targets[Pelvis].Basis, _targets[Chest].Basis, dt);
|
||||
Muscle(_neck, _targets[Chest].Basis, _targets[Head].Basis, dt);
|
||||
if (Strength != _appliedStrength)
|
||||
ApplyStrength();
|
||||
Braced = false;
|
||||
for (int side = 0; side < 2; side++)
|
||||
{
|
||||
Arm a = _arms[side];
|
||||
ShoulderDrive(a, side, dt);
|
||||
ElbowMuscle(a, dt);
|
||||
HandGuide(a, _targets[a.Hand], side == 0 ? leftVelocity : rightVelocity);
|
||||
Braced |= IsBraced(a);
|
||||
}
|
||||
GroundControl(pelvisTarget, floorY, dt);
|
||||
LegsDrive(s);
|
||||
_legVisuals.Tick(_footY, Grounded, !_legsSolid, s.YawBasis, dt);
|
||||
}
|
||||
|
||||
// Muscle = PD on the joint's relative rotation toward the relative rotation of the two TARGET
|
||||
@@ -461,6 +543,72 @@ public partial class PlayerRagdoll : Node3D
|
||||
a.Elbow.SetParam(HingeJoint3D.Param.MotorTargetVelocity, HingeSign * w);
|
||||
}
|
||||
|
||||
private void ApplyStrength()
|
||||
{
|
||||
_appliedStrength = Strength;
|
||||
float k = Mathf.Max(0.05f, Strength);
|
||||
SetAngularCap(_spine.Joint, SpineTorque * k);
|
||||
SetAngularCap(_neck.Joint, NeckTorque * k);
|
||||
foreach (Arm a in _arms)
|
||||
{
|
||||
SetAngularCap(a.Shoulder.Joint, ShoulderTorque * k);
|
||||
SetAngularCap(a.Guide.Joint, HandGuideTorque * k);
|
||||
a.Elbow.SetParam(HingeJoint3D.Param.MotorMaxImpulse, ElbowTorque * k);
|
||||
}
|
||||
}
|
||||
|
||||
private static void SetAngularCap(Generic6DofJoint3D j, float cap)
|
||||
{
|
||||
j.SetParamX(Generic6DofJoint3D.Param.AngularMotorForceLimit, cap);
|
||||
j.SetParamY(Generic6DofJoint3D.Param.AngularMotorForceLimit, cap);
|
||||
j.SetParamZ(Generic6DofJoint3D.Param.AngularMotorForceLimit, cap);
|
||||
}
|
||||
|
||||
private static void SetLinearCap(Generic6DofJoint3D j, float cap)
|
||||
{
|
||||
j.SetParamX(Generic6DofJoint3D.Param.LinearMotorForceLimit, cap);
|
||||
j.SetParamY(Generic6DofJoint3D.Param.LinearMotorForceLimit, cap);
|
||||
j.SetParamZ(Generic6DofJoint3D.Param.LinearMotorForceLimit, cap);
|
||||
}
|
||||
|
||||
// A hand pressing on or holding static world (a ledge, a wall, a grabbed bar).
|
||||
private static bool IsBraced(Arm a)
|
||||
{
|
||||
if (a.Held is StaticBody3D)
|
||||
return true;
|
||||
foreach (Node3D n in a.Hand.GetCollidingBodies())
|
||||
if (n is StaticBody3D)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
// The lower-body collider hangs from the actual hips, its bottom never below a step above the
|
||||
// feet; once it would have to slide far up into the torso (deep crouch, crawl) it stops colliding.
|
||||
private void LegsDrive(TrueBodySolver s)
|
||||
{
|
||||
Transform3D pelvis = Pelvis.GlobalTransform;
|
||||
Vector3 hip = pelvis * (-_pelvisCenterLocal);
|
||||
float minCenter = _footY + MaxStepHeight + _legsHeight * 0.5f;
|
||||
float center = Mathf.Max(hip.Y - _legsHeight * 0.5f, minCenter);
|
||||
// Tucked: deep crouch/crawl, or being lifted by the arms (mantling — the knee comes up).
|
||||
_lifted = Braced && Pelvis.GlobalPosition.Y > _supportGoalY + MantleLift;
|
||||
bool solid = center + _legsHeight * 0.5f < hip.Y + LegsOffAbove && !_lifted;
|
||||
if (solid != _legsSolid)
|
||||
{
|
||||
_legsSolid = solid;
|
||||
// The shape itself is disabled: Box3D keeps existing contacts when only the layer changes.
|
||||
Legs.GetChild<CollisionShape3D>(0).SetDeferred(CollisionShape3D.PropertyName.Disabled, !solid);
|
||||
}
|
||||
if (!solid)
|
||||
center = hip.Y; // tucked into the pelvis, out of the way
|
||||
Vector3 desired = new(hip.X, center, hip.Z);
|
||||
Quaternion frameA = Rot(Pelvis) * _legsDrive.FrameA;
|
||||
SetLinearVelocity(_legsDrive.Joint, frameA.Inverse() * ((desired - Legs.GlobalPosition) * LegsKp));
|
||||
Quaternion target = (Rot(Pelvis) * _legsDrive.FrameA).Inverse() * (s.YawBasis.GetRotationQuaternion() * _legsDrive.FrameB);
|
||||
Quaternion current = frameA.Inverse() * (Rot(Legs) * _legsDrive.FrameB);
|
||||
SetAngularVelocity(_legsDrive.Joint, (BodyMath.RotationError(target, current) * LegsKp).LimitLength(MuscleMaxSpin));
|
||||
}
|
||||
|
||||
// Shoulder = one drive: its linear motor keeps the humeral head on the chest's shoulder point
|
||||
// shifted by the True Body girdle offset (shrug/protraction), its angular motor is the
|
||||
// shoulder muscle (same PD + feed-forward as Muscle, parent = chest).
|
||||
@@ -474,7 +622,8 @@ public partial class PlayerRagdoll : Node3D
|
||||
SetLinearVelocity(d.Joint, frameA.Inverse() * (err * GirdleKp));
|
||||
|
||||
Quaternion current = frameA.Inverse() * (Rot(a.Upper) * d.FrameB);
|
||||
Quaternion target = (_targets[Chest].Basis.Orthonormalized().GetRotationQuaternion() * d.FrameA).Inverse()
|
||||
// Arm targets are solved from the physical chest, so the physical chest is the parent frame.
|
||||
Quaternion target = (chest.Basis.GetRotationQuaternion() * d.FrameA).Inverse()
|
||||
* (_targets[a.Upper].Basis.Orthonormalized().GetRotationQuaternion() * d.FrameB);
|
||||
Vector3 ff = d.HasPrev && dt > 0f ? (BodyMath.RotationError(target, d.PrevTarget) / dt).LimitLength(MuscleMaxSpin) : Vector3.Zero;
|
||||
d.PrevTarget = target;
|
||||
@@ -488,12 +637,24 @@ public partial class PlayerRagdoll : Node3D
|
||||
Transform3D chest = Chest.GlobalTransform;
|
||||
Vector3 anchor = chest * a.Guide.AnchorA;
|
||||
Vector3 anchorVelocity = Chest.LinearVelocity + Chest.AngularVelocity.Cross(anchor - Chest.GlobalPosition);
|
||||
Vector3 desired = (targetVelocity + (target.Origin - a.Hand.GlobalPosition) * HandGuideKp).LimitLength(HandGuideMaxSpeed);
|
||||
Vector3 err = target.Origin - a.Hand.GlobalPosition;
|
||||
Vector3 desired = (targetVelocity + err * HandGuideKp).LimitLength(HandGuideMaxSpeed);
|
||||
Quaternion frameA = Rot(Chest) * a.Guide.FrameA;
|
||||
Vector3 shoulder = a.Upper.GlobalTransform * a.Shoulder.AnchorB;
|
||||
Vector3 axis = a.Hand.GlobalPosition - shoulder;
|
||||
// Axial share of the error, with a 3 cm floor so a nearly-reached target's noisy error
|
||||
// direction can't flip a held load into "structural".
|
||||
float align = axis.LengthSquared() > 1e-8f ? Mathf.Abs(err.Dot(axis.Normalized())) / (err.Length() + StructuralDeadband) : 0f;
|
||||
float cap = Mathf.Lerp(HandGuideForce, HandStructuralForce, align) * Mathf.Max(0.05f, Strength);
|
||||
if (Mathf.Abs(cap - a.GuideCap) > 1f)
|
||||
{
|
||||
a.GuideCap = cap;
|
||||
SetLinearCap(a.Guide.Joint, cap);
|
||||
}
|
||||
SetLinearVelocity(a.Guide.Joint, frameA.Inverse() * (desired - anchorVelocity));
|
||||
// Angular: hand rotation onto the controller rotation, as a relative spin vs the chest.
|
||||
Vector3 err = BodyMath.RotationError(target.Basis.GetRotationQuaternion(), Rot(a.Hand));
|
||||
Vector3 wWorld = (err * HandGuideAngularKp).LimitLength(MuscleMaxSpin * 2f) - Chest.AngularVelocity;
|
||||
Vector3 rotErr = BodyMath.RotationError(target.Basis.GetRotationQuaternion(), Rot(a.Hand));
|
||||
Vector3 wWorld = (rotErr * HandGuideAngularKp).LimitLength(MuscleMaxSpin * 2f) - Chest.AngularVelocity;
|
||||
SetAngularVelocity(a.Guide.Joint, frameA.Inverse() * wWorld);
|
||||
}
|
||||
|
||||
@@ -506,20 +667,42 @@ public partial class PlayerRagdoll : Node3D
|
||||
float hipAboveFloor = target.Origin.Y - floorY;
|
||||
var query = PhysicsRayQueryParameters3D.Create(pos, pos + Vector3.Down * (hipAboveFloor + GroundProbeExtra + 0.5f), WorldMask);
|
||||
Godot.Collections.Dictionary hit = GetWorld3D().DirectSpaceState.IntersectRay(query);
|
||||
bool wasGrounded = Grounded;
|
||||
Grounded = false;
|
||||
if (hit.Count > 0)
|
||||
{
|
||||
Vector3 point = (Vector3)hit["position"];
|
||||
Vector3 normal = (Vector3)hit["normal"];
|
||||
if (pos.Y - point.Y < hipAboveFloor + GroundProbeExtra && normal.Y > 0.6f)
|
||||
bool inReach = pos.Y - point.Y < hipAboveFloor + GroundProbeExtra;
|
||||
bool steep = normal.Y <= Mathf.Cos(Mathf.DegToRad(MaxSlopeDegrees));
|
||||
if (inReach && steep && wasGrounded && point.Y <= _footY + MaxStepHeight)
|
||||
{
|
||||
// The foot of a too-steep slope: keep standing on the ground we're on (the legs
|
||||
// collider stops us); dropping support here would collapse the body.
|
||||
Grounded = true;
|
||||
GroundY = point.Y;
|
||||
}
|
||||
else if (inReach && !steep)
|
||||
{
|
||||
// Step rule: ground more than a step above the feet is only stood on once the
|
||||
// hips are already well above it (climbed/mantled/landed there) — otherwise it's an
|
||||
// obstacle the legs collider holds us back from, and the feet stay where they were.
|
||||
// Higher ground climbed onto must be under the hips' back edge too (not just a
|
||||
// pelvis centre hanging over the lip).
|
||||
bool clear = point.Y <= _footY + MaxStepHeight || GroundBehindAt(pos, point.Y);
|
||||
bool reachable = point.Y <= _footY + MaxStepHeight
|
||||
|| ((!wasGrounded || !_legsSolid || pos.Y - point.Y > 0.6f * hipAboveFloor) && clear);
|
||||
Grounded = true;
|
||||
if (reachable)
|
||||
_footY = point.Y;
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 targetVelocity = _havePelvisPrev && dt > 0f ? (target.Origin - _pelvisTargetPrev) / dt : Vector3.Zero;
|
||||
_pelvisTargetPrev = target.Origin;
|
||||
// Feed-forward from the GOAL (pose + ground offset): when the play-space floor follows the
|
||||
// ground, the pose target and the ground offset move by the same amount in opposite
|
||||
// directions — differentiating the pose alone would launch the body.
|
||||
Vector3 goalNow = target.Origin + Vector3.Up * (_footY - floorY);
|
||||
Vector3 targetVelocity = _havePelvisPrev && dt > 0f ? (goalNow - _pelvisTargetPrev) / dt : Vector3.Zero;
|
||||
_pelvisTargetPrev = goalNow;
|
||||
_havePelvisPrev = true;
|
||||
if (targetVelocity.Length() > 10f)
|
||||
targetVelocity = Vector3.Zero;
|
||||
@@ -529,13 +712,25 @@ public partial class PlayerRagdoll : Node3D
|
||||
{
|
||||
// Pose heights are relative to the tracking floor; stand on the ground actually under us.
|
||||
Vector3 goal = target.Origin + Vector3.Up * (GroundY - floorY);
|
||||
_supportGoalY = goal.Y;
|
||||
float w = Mathf.Tau * GroundFrequency;
|
||||
Vector3 accel = (goal - pos) * (w * w) + (targetVelocity - Pelvis.LinearVelocity) * (2f * GroundDamping * w);
|
||||
Vector3 force = accel * BodyMass;
|
||||
float support = Mathf.Clamp(force.Y + weight, 0f, LegStrength * weight);
|
||||
Vector3 horizontal = new Vector3(force.X, 0f, force.Z).LimitLength(GroundFriction * support);
|
||||
float carry = Mathf.Max(GroundFriction * support, _legsSolid ? 0f : CrawlCarry);
|
||||
Vector3 horizontal = new Vector3(force.X, 0f, force.Z).LimitLength(carry);
|
||||
Pelvis.ApplyCentralForce(horizontal + Vector3.Up * support);
|
||||
}
|
||||
else if (Braced)
|
||||
{
|
||||
// Hanging/mantling on the hands: the hips still drift after the head a little, so you can
|
||||
// shift your weight over a ledge you're pressing yourself up onto.
|
||||
Vector3 lead = target.Origin - pos;
|
||||
lead.Y = 0f;
|
||||
Vector3 v = Pelvis.LinearVelocity;
|
||||
v.Y = 0f;
|
||||
Pelvis.ApplyCentralForce(((lead * 20f - v * 8f) * BodyMass).LimitLength(BracedAirControl));
|
||||
}
|
||||
|
||||
Vector3 rotErr = BodyMath.RotationError(target.Basis.GetRotationQuaternion(), Rot(Pelvis));
|
||||
Vector3 spin = (rotErr * BalanceKp).LimitLength(MuscleMaxSpin);
|
||||
@@ -576,20 +771,44 @@ public partial class PlayerRagdoll : Node3D
|
||||
float[] fractions = GetWorld3D().DirectSpaceState.CastMotion(_cameraQuery);
|
||||
float safe = fractions.Length > 0 ? fractions[0] : 1f;
|
||||
if (safe < 1f)
|
||||
{
|
||||
correction = -lead * (1f - safe);
|
||||
else if (lead.Length() > FreeSlack)
|
||||
correction = -lead * (1f - FreeSlack / lead.Length());
|
||||
// Only a climbing body drags the view vertically through geometry; otherwise a
|
||||
// camera-to-eye line grazing a slope would sink the view (and with it the pose).
|
||||
if (!Climbing)
|
||||
correction.Y = 0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
float slack = Grounded ? FreeSlack : Climbing ? AirSlack : FallSlack;
|
||||
if (lead.Length() > slack)
|
||||
correction = -lead * (1f - slack / lead.Length());
|
||||
}
|
||||
}
|
||||
if (Grounded)
|
||||
{
|
||||
correction.Y = 0f;
|
||||
correction.Y += (GroundY - floorY) * (1f - Mathf.Exp(-dt * GroundFollowRate));
|
||||
}
|
||||
// The pose target moves with the play space: a correction is not intended motion, so it
|
||||
// must not show up in ground control's feed-forward (that loop ran away at 7 m/s).
|
||||
_pelvisTargetPrev += correction;
|
||||
return correction;
|
||||
}
|
||||
|
||||
private PhysicsShapeQueryParameters3D _cameraQuery;
|
||||
|
||||
// Second ground ray 12 cm behind the hips (toward the body's back): ground at least `groundY`.
|
||||
private bool GroundBehindAt(Vector3 pelvisPos, float groundY)
|
||||
{
|
||||
Vector3 back = Pelvis.GlobalTransform.Basis.Z;
|
||||
back.Y = 0f;
|
||||
back = back.LengthSquared() > 1e-6f ? back.Normalized() * 0.12f : Vector3.Zero;
|
||||
var query = PhysicsRayQueryParameters3D.Create(pelvisPos + back, pelvisPos + back + Vector3.Down * 3f, WorldMask);
|
||||
Godot.Collections.Dictionary hit = GetWorld3D().DirectSpaceState.IntersectRay(query);
|
||||
return hit.Count > 0 && ((Vector3)hit["position"]).Y > groundY - 0.05f;
|
||||
}
|
||||
|
||||
public void TeleportBy(Transform3D delta)
|
||||
{
|
||||
if (!Built)
|
||||
@@ -601,6 +820,9 @@ public partial class PlayerRagdoll : Node3D
|
||||
b.AngularVelocity = delta.Basis * b.AngularVelocity;
|
||||
}
|
||||
_pelvisTargetPrev = delta * _pelvisTargetPrev;
|
||||
_footY += delta.Origin.Y;
|
||||
foreach (RigidBody3D b in _bodies)
|
||||
b.ResetPhysicsInterpolation();
|
||||
}
|
||||
|
||||
public void SnapToPose(TrueBodySolver s, Transform3D left, Transform3D right)
|
||||
@@ -620,11 +842,13 @@ public partial class PlayerRagdoll : Node3D
|
||||
a.Hand.GlobalTransform = new Transform3D(hb, s.Wrist[side] - hb * new Vector3(0f, 0f, WristOffset));
|
||||
}
|
||||
_havePelvisPrev = false;
|
||||
foreach (RigidBody3D b in _bodies)
|
||||
b.ResetPhysicsInterpolation();
|
||||
}
|
||||
|
||||
// Collision exceptions between a held prop and that arm's segments (its hand is excluded by
|
||||
// the grab weld itself) — a forearm wrapped around a held object must not fight it.
|
||||
public void SetHeld(int side, RigidBody3D prop)
|
||||
public void SetHeld(int side, PhysicsBody3D prop)
|
||||
{
|
||||
if (!Built)
|
||||
return;
|
||||
|
||||
+23
-3
@@ -38,6 +38,21 @@ public partial class PlayerRig : Node
|
||||
private bool _rebuild = true;
|
||||
|
||||
public PlayerRagdoll Ragdoll => _ragdoll;
|
||||
public static bool Spectator { get; private set; }
|
||||
|
||||
// Spectator = no body (fly with the old grab-drag movement); leaving it rebuilds the body at
|
||||
// the current pose.
|
||||
public static void SetSpectator(bool on)
|
||||
{
|
||||
Spectator = on;
|
||||
AnchorMoveMode.Enabled = on;
|
||||
if (_instance == null)
|
||||
return;
|
||||
if (on)
|
||||
_instance._ragdoll.Clear();
|
||||
_instance._rebuild = true;
|
||||
GD.Print($"PlayerRig: spectator {(on ? "on" : "off")}");
|
||||
}
|
||||
|
||||
public static RigidBody3D GetHandBody(XRController3D controller)
|
||||
{
|
||||
@@ -46,7 +61,7 @@ public partial class PlayerRig : Node
|
||||
return _instance._ragdoll.Hand(controller == _instance._left ? 0 : 1);
|
||||
}
|
||||
|
||||
public static void SetHeld(XRController3D controller, RigidBody3D prop)
|
||||
public static void SetHeld(XRController3D controller, PhysicsBody3D prop)
|
||||
{
|
||||
if (_instance != null)
|
||||
_instance._ragdoll.SetHeld(controller == _instance._left ? 0 : 1, prop);
|
||||
@@ -65,7 +80,9 @@ public partial class PlayerRig : Node
|
||||
_trueBody.ExternallySolved = true;
|
||||
TrueBody.ShowDebug = false;
|
||||
}
|
||||
_ragdoll = new PlayerRagdoll { Name = "Ragdoll" };
|
||||
// PlayerRig itself is excluded from physics interpolation (ghosts follow controllers per
|
||||
// frame); the body is simulated, so it interpolates.
|
||||
_ragdoll = new PlayerRagdoll { Name = "Ragdoll", PhysicsInterpolationMode = PhysicsInterpolationModeEnum.On };
|
||||
AddChild(_ragdoll);
|
||||
BodyProfile.Changed += _ => _rebuild = true;
|
||||
for (int i = 0; i < 2; i++)
|
||||
@@ -93,8 +110,11 @@ public partial class PlayerRig : Node
|
||||
{
|
||||
float dt = (float)delta;
|
||||
BodyProfile profile = BodyProfile.Current;
|
||||
if (profile == null)
|
||||
if (profile == null || Spectator)
|
||||
{
|
||||
_haveLastOrigin = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// 1. Someone else moved the play space discretely: bring the body along.
|
||||
Transform3D origin = _origin.GlobalTransform;
|
||||
|
||||
@@ -0,0 +1,243 @@
|
||||
using Godot;
|
||||
using System.Collections.Generic;
|
||||
|
||||
// The body-physics sandbox (Nimso-sandbox style), built in code around the spawn/table area:
|
||||
// EAST — mantling ledges (0.3 … 1.5 m), a 1 m platform with stairs, a walkable 18° ramp and a
|
||||
// too-steep 40° one, a climbing wall with holds onto a 2.4 m top, a pull-up bar, monkey bars.
|
||||
// WEST — physics toys: a plank bridge on two blocks (walk on it / knock it off), loose planks,
|
||||
// a seesaw, a hanging swing board (grab it and hang), a crate pyramid, a heavy box,
|
||||
// barrels, a balance beam.
|
||||
// SOUTH — a crawl tunnel (0.6 m clearance), a duck-under bar (1.2 m) and a doorway.
|
||||
// Static pieces are world (layer 1) and grabbable for climbing (PropGrabber grabs any static body
|
||||
// not in "no_grab"); dynamic pieces are "prop"s (grab/push) and come back with Reset().
|
||||
public partial class Playground : Node3D
|
||||
{
|
||||
private readonly List<(RigidBody3D Body, Transform3D Start)> _dynamic = new();
|
||||
private const uint WorldLayer = 1, WorldMask = 0b11101, PropMask = 0b11101;
|
||||
|
||||
private static readonly Color Concrete = new(0.62f, 0.62f, 0.6f), Wood = new(0.72f, 0.55f, 0.33f),
|
||||
DarkWood = new(0.5f, 0.36f, 0.2f), Metal = new(0.45f, 0.47f, 0.52f), Hold = new(0.9f, 0.45f, 0.15f),
|
||||
Blue = new(0.3f, 0.45f, 0.75f), Green = new(0.35f, 0.6f, 0.35f), Red = new(0.7f, 0.25f, 0.2f);
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
BuildEast();
|
||||
BuildWest();
|
||||
BuildSouth();
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
foreach (var (body, start) in _dynamic)
|
||||
{
|
||||
if (!IsInstanceValid(body))
|
||||
continue;
|
||||
body.GlobalTransform = start;
|
||||
body.LinearVelocity = Vector3.Zero;
|
||||
body.AngularVelocity = Vector3.Zero;
|
||||
body.ResetPhysicsInterpolation();
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- builders
|
||||
|
||||
private StaticBody3D Block(string name, Vector3 size, Vector3 center, Color color, Basis? basis = null)
|
||||
{
|
||||
StaticBody3D body = new() { Name = name, CollisionLayer = WorldLayer, CollisionMask = WorldMask, Transform = new Transform3D(basis ?? Basis.Identity, center) };
|
||||
body.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = size } });
|
||||
body.AddChild(Mesh(new BoxMesh { Size = size }, color));
|
||||
AddChild(body);
|
||||
return body;
|
||||
}
|
||||
|
||||
private StaticBody3D Bar(string name, Vector3 from, Vector3 to, float radius, Color color)
|
||||
{
|
||||
Vector3 axis = to - from;
|
||||
float len = axis.Length();
|
||||
Vector3 y = axis / len;
|
||||
Vector3 x = Mathf.Abs(y.Y) < 0.99f ? Vector3.Up.Cross(y).Normalized() : Vector3.Right;
|
||||
StaticBody3D body = new() { Name = name, CollisionLayer = WorldLayer, CollisionMask = WorldMask, Transform = new Transform3D(new Basis(x, y, x.Cross(y)), (from + to) * 0.5f) };
|
||||
body.AddChild(new CollisionShape3D { Shape = new CylinderShape3D { Radius = radius, Height = len } });
|
||||
body.AddChild(Mesh(new CylinderMesh { TopRadius = radius, BottomRadius = radius, Height = len, RadialSegments = 12 }, color));
|
||||
AddChild(body);
|
||||
return body;
|
||||
}
|
||||
|
||||
private RigidBody3D Prop(string name, Shape3D shape, Mesh mesh, float mass, Vector3 center, Color color, Basis? basis = null, float friction = 0.8f)
|
||||
{
|
||||
RigidBody3D body = new()
|
||||
{
|
||||
Name = name,
|
||||
Mass = mass,
|
||||
Transform = new Transform3D(basis ?? Basis.Identity, center),
|
||||
CollisionMask = PropMask,
|
||||
ContactMonitor = true,
|
||||
MaxContactsReported = 4,
|
||||
PhysicsMaterialOverride = new PhysicsMaterial { Friction = friction, Bounce = 0.05f },
|
||||
};
|
||||
body.AddToGroup("prop");
|
||||
body.AddChild(new CollisionShape3D { Shape = shape });
|
||||
body.AddChild(Mesh(mesh, color));
|
||||
AddChild(body);
|
||||
_dynamic.Add((body, body.GlobalTransform));
|
||||
return body;
|
||||
}
|
||||
|
||||
private RigidBody3D BoxProp(string name, Vector3 size, float mass, Vector3 center, Color color, Basis? basis = null) =>
|
||||
Prop(name, new BoxShape3D { Size = size }, new BoxMesh { Size = size }, mass, center, color, basis);
|
||||
|
||||
private static MeshInstance3D Mesh(Mesh mesh, Color color)
|
||||
{
|
||||
MeshInstance3D m = new() { Mesh = mesh };
|
||||
m.SetSurfaceOverrideMaterial(0, new StandardMaterial3D { AlbedoColor = color, Roughness = 0.75f });
|
||||
return m;
|
||||
}
|
||||
|
||||
private void Sign(string text, Vector3 at)
|
||||
{
|
||||
AddChild(new Label3D
|
||||
{
|
||||
Text = text,
|
||||
FontSize = 96,
|
||||
PixelSize = 0.002f,
|
||||
OutlineSize = 12,
|
||||
Billboard = BaseMaterial3D.BillboardModeEnum.FixedY,
|
||||
Position = at,
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- zones
|
||||
|
||||
private void BuildEast()
|
||||
{
|
||||
// Mantling ledges: walk up to one, put both hands on it and press yourself up.
|
||||
float[] heights = { 0.3f, 0.6f, 0.9f, 1.2f, 1.5f };
|
||||
for (int i = 0; i < heights.Length; i++)
|
||||
{
|
||||
float h = heights[i];
|
||||
Block($"Ledge{h:0.0}", new Vector3(1.2f, h, 1.2f), new Vector3(4.5f + i * 1.9f, h * 0.5f, -8f), Concrete);
|
||||
Sign($"{h:0.0} m", new Vector3(4.5f + i * 1.9f, h + 0.35f, -7.3f));
|
||||
}
|
||||
Sign("Mantle: both hands on the ledge, push down", new Vector3(8.3f, 2.4f, -8f));
|
||||
|
||||
// Platform 1 m high with stairs (0.17 m risers) on the south side and ramps on the north.
|
||||
Block("Platform", new Vector3(3f, 1f, 3f), new Vector3(8f, 0.5f, -1.5f), Concrete);
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
float top = 0.17f * (i + 1);
|
||||
Block($"Stair{i}", new Vector3(1.2f, top, 0.3f), new Vector3(8f, top * 0.5f, 0.15f + (4 - i) * 0.3f), Concrete.Lightened(0.1f));
|
||||
}
|
||||
float walkable = Mathf.DegToRad(18f);
|
||||
float rampLen = 1f / Mathf.Sin(walkable);
|
||||
// Negative X rotation lifts the slab's +Z end, which touches the platform's north edge.
|
||||
Block("RampWalkable", new Vector3(1.2f, 0.1f, rampLen), new Vector3(7f, 0.5f, -3f - Mathf.Cos(walkable) * rampLen * 0.5f),
|
||||
Green, new Basis(Vector3.Right, -walkable));
|
||||
float steep = Mathf.DegToRad(40f);
|
||||
float steepLen = 1f / Mathf.Sin(steep);
|
||||
Block("RampSteep", new Vector3(1.2f, 0.1f, steepLen), new Vector3(9f, 0.5f, -3f - Mathf.Cos(steep) * steepLen * 0.5f),
|
||||
Red, new Basis(Vector3.Right, -steep));
|
||||
Sign("18° ramp", new Vector3(7f, 1.6f, -4.5f));
|
||||
Sign("40° (too steep)", new Vector3(9f, 1.6f, -4.5f));
|
||||
|
||||
// Climbing wall: holds on the west face, top at 2.4 m to climb onto.
|
||||
Block("ClimbWall", new Vector3(1.5f, 2.4f, 3f), new Vector3(12.25f, 1.2f, -1.5f), Concrete.Darkened(0.15f));
|
||||
RandomNumberGenerator rng = new() { Seed = 5 };
|
||||
for (float y = 0.4f; y < 2.35f; y += 0.35f)
|
||||
{
|
||||
for (int k = 0; k < 4; k++)
|
||||
{
|
||||
float z = -2.7f + k * 0.8f + rng.RandfRange(-0.15f, 0.15f);
|
||||
Block("Hold", new Vector3(0.08f, 0.06f, 0.22f), new Vector3(11.46f, y + rng.RandfRange(-0.06f, 0.06f), z), Hold);
|
||||
}
|
||||
}
|
||||
Sign("Climbing wall: grip the holds", new Vector3(11f, 3f, -1.5f));
|
||||
|
||||
// Pull-up bar and monkey bars.
|
||||
Bar("PostA", new Vector3(5f, 0f, 2.5f), new Vector3(5f, 2.25f, 2.5f), 0.05f, Metal);
|
||||
Bar("PostB", new Vector3(6.4f, 0f, 2.5f), new Vector3(6.4f, 2.25f, 2.5f), 0.05f, Metal);
|
||||
Bar("PullUpBar", new Vector3(5f, 2.1f, 2.5f), new Vector3(6.4f, 2.1f, 2.5f), 0.025f, Metal);
|
||||
Sign("Pull-up bar", new Vector3(5.7f, 2.6f, 2.5f));
|
||||
Bar("MonkeyRailL", new Vector3(5f, 2.25f, 4.5f), new Vector3(10f, 2.25f, 4.5f), 0.04f, Metal);
|
||||
Bar("MonkeyRailR", new Vector3(5f, 2.25f, 5.1f), new Vector3(10f, 2.25f, 5.1f), 0.04f, Metal);
|
||||
foreach (float x in new[] { 5f, 10f })
|
||||
foreach (float z in new[] { 4.5f, 5.1f })
|
||||
Bar("MonkeyPost", new Vector3(x, 0f, z), new Vector3(x, 2.25f, z), 0.05f, Metal);
|
||||
for (float x = 5.4f; x < 9.8f; x += 0.4f)
|
||||
Bar("Rung", new Vector3(x, 2.2f, 4.5f), new Vector3(x, 2.2f, 5.1f), 0.022f, Metal);
|
||||
Sign("Monkey bars", new Vector3(7.5f, 2.8f, 4.8f));
|
||||
}
|
||||
|
||||
private void BuildWest()
|
||||
{
|
||||
// Plank bridge: two blocks with a loose 9 kg plank across — walk on it, or knock it off.
|
||||
Block("BridgeBlockA", new Vector3(1f, 0.8f, 1f), new Vector3(-4.5f, 0.4f, -5f), Concrete);
|
||||
Block("BridgeBlockB", new Vector3(1f, 0.8f, 1f), new Vector3(-8f, 0.4f, -5f), Concrete);
|
||||
BoxProp("BridgePlank", new Vector3(3.4f, 0.06f, 0.4f), 9f, new Vector3(-6.25f, 0.83f, -5f), Wood);
|
||||
Sign("Plank bridge", new Vector3(-6.25f, 1.6f, -5f));
|
||||
|
||||
// Loose planks to pick up, carry, lean, swing (light enough to wield, long enough to lever).
|
||||
for (int i = 0; i < 3; i++)
|
||||
BoxProp($"Plank{i}", new Vector3(2f, 0.04f, 0.2f), 4f, new Vector3(-5f, 0.02f + i * 0.045f, -2.6f + i * 0.05f), Wood.Lightened(0.05f * i),
|
||||
new Basis(Vector3.Up, 0.1f * i));
|
||||
|
||||
// Seesaw: a plank hinged on a pivot block.
|
||||
Block("SeesawPivot", new Vector3(0.3f, 0.45f, 0.5f), new Vector3(-8.5f, 0.225f, -1.5f), Metal);
|
||||
RigidBody3D seesaw = BoxProp("Seesaw", new Vector3(3.2f, 0.06f, 0.45f), 12f, new Vector3(-8.5f, 0.48f, -1.5f), DarkWood);
|
||||
HingeJoint3D pivot = new()
|
||||
{
|
||||
Transform = new Transform3D(new Basis(Vector3.Right, Vector3.Up, Vector3.Back), new Vector3(-8.5f, 0.48f, -1.5f)),
|
||||
NodeA = GetPathTo(GetNode("SeesawPivot")),
|
||||
NodeB = GetPathTo(seesaw),
|
||||
};
|
||||
AddChild(pivot);
|
||||
Sign("Seesaw", new Vector3(-8.5f, 1.3f, -1.5f));
|
||||
|
||||
// Swing board: a 10 kg board hinged at its top edge from a 2.4 m beam — grab it and hang.
|
||||
Bar("SwingPostA", new Vector3(-5f, 0f, 1.5f), new Vector3(-5f, 2.45f, 1.5f), 0.05f, Metal);
|
||||
Bar("SwingPostB", new Vector3(-7f, 0f, 1.5f), new Vector3(-7f, 2.45f, 1.5f), 0.05f, Metal);
|
||||
StaticBody3D beam = Bar("SwingBeam", new Vector3(-5f, 2.4f, 1.5f), new Vector3(-7f, 2.4f, 1.5f), 0.05f, Metal);
|
||||
RigidBody3D board = BoxProp("SwingBoard", new Vector3(1.2f, 1.2f, 0.05f), 10f, new Vector3(-6f, 1.75f, 1.5f), Wood);
|
||||
HingeJoint3D swing = new()
|
||||
{
|
||||
Transform = new Transform3D(new Basis(Vector3.Back, Vector3.Up, Vector3.Left), new Vector3(-6f, 2.35f, 1.5f)),
|
||||
NodeA = GetPathTo(beam),
|
||||
NodeB = GetPathTo(board),
|
||||
};
|
||||
AddChild(swing);
|
||||
Sign("Hanging board", new Vector3(-6f, 2.9f, 1.5f));
|
||||
|
||||
// Crate pyramid (4 kg each), a heavy 25 kg box, barrels.
|
||||
Vector3 basePos = new(-9.5f, 0f, 2f);
|
||||
int n = 0;
|
||||
for (int row = 0; row < 3; row++)
|
||||
for (int col = 0; col < 3 - row; col++)
|
||||
BoxProp($"Crate{n++}", Vector3.One * 0.4f, 4f, basePos + new Vector3((col + row * 0.5f) * 0.42f, 0.2f + row * 0.401f, 0f), Wood.Darkened(0.1f));
|
||||
BoxProp("HeavyBox", Vector3.One * 0.7f, 25f, new Vector3(-9f, 0.35f, 4f), Blue);
|
||||
for (int i = 0; i < 2; i++)
|
||||
Prop($"Barrel{i}", new CylinderShape3D { Radius = 0.28f, Height = 0.85f }, new CylinderMesh { TopRadius = 0.28f, BottomRadius = 0.28f, Height = 0.85f }, 12f,
|
||||
new Vector3(-7.5f + i * 0.7f, 0.425f, 4.5f), Red);
|
||||
|
||||
// Balance beam.
|
||||
Block("BalanceBeam", new Vector3(0.12f, 0.3f, 4f), new Vector3(-11f, 0.15f, -2f), DarkWood);
|
||||
Sign("Balance beam", new Vector3(-11f, 1.1f, -2f));
|
||||
}
|
||||
|
||||
private void BuildSouth()
|
||||
{
|
||||
// Crawl tunnel: 0.6 m clearance, 3 m long.
|
||||
Block("TunnelRoof", new Vector3(1.4f, 0.1f, 3f), new Vector3(-2.5f, 0.65f, 7f), Concrete);
|
||||
Block("TunnelWallL", new Vector3(0.1f, 0.6f, 3f), new Vector3(-3.15f, 0.3f, 7f), Concrete);
|
||||
Block("TunnelWallR", new Vector3(0.1f, 0.6f, 3f), new Vector3(-1.85f, 0.3f, 7f), Concrete);
|
||||
Sign("Crawl tunnel (0.6 m)", new Vector3(-2.5f, 1.2f, 5.3f));
|
||||
|
||||
// Duck-under bar at 1.2 m and a doorway (1.9 × 0.8 m).
|
||||
Bar("DuckPostA", new Vector3(1f, 0f, 7f), new Vector3(1f, 1.3f, 7f), 0.05f, Metal);
|
||||
Bar("DuckPostB", new Vector3(2.6f, 0f, 7f), new Vector3(2.6f, 1.3f, 7f), 0.05f, Metal);
|
||||
Bar("DuckBar", new Vector3(1f, 1.25f, 7f), new Vector3(2.6f, 1.25f, 7f), 0.03f, Metal);
|
||||
Sign("Duck under (1.2 m)", new Vector3(1.8f, 1.8f, 7f));
|
||||
Block("DoorL", new Vector3(0.2f, 2.1f, 0.3f), new Vector3(4.1f, 1.05f, 7f), Wood);
|
||||
Block("DoorR", new Vector3(0.2f, 2.1f, 0.3f), new Vector3(5.1f, 1.05f, 7f), Wood);
|
||||
Block("DoorTop", new Vector3(1.2f, 0.2f, 0.3f), new Vector3(4.6f, 2.0f, 7f), Wood);
|
||||
Sign("Doorway", new Vector3(4.6f, 2.5f, 7f));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://dg665wra8wjhg
|
||||
@@ -0,0 +1,227 @@
|
||||
using Godot;
|
||||
|
||||
// Visual procedural legs for the ragdoll player (Nimso: "a very basic procedural leg system", feet
|
||||
// "don't actually hold the player up" — ground control does). Feet stay planted on the ground and
|
||||
// step, alternating, when the hips move or turn away from them; the stride leads with the body's
|
||||
// velocity. Airborne the feet hang under the hips; low (crawling) they trail behind. Knees bend
|
||||
// forward via a 2-bone solve. Physics-tick state (PlayerRagdoll.Step calls Tick), drawn in
|
||||
// _Process from the interpolated pelvis. No collision — the lower-body collider is separate.
|
||||
public partial class ProceduralLegs : Node3D
|
||||
{
|
||||
public const float ThighRatio = 0.245f, ShinRatio = 0.246f, AnkleRatio = 0.039f; // Winter, × stature
|
||||
public const float HipHalfWidth = 0.09f;
|
||||
public const float StanceHalfWidth = 0.11f;
|
||||
public const float StepTrigger = 0.2f; // m from the ideal spot
|
||||
public const float StepTurnTrigger = 0.6f; // rad
|
||||
public const float StepLead = 0.25f; // s of velocity the new foothold leads by
|
||||
public const float StepTimeSlow = 0.32f, StepTimeFast = 0.2f;
|
||||
public const float StepHeight = 0.09f;
|
||||
public const float SettleTime = 0.4f; // standing still this long → the trailing foot squares up
|
||||
|
||||
private struct Foot
|
||||
{
|
||||
public Vector3 Planted, From, To;
|
||||
public float Yaw, FromYaw, ToYaw;
|
||||
public float T; // step progress 0..1 (1 = planted)
|
||||
public Vector3 Current;
|
||||
public float CurrentYaw;
|
||||
}
|
||||
|
||||
private readonly Foot[] _feet = new Foot[2];
|
||||
private readonly MeshInstance3D[] _thigh = new MeshInstance3D[2], _shin = new MeshInstance3D[2], _foot = new MeshInstance3D[2];
|
||||
private RigidBody3D _pelvis;
|
||||
private Vector3 _hipLocal; // pelvis-body-local hip centre
|
||||
private float _thighLen, _shinLen, _ankle, _scale;
|
||||
private bool _initialized;
|
||||
private int _lastStepped;
|
||||
private float _stillTime;
|
||||
|
||||
public void Setup(RigidBody3D pelvis, Vector3 hipLocal, float stature, Color pants, Color shoes)
|
||||
{
|
||||
_pelvis = pelvis;
|
||||
_hipLocal = hipLocal;
|
||||
_thighLen = ThighRatio * stature;
|
||||
_shinLen = ShinRatio * stature;
|
||||
_ankle = AnkleRatio * stature;
|
||||
_scale = stature / 1.75f;
|
||||
PhysicsInterpolationMode = PhysicsInterpolationModeEnum.Off; // meshes are placed every frame
|
||||
TopLevel = true;
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
_thigh[i] = MakeMesh(new Vector3(0.13f * _scale, 1f, 0.14f * _scale), pants);
|
||||
_shin[i] = MakeMesh(new Vector3(0.1f * _scale, 1f, 0.11f * _scale), pants);
|
||||
_foot[i] = MakeMesh(new Vector3(0.1f * _scale, 0.07f * _scale, 0.25f * _scale), shoes);
|
||||
}
|
||||
_initialized = false;
|
||||
}
|
||||
|
||||
private MeshInstance3D MakeMesh(Vector3 size, Color color)
|
||||
{
|
||||
MeshInstance3D m = new() { Mesh = new BoxMesh { Size = size } };
|
||||
m.SetSurfaceOverrideMaterial(0, new StandardMaterial3D { AlbedoColor = color, Roughness = 0.7f });
|
||||
AddChild(m);
|
||||
return m;
|
||||
}
|
||||
|
||||
private Vector3 Hip(Transform3D pelvis, int side) =>
|
||||
pelvis * (_hipLocal + new Vector3(side == 0 ? -HipHalfWidth * _scale : HipHalfWidth * _scale, 0f, 0f));
|
||||
|
||||
private static float YawOf(Basis b)
|
||||
{
|
||||
Vector3 f = -b.Z;
|
||||
return Mathf.Atan2(-f.X, -f.Z);
|
||||
}
|
||||
|
||||
// groundY = where the feet stand (ground control's foot level); crawl = legs collider off.
|
||||
public void Tick(float groundY, bool grounded, bool crawl, Basis yawBasis, float dt)
|
||||
{
|
||||
if (_pelvis == null)
|
||||
return;
|
||||
Transform3D pelvis = _pelvis.GlobalTransform;
|
||||
Vector3 velocity = _pelvis.LinearVelocity;
|
||||
velocity.Y = 0f;
|
||||
float yaw = YawOf(yawBasis);
|
||||
Vector3 back = yawBasis.Z;
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Vector3 hip = Hip(pelvis, i);
|
||||
Vector3 side = yawBasis.X * (i == 0 ? -1f : 1f);
|
||||
Vector3 ideal = new Vector3(hip.X, groundY, hip.Z) + side * (StanceHalfWidth - HipHalfWidth) * _scale;
|
||||
if (crawl)
|
||||
ideal += back * (_thighLen + _shinLen) * 0.8f;
|
||||
if (!_initialized)
|
||||
{
|
||||
_feet[i] = new Foot { Planted = ideal, Current = ideal, To = ideal, Yaw = yaw, CurrentYaw = yaw, ToYaw = yaw, T = 1f };
|
||||
continue;
|
||||
}
|
||||
|
||||
ref Foot f = ref _feet[i];
|
||||
if (!grounded)
|
||||
{
|
||||
// Hanging: feet dangle under the hips, a little forward, and replant on landing.
|
||||
Vector3 hang = hip + Vector3.Down * (_thighLen + _shinLen) * 0.92f - back * 0.08f;
|
||||
f.Current = f.Current.Lerp(hang, 1f - Mathf.Exp(-dt * 10f));
|
||||
f.CurrentYaw = Mathf.LerpAngle(f.CurrentYaw, yaw, 1f - Mathf.Exp(-dt * 10f));
|
||||
f.Planted = f.Current;
|
||||
f.T = 1f;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (f.T < 1f)
|
||||
{
|
||||
float speed = velocity.Length();
|
||||
float duration = Mathf.Lerp(StepTimeSlow, StepTimeFast, Mathf.Clamp(speed / 2.5f, 0f, 1f));
|
||||
f.T = Mathf.Min(1f, f.T + dt / duration);
|
||||
f.To = new Vector3(f.To.X, groundY, f.To.Z);
|
||||
float k = Mathf.SmoothStep(0f, 1f, f.T);
|
||||
f.Current = f.From.Lerp(f.To, k) + Vector3.Up * (Mathf.Sin(Mathf.Pi * f.T) * (StepHeight + 0.03f * speed));
|
||||
f.CurrentYaw = Mathf.LerpAngle(f.FromYaw, f.ToYaw, k);
|
||||
if (f.T >= 1f)
|
||||
{
|
||||
f.Planted = f.To;
|
||||
f.Yaw = f.ToYaw;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
f.Planted = new Vector3(f.Planted.X, Mathf.MoveToward(f.Planted.Y, groundY, dt * 2f), f.Planted.Z);
|
||||
f.Current = f.Planted;
|
||||
f.CurrentYaw = f.Yaw;
|
||||
}
|
||||
}
|
||||
|
||||
if (!_initialized)
|
||||
{
|
||||
_initialized = true;
|
||||
return;
|
||||
}
|
||||
if (!grounded)
|
||||
return;
|
||||
|
||||
// One foot at a time: step the foot that is farthest from where it should be.
|
||||
if (_feet[0].T >= 1f && _feet[1].T >= 1f)
|
||||
{
|
||||
float speed = velocity.Length();
|
||||
_stillTime = speed < 0.05f ? _stillTime + dt : 0f;
|
||||
int pick = -1;
|
||||
float worst = 0f;
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Vector3 hip = Hip(pelvis, i);
|
||||
Vector3 side = yawBasis.X * (i == 0 ? -1f : 1f);
|
||||
Vector3 ideal = new Vector3(hip.X, groundY, hip.Z) + side * (StanceHalfWidth - HipHalfWidth) * _scale;
|
||||
if (crawl)
|
||||
ideal += back * (_thighLen + _shinLen) * 0.8f;
|
||||
float off = new Vector2(_feet[i].Planted.X - ideal.X, _feet[i].Planted.Z - ideal.Z).Length();
|
||||
float turn = Mathf.Abs(Mathf.AngleDifference(_feet[i].Yaw, yaw));
|
||||
bool need = off > StepTrigger * _scale || turn > StepTurnTrigger || (_stillTime > SettleTime && off > 0.06f);
|
||||
float score = off + turn * 0.2f + (i == _lastStepped ? -0.01f : 0f);
|
||||
if (need && score > worst)
|
||||
{
|
||||
worst = score;
|
||||
pick = i;
|
||||
}
|
||||
}
|
||||
if (pick >= 0)
|
||||
{
|
||||
Vector3 hip = Hip(pelvis, pick);
|
||||
Vector3 side = yawBasis.X * (pick == 0 ? -1f : 1f);
|
||||
Vector3 to = new Vector3(hip.X, groundY, hip.Z) + side * (StanceHalfWidth - HipHalfWidth) * _scale + velocity * StepLead;
|
||||
if (crawl)
|
||||
to += back * (_thighLen + _shinLen) * 0.8f;
|
||||
ref Foot f = ref _feet[pick];
|
||||
f.From = f.Planted;
|
||||
f.FromYaw = f.Yaw;
|
||||
f.To = to;
|
||||
f.ToYaw = yaw;
|
||||
f.T = 0f;
|
||||
_lastStepped = pick;
|
||||
_stillTime = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (_pelvis == null || !_initialized || !IsInstanceValid(_pelvis))
|
||||
return;
|
||||
Transform3D pelvis = _pelvis.GetGlobalTransformInterpolated();
|
||||
Vector3 forward = -pelvis.Basis.Z;
|
||||
forward.Y = 0f;
|
||||
forward = forward.LengthSquared() > 1e-6f ? forward.Normalized() : Vector3.Forward;
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Vector3 hip = Hip(pelvis, i);
|
||||
Vector3 ankle = _feet[i].Current + Vector3.Up * _ankle;
|
||||
// 2-bone solve, knee bending forward.
|
||||
Vector3 d = ankle - hip;
|
||||
float reach = _thighLen + _shinLen;
|
||||
float len = Mathf.Clamp(d.Length(), 0.05f, reach * 0.999f);
|
||||
Vector3 dir = d.LengthSquared() > 1e-8f ? d.Normalized() : Vector3.Down;
|
||||
ankle = hip + dir * len;
|
||||
float along = (_thighLen * _thighLen - _shinLen * _shinLen + len * len) / (2f * len);
|
||||
float radius = Mathf.Sqrt(Mathf.Max(_thighLen * _thighLen - along * along, 0f));
|
||||
Vector3 pole = forward - dir * forward.Dot(dir);
|
||||
pole = pole.LengthSquared() > 1e-6f ? pole.Normalized() : forward;
|
||||
Vector3 knee = hip + dir * along + pole * radius;
|
||||
Place(_thigh[i], hip, knee);
|
||||
Place(_shin[i], knee, ankle);
|
||||
Basis footBasis = new Basis(Vector3.Up, _feet[i].CurrentYaw);
|
||||
_foot[i].GlobalTransform = new Transform3D(footBasis, _feet[i].Current + Vector3.Up * (0.035f * _scale) + footBasis * new Vector3(0f, 0f, -0.06f * _scale));
|
||||
}
|
||||
}
|
||||
|
||||
private static void Place(MeshInstance3D mesh, Vector3 from, Vector3 to)
|
||||
{
|
||||
Vector3 seg = to - from;
|
||||
float len = seg.Length();
|
||||
if (len < 1e-4f)
|
||||
return;
|
||||
Vector3 y = seg / len;
|
||||
Vector3 x = Mathf.Abs(y.Y) < 0.99f ? Vector3.Up.Cross(y).Normalized() : Vector3.Right;
|
||||
Vector3 z = x.Cross(y);
|
||||
// Box mesh is 1 m tall along Y: stretch it to the segment.
|
||||
mesh.GlobalTransform = new Transform3D(new Basis(x, y * len, z), (from + to) * 0.5f);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://bwbp1b87b5qxx
|
||||
+36
-13
@@ -11,6 +11,8 @@ public partial class PropGrabber : Node
|
||||
private const float BreakTime = 0.25f;
|
||||
private const float BreakDistanceBoth = 0.4f;
|
||||
private const float GripRipDistance = 0.8f;
|
||||
private const float WorldGrabRadius = 0.05f; // palm sphere for grabbing static world (ledges, bars, holds)
|
||||
public const string NoGrabGroup = "no_grab"; // static bodies that can't be grabbed (the floor)
|
||||
|
||||
private static PropGrabber _instance;
|
||||
|
||||
@@ -18,7 +20,7 @@ public partial class PropGrabber : Node
|
||||
private XRController3D _right;
|
||||
private PhysicsArms _arms;
|
||||
|
||||
private readonly RigidBody3D[] _held = new RigidBody3D[2];
|
||||
private readonly PhysicsBody3D[] _held = new PhysicsBody3D[2]; // a prop, or static world (climbing)
|
||||
private readonly ConeTwistJoint3D[] _joints = new ConeTwistJoint3D[2];
|
||||
private readonly Vector3[] _localAnchor = new Vector3[2];
|
||||
private readonly uint[] _grabSeq = new uint[2];
|
||||
@@ -59,7 +61,7 @@ public partial class PropGrabber : Node
|
||||
|
||||
if (grip && !_gripPrev[hand] && _held[hand] == null)
|
||||
{
|
||||
RigidBody3D prop = FindProp(controller, hand);
|
||||
PhysicsBody3D prop = FindProp(controller, hand);
|
||||
RigidBody3D handBody = PhysicsHands.GetBody(controller);
|
||||
if (prop != null && handBody != null)
|
||||
{
|
||||
@@ -68,26 +70,27 @@ public partial class PropGrabber : Node
|
||||
Vector3 pivot = PalmPoint(handBody, hand);
|
||||
_joints[hand] = MakeWeld(handBody, prop, pivot, RigidWeldBias);
|
||||
_localAnchor[hand] = prop.GlobalTransform.AffineInverse() * pivot;
|
||||
_arms?.SetHeld(hand, prop);
|
||||
_arms?.SetHeld(hand, prop as RigidBody3D);
|
||||
PlayerRig.SetHeld(controller, prop);
|
||||
GD.Print($"PropGrabber: grabbed '{prop.Name}' ({prop.Mass:0.###} kg, {(hand == 0 ? "left" : "right")}{(_held[other] == prop ? ", two-handed" : "")})");
|
||||
string what = prop is RigidBody3D rb ? $"{rb.Mass:0.###} kg" : "static world";
|
||||
GD.Print($"PropGrabber: grabbed '{prop.Name}' ({what}, {(hand == 0 ? "left" : "right")}{(_held[other] == prop ? ", two-handed" : "")})");
|
||||
}
|
||||
}
|
||||
|
||||
if (!grip && _held[hand] != null)
|
||||
{
|
||||
RigidBody3D prop = _held[hand];
|
||||
PhysicsBody3D prop = _held[hand];
|
||||
_held[hand] = null;
|
||||
DestroyJoint(hand);
|
||||
if (IsInstanceValid(prop))
|
||||
GD.Print($"PropGrabber: released '{prop.Name}' at {prop.LinearVelocity.Length():F2} m/s");
|
||||
if (prop is RigidBody3D released && IsInstanceValid(released))
|
||||
GD.Print($"PropGrabber: released '{released.Name}' at {released.LinearVelocity.Length():F2} m/s");
|
||||
}
|
||||
_gripPrev[hand] = grip;
|
||||
}
|
||||
|
||||
private void HoldUpdate(XRController3D controller, int hand, float delta)
|
||||
{
|
||||
RigidBody3D body = _held[hand];
|
||||
PhysicsBody3D body = _held[hand];
|
||||
if (body == null)
|
||||
return;
|
||||
if (!IsInstanceValid(body))
|
||||
@@ -148,7 +151,7 @@ public partial class PropGrabber : Node
|
||||
}
|
||||
}
|
||||
|
||||
private int PrimaryHand(RigidBody3D body)
|
||||
private int PrimaryHand(PhysicsBody3D body)
|
||||
{
|
||||
int primary = -1;
|
||||
for (int hand = 0; hand < 2; hand++)
|
||||
@@ -159,7 +162,7 @@ public partial class PropGrabber : Node
|
||||
return primary;
|
||||
}
|
||||
|
||||
private ConeTwistJoint3D MakeWeld(RigidBody3D handBody, RigidBody3D prop, Vector3 pivot, float bias)
|
||||
private ConeTwistJoint3D MakeWeld(RigidBody3D handBody, PhysicsBody3D prop, Vector3 pivot, float bias)
|
||||
{
|
||||
ConeTwistJoint3D weld = new()
|
||||
{
|
||||
@@ -175,7 +178,7 @@ public partial class PropGrabber : Node
|
||||
return weld;
|
||||
}
|
||||
|
||||
private void BreakGrip(int hand, RigidBody3D body, string reason)
|
||||
private void BreakGrip(int hand, PhysicsBody3D body, string reason)
|
||||
{
|
||||
if (_held[hand] != body)
|
||||
return;
|
||||
@@ -199,7 +202,7 @@ public partial class PropGrabber : Node
|
||||
|
||||
private static float PalmOffset(int hand) => hand == 0 ? PalmGrabOffset : -PalmGrabOffset;
|
||||
|
||||
private RigidBody3D FindProp(XRController3D controller, int hand)
|
||||
private PhysicsBody3D FindProp(XRController3D controller, int hand)
|
||||
{
|
||||
RigidBody3D handBody = PhysicsHands.GetBody(controller);
|
||||
if (handBody == null)
|
||||
@@ -208,7 +211,27 @@ public partial class PropGrabber : Node
|
||||
RigidBody3D nearest = NearestProp(palm, GrabRadius);
|
||||
if (nearest != null)
|
||||
return nearest;
|
||||
return NearestProp(handBody.GlobalPosition, CenterGrabRadius);
|
||||
nearest = NearestProp(handBody.GlobalPosition, CenterGrabRadius);
|
||||
if (nearest != null)
|
||||
return nearest;
|
||||
return WorldUnderPalm(palm, handBody.GetWorld3D());
|
||||
}
|
||||
|
||||
// Climbing: any static body touching the palm (except the "no_grab" group) can be held.
|
||||
private static StaticBody3D WorldUnderPalm(Vector3 palm, World3D world)
|
||||
{
|
||||
PhysicsShapeQueryParameters3D query = new()
|
||||
{
|
||||
Shape = new SphereShape3D { Radius = WorldGrabRadius },
|
||||
Transform = new Transform3D(Basis.Identity, palm),
|
||||
CollisionMask = 1,
|
||||
};
|
||||
foreach (Godot.Collections.Dictionary hit in world.DirectSpaceState.IntersectShape(query, 8))
|
||||
{
|
||||
if (hit["collider"].AsGodotObject() is StaticBody3D body && !body.IsInGroup(NoGrabGroup))
|
||||
return body;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private RigidBody3D NearestProp(Vector3 point, float radius)
|
||||
|
||||
@@ -57,6 +57,17 @@ public partial class RagdollSpike : Node3D
|
||||
_phases.Add(("12 kg held at arm's length sags more", () => SetupWeight(close: false), _ => { }, 3f, () => FinishWeight(close: false)));
|
||||
_phases.Add(("teleport + snap turn carry the body", Rest, TickTeleport, 2f, FinishTeleport));
|
||||
_phases.Add(("random motion soak", Rest, TickRandom, 8f, FinishSoak));
|
||||
_phases.Add(("a knee-high box blocks walking (no stepping onto it)", () => SetupObstacle(0.6f), _ => _stickVelocity = new Vector3(0f, 0f, -1.5f), 3f, FinishBlockedLow));
|
||||
_phases.Add(("a table can't be walked over", SetupTableObstacle, _ => _stickVelocity = new Vector3(0f, 0f, -1.5f), 3f, FinishBlockedLow));
|
||||
_phases.Add(("walks up a 0.25 m step", () => SetupObstacle(0.25f, 8f), _ => _stickVelocity = new Vector3(0f, 0f, -1.2f), 3f, FinishStep));
|
||||
_phases.Add(("two-handed mantle onto a 0.9 m ledge", () => SetupObstacle(0.9f), t => TickMantle(both: true), 6f, () => FinishMantle(true)));
|
||||
_phases.Add(("one hand can't mantle", () => SetupObstacle(0.9f), t => TickMantle(both: false), 6f, () => FinishMantle(false)));
|
||||
_phases.Add(("two-handed pull-up on a grabbed bar", () => SetupBarHang(), t => TickPullUp(both: true), 3.5f, () => FinishPullUp(true)));
|
||||
_phases.Add(("one-handed pull-up is weaker", () => SetupBarHang(), t => TickPullUp(both: false), 3.5f, () => FinishPullUp(false)));
|
||||
_phases.Add(("crawls through a 0.6 m tunnel", SetupTunnel, TickCrawl, 7f, FinishCrawl));
|
||||
_phases.Add(("walks off a 1 m ledge and lands", SetupLedgeTop, _ => _stickVelocity = _t > 0.5f && _t < 2f ? new Vector3(0f, 0f, -1.2f) : Vector3.Zero, 4f, FinishDrop));
|
||||
_phases.Add(("walks up an 18° ramp", () => SetupRamp(18f), _ => _stickVelocity = new Vector3(0f, 0f, -1.2f), 4f, () => FinishRamp(true)));
|
||||
_phases.Add(("can't walk up a 40° ramp", () => SetupRamp(40f), _ => _stickVelocity = new Vector3(0f, 0f, -1.2f), 4f, () => FinishRamp(false)));
|
||||
Next();
|
||||
}
|
||||
|
||||
@@ -448,6 +459,198 @@ public partial class RagdollSpike : Node3D
|
||||
return _finite && NewSnaps == 0 && _maxEyeErr < 0.05f && _maxHandErr < 0.06f;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- obstacles, mantling, climbing, crawling
|
||||
|
||||
private const float ObstacleFront = -0.55f;
|
||||
|
||||
// A box from ObstacleFront 2 m deep (wide), `height` tall.
|
||||
private void SetupObstacle(float height, float depth = 2f)
|
||||
{
|
||||
Rest();
|
||||
_stage.AddChild(MakeStatic(new Vector3(3f, height, depth), new Vector3(0f, height * 0.5f, ObstacleFront - depth * 0.5f), 29));
|
||||
}
|
||||
|
||||
private void SetupTableObstacle()
|
||||
{
|
||||
Rest();
|
||||
_stage.AddChild(MakeStatic(new Vector3(1.4f, 0.05f, 0.8f), new Vector3(0f, 0.725f, ObstacleFront - 0.4f), 29));
|
||||
foreach (float x in new[] { -0.65f, 0.65f })
|
||||
foreach (float z in new[] { ObstacleFront - 0.05f, ObstacleFront - 0.75f })
|
||||
_stage.AddChild(MakeStatic(new Vector3(0.06f, 0.7f, 0.06f), new Vector3(x, 0.35f, z), 29));
|
||||
}
|
||||
|
||||
private bool FinishBlockedLow()
|
||||
{
|
||||
GD.Print($"RAGDOLL: obstacle front z {ObstacleFront}: pelvis z {_ragdoll.Pelvis.GlobalPosition.Z:F3}, feet y {_ragdoll.GroundY:F3}, origin y {_origin.Origin.Y:F3}, camera min z {_minCamZ:F3}, snaps {NewSnaps}");
|
||||
return _finite && NewSnaps == 0 && _ragdoll.GroundY < 0.1f && _origin.Origin.Y < 0.1f && _ragdoll.Pelvis.GlobalPosition.Z > ObstacleFront - 0.3f;
|
||||
}
|
||||
|
||||
private bool FinishStep()
|
||||
{
|
||||
GD.Print($"RAGDOLL: step: feet y {_ragdoll.GroundY:F3}, origin y {_origin.Origin.Y:F3}, pelvis z {_ragdoll.Pelvis.GlobalPosition.Z:F3}, snaps {NewSnaps}");
|
||||
return _finite && NewSnaps == 0 && Mathf.Abs(_ragdoll.GroundY - 0.25f) < 0.03f && _origin.Origin.Y > 0.2f && _ragdoll.Pelvis.GlobalPosition.Z < ObstacleFront - 0.3f;
|
||||
}
|
||||
|
||||
private float _maxPelvisRise, _lastRise;
|
||||
|
||||
// Put both hands on the ledge, press down (controllers sink as the real arms straighten), then
|
||||
// walk forward onto it.
|
||||
// Walk up to the ledge (the legs collider stops you), hands on top just ahead, press down.
|
||||
private void TickMantle(bool both)
|
||||
{
|
||||
float t = _t;
|
||||
_stickVelocity = t < 1f ? new Vector3(0f, 0f, -0.8f) : t > 3.5f ? new Vector3(0f, 0f, -0.8f) : Vector3.Zero;
|
||||
float down = Mathf.Clamp((t - 1.6f) / 1.5f, 0f, 1f);
|
||||
float y = t < 1.6f ? Mathf.Lerp(1.0f, 0.95f, Mathf.Clamp(t - 1f, 0f, 0.6f) / 0.6f) : Mathf.Lerp(0.95f, 0.35f, down);
|
||||
// Hands just past the ledge edge (aimed in the room, like a real player looking at it).
|
||||
float z = t < 1f ? -0.4f : ObstacleFront - 0.1f - _origin.Origin.Z;
|
||||
Vector3 l = new(-0.22f, y, z), r = new(0.22f, y, z);
|
||||
_rightLocal = new Transform3D(Aim(Vector3.Down + Vector3.Forward * 0.3f), r);
|
||||
_leftLocal = both ? new Transform3D(Aim(Vector3.Down + Vector3.Forward * 0.3f), l) : new Transform3D(Basis.Identity, new Vector3(-0.2f, 1.0f, -0.3f));
|
||||
if (t > 3.6f)
|
||||
{
|
||||
// Up and walking on: hands come back to the body like a real player's.
|
||||
_leftLocal = new Transform3D(Basis.Identity, new Vector3(-0.2f, 1.0f, -0.3f));
|
||||
_rightLocal = new Transform3D(Basis.Identity, new Vector3(0.2f, 1.0f, -0.3f));
|
||||
}
|
||||
if (_ragdoll.Built && !_needBuild)
|
||||
_maxPelvisRise = Mathf.Max(_maxPelvisRise, _ragdoll.Pelvis.GlobalPosition.Y - 0.99f);
|
||||
}
|
||||
|
||||
private bool FinishMantle(bool both)
|
||||
{
|
||||
GD.Print($"RAGDOLL: mantle ({(both ? "two hands" : "one hand")}): pelvis rose up to {_maxPelvisRise:F3} m, feet y {_ragdoll.GroundY:F3}, origin y {_origin.Origin.Y:F3}, snaps {NewSnaps}");
|
||||
bool onTop = _ragdoll.GroundY > 0.85f && _origin.Origin.Y > 0.8f;
|
||||
_lastRise = _maxPelvisRise;
|
||||
_maxPelvisRise = 0f;
|
||||
return _finite && NewSnaps == 0 && (both ? onTop : !onTop && _lastRise < 0.25f);
|
||||
}
|
||||
|
||||
private StaticBody3D _bar;
|
||||
private const float BarY = 1.95f, BarHangZ = -0.15f;
|
||||
private float _barPelvisStart;
|
||||
private bool _barGrabbed;
|
||||
|
||||
private void SetupBarHang()
|
||||
{
|
||||
Rest();
|
||||
_bar = new StaticBody3D { Position = new Vector3(0f, BarY, BarHangZ), CollisionMask = 29 };
|
||||
_bar.AddChild(new CollisionShape3D { Shape = new CylinderShape3D { Radius = 0.025f, Height = 2f }, RotationDegrees = new Vector3(0f, 0f, 90f) });
|
||||
_stage.AddChild(_bar);
|
||||
_barGrabbed = false;
|
||||
_maxPelvisRise = 0f;
|
||||
}
|
||||
|
||||
// Reach up to the bar, grip it (the PropGrabber weld), then pull the controllers down.
|
||||
private void TickPullUp(bool both)
|
||||
{
|
||||
float t = _t;
|
||||
float pull = Mathf.Clamp((t - 0.8f) / 1.5f, 0f, 1f);
|
||||
float y = Mathf.Lerp(BarY - 0.03f, BarY - 0.75f, pull);
|
||||
Basis grip = Aim(Vector3.Up + Vector3.Forward * 0.2f);
|
||||
_rightLocal = new Transform3D(grip, new Vector3(0.22f, y, BarHangZ + 0.03f));
|
||||
_leftLocal = both ? new Transform3D(grip, new Vector3(-0.22f, y, BarHangZ + 0.03f)) : new Transform3D(Basis.Identity, new Vector3(-0.2f, 1.0f, -0.3f));
|
||||
if (!_barGrabbed && t > 0.6f && _ragdoll.Built)
|
||||
{
|
||||
_barGrabbed = true;
|
||||
_barPelvisStart = _ragdoll.Pelvis.GlobalPosition.Y;
|
||||
for (int side = both ? 0 : 1; side < 2; side++)
|
||||
{
|
||||
RigidBody3D hand = _ragdoll.Hand(side);
|
||||
ConeTwistJoint3D weld = new() { Position = hand.GlobalPosition, NodeA = hand.GetPath(), NodeB = _bar.GetPath(), SwingSpan = 0f, TwistSpan = 0f, Bias = 0f };
|
||||
_stage.AddChild(weld);
|
||||
_ragdoll.SetHeld(side, _bar);
|
||||
}
|
||||
}
|
||||
if (_barGrabbed)
|
||||
_maxPelvisRise = Mathf.Max(_maxPelvisRise, _ragdoll.Pelvis.GlobalPosition.Y - _barPelvisStart);
|
||||
}
|
||||
|
||||
private float _twoHandRise;
|
||||
|
||||
private bool FinishPullUp(bool both)
|
||||
{
|
||||
GD.Print($"RAGDOLL: pull-up ({(both ? "two hands" : "one hand")}): pelvis rose {_maxPelvisRise:F3} m, braced {_ragdoll.Braced}, snaps {NewSnaps}");
|
||||
_ragdoll.SetHeld(0, null);
|
||||
_ragdoll.SetHeld(1, null);
|
||||
if (both)
|
||||
{
|
||||
_twoHandRise = _maxPelvisRise;
|
||||
return _finite && NewSnaps == 0 && _maxPelvisRise > 0.25f;
|
||||
}
|
||||
return _finite && NewSnaps == 0 && _maxPelvisRise < _twoHandRise * 0.6f;
|
||||
}
|
||||
|
||||
private const float TunnelStart = -1.0f, TunnelEnd = -3.5f;
|
||||
private float _minCamY;
|
||||
|
||||
private void SetupTunnel()
|
||||
{
|
||||
Rest();
|
||||
float len = TunnelStart - TunnelEnd;
|
||||
float mid = (TunnelStart + TunnelEnd) * 0.5f;
|
||||
_stage.AddChild(MakeStatic(new Vector3(1.4f, 0.1f, len), new Vector3(0f, 0.65f, mid), 29));
|
||||
_stage.AddChild(MakeStatic(new Vector3(0.1f, 0.6f, len), new Vector3(-0.65f, 0.3f, mid), 29));
|
||||
_stage.AddChild(MakeStatic(new Vector3(0.1f, 0.6f, len), new Vector3(0.65f, 0.3f, mid), 29));
|
||||
_minCamY = float.MaxValue;
|
||||
}
|
||||
|
||||
// Get down on hands and knees (eyes ~0.4 m, looking ahead), then stick-crawl forward.
|
||||
private void TickCrawl(float dt)
|
||||
{
|
||||
float k = Mathf.SmoothStep(0f, 1f, Mathf.Min(_t / 2f, 1f));
|
||||
_headLocal = new Transform3D(new Basis(Vector3.Right, -0.35f * k), new Vector3(0f, Mathf.Lerp(EyeHeight, 0.42f, k), Mathf.Lerp(0f, -0.25f, k)));
|
||||
_leftLocal = new Transform3D(Aim(Vector3.Forward + Vector3.Down), new Vector3(-0.2f, Mathf.Lerp(1.0f, 0.12f, k), Mathf.Lerp(-0.3f, -0.45f, k)));
|
||||
_rightLocal = new Transform3D(Aim(Vector3.Forward + Vector3.Down), new Vector3(0.2f, Mathf.Lerp(1.0f, 0.12f, k), Mathf.Lerp(-0.3f, -0.45f, k)));
|
||||
_stickVelocity = _t > 2.3f ? new Vector3(0f, 0f, -0.8f) : Vector3.Zero;
|
||||
_measureFrom = float.MaxValue;
|
||||
if (_t > 2.3f)
|
||||
_minCamY = Mathf.Min(_minCamY, Camera.Origin.Y);
|
||||
}
|
||||
|
||||
private bool FinishCrawl()
|
||||
{
|
||||
GD.Print($"RAGDOLL: crawl: camera min z {_minCamZ:F3} (tunnel {TunnelStart}..{TunnelEnd}), eye y {_ragdoll.Eye.Y:F2}, pelvis y {_ragdoll.Pelvis.GlobalPosition.Y:F2}, origin y {_origin.Origin.Y:F3}, snaps {NewSnaps}");
|
||||
return _finite && NewSnaps == 0 && _minCamZ < TunnelStart - 1.5f && Mathf.Abs(_origin.Origin.Y) < 0.1f;
|
||||
}
|
||||
|
||||
|
||||
// Start standing on a 1 m platform whose edge is 0.5 m ahead.
|
||||
private void SetupLedgeTop()
|
||||
{
|
||||
Rest();
|
||||
_origin = new Transform3D(Basis.Identity, new Vector3(0f, 1f, 0f));
|
||||
_stage.AddChild(MakeStatic(new Vector3(3f, 1f, 3f), new Vector3(0f, 0.5f, 1f), 29));
|
||||
}
|
||||
|
||||
private bool FinishDrop()
|
||||
{
|
||||
GD.Print($"RAGDOLL: drop: feet y {_ragdoll.GroundY:F3}, origin y {_origin.Origin.Y:F3}, pelvis {_ragdoll.Pelvis.GlobalPosition}, eye error {_ragdoll.Eye.DistanceTo(Camera.Origin):F3}, snaps {NewSnaps}");
|
||||
return _finite && NewSnaps == 0 && Mathf.Abs(_ragdoll.GroundY) < 0.05f && Mathf.Abs(_origin.Origin.Y) < 0.1f
|
||||
&& _ragdoll.Eye.DistanceTo(Camera.Origin) < 0.1f && _ragdoll.Pelvis.GlobalPosition.Z > -3f;
|
||||
}
|
||||
|
||||
// A slope rising away (−Z) from ObstacleFront up to 1 m, then a platform.
|
||||
private void SetupRamp(float degrees)
|
||||
{
|
||||
Rest();
|
||||
float a = Mathf.DegToRad(degrees);
|
||||
float len = 1f / Mathf.Sin(a);
|
||||
float run = Mathf.Cos(a) * len;
|
||||
_stage.AddChild(new StaticBody3D { CollisionMask = 29, Transform = new Transform3D(new Basis(Vector3.Right, a), new Vector3(0f, 0.5f - 0.05f / Mathf.Cos(a), ObstacleFront - run * 0.5f)) });
|
||||
_stage.GetChild<StaticBody3D>(_stage.GetChildCount() - 1).AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(3f, 0.1f, len) } });
|
||||
_stage.AddChild(MakeStatic(new Vector3(3f, 1f, 3f), new Vector3(0f, 0.5f, ObstacleFront - run - 1.5f), 29));
|
||||
}
|
||||
|
||||
private bool FinishRamp(bool walkable)
|
||||
{
|
||||
GD.Print($"RAGDOLL: ramp: feet y {_ragdoll.GroundY:F3}, origin y {_origin.Origin.Y:F3}, pelvis {_ragdoll.Pelvis.GlobalPosition}, snaps {NewSnaps}");
|
||||
bool up = _ragdoll.GroundY > 0.6f;
|
||||
// Stopped at the slope's foot: on the floor, view level, not flung away.
|
||||
bool stopped = Mathf.Abs(_origin.Origin.Y) < 0.1f && _ragdoll.Pelvis.GlobalPosition.Length() < 2.5f;
|
||||
return _finite && NewSnaps == 0 && (walkable ? up : !up && stopped);
|
||||
}
|
||||
|
||||
private readonly RandomNumberGenerator _rng = new() { Seed = 11 };
|
||||
private Vector3 _ra, _rb, _rc;
|
||||
|
||||
|
||||
+24
-11
@@ -14,6 +14,10 @@ public sealed class TrueBodySolver
|
||||
public const float ChestLeanMax = 0.75f; // rad (~43°) at a deep crouch
|
||||
public const float CrouchRange = 0.5f; // crouch factor 1 when eyes are this fraction of standing eye height lower
|
||||
public const float HeadPitchToChest = 0.25f;
|
||||
// Crawl: when the head gets so low that the hips would go through the floor, the trunk tips
|
||||
// further (pivoting at the hips, hips kicking back) up to nearly horizontal (Nimso: lower = crawl).
|
||||
public const float CrawlLeanMax = 1.45f; // rad (~83°)
|
||||
public const float HipMinHeight = 0.15f; // hip joint above the floor when crawling
|
||||
public const float PelvisFrequency = 2.5f; // Hz, critically damped follow → hip lag/sway
|
||||
public const float GirdleReachStart = 0.98f; // fraction of arm length where the shoulder starts to help
|
||||
public const float GirdleSmoothRate = 15f;
|
||||
@@ -100,18 +104,27 @@ public sealed class TrueBodySolver
|
||||
Crouch = Mathf.Clamp((standingPivot - pivotAboveFloor) / (CrouchRange * p.EyeHeight), 0f, 1f);
|
||||
float headPitchDown = Mathf.Max(0f, -Mathf.Asin(Mathf.Clamp(headFwd.Y, -1f, 1f)));
|
||||
float lean = Crouch * ChestLeanMax + headPitchDown * HeadPitchToChest;
|
||||
Lean = lean;
|
||||
ChestBasis = yawBasis * new Basis(Vector3.Right, -lean);
|
||||
|
||||
// Neck: from the head pivot down along the average of chest-up and head-up, sized so a
|
||||
// standing, level head puts the shoulder joints at the measured drop below the eyes.
|
||||
float trunk = TrunkRatio * p.Stature;
|
||||
float neckLen = Mathf.Max(0.05f, p.ShoulderDrop + EyeToNeckPivot.Y - NeckBaseAboveShoulders);
|
||||
Vector3 neckDir = (ChestBasis.Y + headBasis.Y).Normalized();
|
||||
NeckBase = NeckPivot - neckDir * neckLen;
|
||||
// Keep the shoulder line behind the eyes by the anthropometric offset (neck pivot already
|
||||
// supplies part of it).
|
||||
UpperChest = NeckBase - ChestBasis.Y * NeckBaseAboveShoulders
|
||||
+ ChestBasis * new Vector3(0f, 0f, ShouldersBehindEyes - EyeToNeckPivot.Z);
|
||||
Vector3 neckDir = Vector3.Up;
|
||||
for (int iter = 0; iter < 3; iter++)
|
||||
{
|
||||
ChestBasis = yawBasis * new Basis(Vector3.Right, -lean);
|
||||
// Neck: from the head pivot down along the average of chest-up and head-up, sized so a
|
||||
// standing, level head puts the shoulder joints at the measured drop below the eyes.
|
||||
neckDir = (ChestBasis.Y + headBasis.Y).Normalized();
|
||||
NeckBase = NeckPivot - neckDir * neckLen;
|
||||
// Keep the shoulder line behind the eyes by the anthropometric offset (neck pivot already
|
||||
// supplies part of it).
|
||||
UpperChest = NeckBase - ChestBasis.Y * NeckBaseAboveShoulders
|
||||
+ ChestBasis * new Vector3(0f, 0f, ShouldersBehindEyes - EyeToNeckPivot.Z);
|
||||
float room = (UpperChest.Y - floorY - HipMinHeight) / trunk;
|
||||
float crawl = Mathf.Acos(Mathf.Clamp(room, Mathf.Cos(CrawlLeanMax), 1f));
|
||||
if (crawl <= lean + 1e-3f)
|
||||
break;
|
||||
lean = crawl;
|
||||
}
|
||||
Lean = lean;
|
||||
|
||||
// Pelvis: hangs below the upper chest along the trunk; follows through a critically damped
|
||||
// spring so it lags quick head motion (hip sway) instead of being rigidly attached.
|
||||
|
||||
@@ -61,6 +61,7 @@ public partial class WorldPanel : Node3D
|
||||
_menu.ResetPropsRequested += () =>
|
||||
{
|
||||
_propShop.Respawn();
|
||||
GetNodeOrNull<Playground>("../../Playground")?.Reset();
|
||||
_menu.Log("Props reset");
|
||||
};
|
||||
_menu.PingRequested += () =>
|
||||
@@ -75,6 +76,9 @@ public partial class WorldPanel : Node3D
|
||||
_click = MakeTone(900f, 25, 0.35f, 1f);
|
||||
_ping = MakeTone(1320f, 4, 0.3f, 3f);
|
||||
_menu.ClickVolumeSlider.ValueChanged += v => _click.VolumeDb = Mathf.LinearToDb((float)v / 70f);
|
||||
_menu.StrengthChanged += v => PlayerRagdoll.Strength = v;
|
||||
_menu.SmoothTurnToggled += on => PlayerRig.SmoothTurn = on;
|
||||
_menu.SpectatorToggled += PlayerRig.SetSpectator;
|
||||
|
||||
SetPanelActive(false);
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user