Body step 2.3: view rides the body, mantling and climbing work
- view follows the body (deadzone, smoothed, hard 8 cm limit); no drift over six held poses; hanging keeps the view on the character's head - hold-back measured at the hips, capped leg push while held, stiffer balance - sticky legs tuck with free-space check (fixes the mantle shove loop) - strength asymmetric by direction; structural guide strength push-only - limb/torso friction set before AddChild (Box3D reads it only at creation) - new phases: pose hold, hang, human-motion mantle, hand-over-hand wall climb Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -26,8 +26,11 @@ public partial class PlayerRagdoll : Node3D
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// Muscles: PD gain (1/s), max commanded spin (rad/s), torque cap (N·m).
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public const float SpineKp = 15f, SpineTorque = 400f;
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public const float NeckKp = 20f, NeckTorque = 60f;
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public const float ShoulderKp = 20f, ShoulderTorque = 45f; // ~human shoulder flexion strength
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public const float ElbowKp = 20f, ElbowTorque = 45f;
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// Asymmetric by direction (Nimso; human strength tables): pulling the arm DOWN (lats/back —
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// pull-ups, hanging, climbing) is roughly twice as strong as raising it (front delts — a weight
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// held out front), and elbow flexion (biceps) beats extension.
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public const float ShoulderKp = 20f, ShoulderTorque = 35f, ShoulderPullTorque = 100f;
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public const float ElbowKp = 20f, ElbowTorque = 45f, ElbowFlexTorque = 70f;
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public const float MuscleMaxSpin = 15f;
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// Feed-forwards are derivatives of tracking: low-pass them or tracking jitter (±1–2 mm per
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// sample) becomes hundreds of newtons of buzz (RagdollSpike REAL input mode).
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@@ -55,25 +58,31 @@ public partial class PlayerRagdoll : Node3D
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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 CrawlCarry = 300f;
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public const float BlockedPush = 150f; // N horizontal leg push while the hips are held back // 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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public const float LimbFriction = 0.25f;
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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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public const float MantleLift = 0.03f; // braced + hips this far above the support goal = being lifted (legs tuck)
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public const float UntuckDelay = 0.3f; // s the tuck must be unneeded before the collider returns
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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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public const float BalanceTorque = 400f;
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public const float BalanceTorque = 800f;
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public const float AirBalanceShare = 0.3f;
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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 leading the body's eye by more than this = body held back: stick stops pushing that way
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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 FreeSlack = 0.12f; // camera leading the body's eye by more than this = body held back: stick stops pushing that way
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public const float ViewDeadzone = 0.06f; // m the head may lead the body before the view is eased back onto it
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public const float ViewFollowTau = 0.12f; // s
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public const float ClimbViewDeadzone = 0.02f; // hanging/mantling: the view rides the body tightly
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public const float ClimbViewFollowTau = 0.03f;
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public const float MaxViewLead = 0.08f;
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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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@@ -123,6 +132,7 @@ public partial class PlayerRagdoll : Node3D
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public float PrevFlexTarget = -1f;
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public float FlexFf;
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public float GuideCap = HandGuideForce;
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public float ShoulderCap = ShoulderTorque, ElbowCap = ElbowTorque;
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public PhysicsBody3D Held;
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}
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@@ -133,6 +143,8 @@ public partial class PlayerRagdoll : Node3D
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public bool Grounded { 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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public bool LegsSolid => _legsSolid;
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public bool Lifted => _lifted;
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// Horizontal direction in which the body is held back from the camera (zero if not): the stick
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// must not keep moving the play space that way.
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public Vector3 HeldBack { get; private set; }
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@@ -154,6 +166,15 @@ public partial class PlayerRagdoll : Node3D
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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 float _tuckFree, _dt;
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private PhysicsShapeQueryParameters3D _legsQuery;
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private bool LegsSpaceFree(Vector3 center, Basis basis)
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{
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_legsQuery ??= new PhysicsShapeQueryParameters3D { Shape = Legs.GetChild<CollisionShape3D>(0).Shape, CollisionMask = WorldMask };
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_legsQuery.Transform = new Transform3D(basis, center);
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return GetWorld3D().DirectSpaceState.IntersectShape(_legsQuery, 1).Count == 0;
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}
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private Vector3 _goalVelocity;
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private static float LowPass(float dt, float tau) => 1f - Mathf.Exp(-dt / tau);
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@@ -206,7 +227,7 @@ public partial class PlayerRagdoll : Node3D
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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 - LegsMass, BodyLayer, WorldMask, pants,
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c * new Transform3D(Basis.Identity, hip + _pelvisCenterLocal));
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c * new Transform3D(Basis.Identity, hip + _pelvisCenterLocal), friction: TorsoFriction);
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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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@@ -217,13 +238,11 @@ public partial class PlayerRagdoll : Node3D
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Legs.Inertia = new Vector3(_legsHeight * _legsHeight + 0.04f, 0.28f * 0.28f + 0.04f, _legsHeight * _legsHeight + 0.08f) * (LegsMass / 12f);
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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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c * new Transform3D(Basis.Identity, lumbar + _chestCenterLocal), friction: TorsoFriction);
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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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c * new Transform3D(Basis.Identity, neckPivot + headCenterFromPivot), friction: TorsoFriction);
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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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@@ -263,11 +282,11 @@ public partial class PlayerRagdoll : Node3D
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string n = side == 0 ? "Left" : "Right";
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a.Upper = MakeBody(n + "UpperArm", new BoxShape3D { Size = new Vector3(0.085f * s, a.UpperLen, 0.085f * s) }, 0.028f * m, ArmLayer, WorldMask, shirt,
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c * new Transform3D(bone, shoulder + dir * (a.UpperLen * 0.5f)));
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c * new Transform3D(bone, shoulder + dir * (a.UpperLen * 0.5f)), friction: LimbFriction);
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a.Fore = MakeBody(n + "Forearm", new BoxShape3D { Size = new Vector3(0.07f * s, a.ForeLen - 0.01f, 0.07f * s) }, 0.016f * m, ArmLayer, WorldMask, skin,
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c * new Transform3D(bone, elbow + dir * (a.ForeLen * 0.5f)));
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c * new Transform3D(bone, elbow + dir * (a.ForeLen * 0.5f)), friction: LimbFriction);
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a.Hand = MakeBody(n + "Hand", new BoxShape3D { Size = HandSize }, 0.006f * m, HandLayer, WorldMask | HandLayer,
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side == 0 ? new Color(0.9f, 0.3f, 0.35f) : new Color(0.3f, 0.5f, 0.9f), c * new Transform3D(handBasis, handOrigin));
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side == 0 ? new Color(0.9f, 0.3f, 0.35f) : new Color(0.3f, 0.5f, 0.9f), c * new Transform3D(handBasis, handOrigin), friction: LimbFriction);
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a.Hand.ContinuousCd = true;
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a.Hand.ContactMonitor = true;
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a.Hand.MaxContactsReported = 8;
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@@ -315,9 +334,12 @@ 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, bool visible = true)
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// NOTE (Box3D wrapper): friction is read only when the body's shapes are created — the material
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// must be set before AddChild (setting it later silently does nothing).
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private RigidBody3D MakeBody(string name, Shape3D shape, float mass, uint layer, uint mask, Color color, Transform3D at, bool visible = true, float friction = 1f)
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{
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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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RigidBody3D body = new() { Name = name, Mass = mass, CollisionLayer = layer, CollisionMask = mask, Transform = at, ContactMonitor = true, MaxContactsReported = 4,
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PhysicsMaterialOverride = new PhysicsMaterial { Friction = friction } };
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body.AddChild(new CollisionShape3D { Shape = shape });
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if (shape is BoxShape3D box && layer != 0 && visible)
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{
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@@ -477,6 +499,7 @@ public partial class PlayerRagdoll : Node3D
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{
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if (!Built)
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return;
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_dt = dt;
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ComputeTargets(s, left, right, physicalArms: true, dt);
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foreach (RigidBody3D b in _bodies)
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{
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@@ -565,6 +588,12 @@ public partial class PlayerRagdoll : Node3D
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a.PrevFlexTarget = target;
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float w = Mathf.Clamp(a.FlexFf + (target - ElbowFlex(side)) * ElbowKp, -MuscleMaxSpin, MuscleMaxSpin);
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a.Elbow.SetParam(HingeJoint3D.Param.MotorTargetVelocity, HingeSign * w);
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float cap = (w > 0f ? ElbowFlexTorque : ElbowTorque) * Mathf.Max(0.05f, Strength);
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if (Mathf.Abs(cap - a.ElbowCap) > 0.5f)
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{
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a.ElbowCap = cap;
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a.Elbow.SetParam(HingeJoint3D.Param.MotorMaxImpulse, cap);
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}
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}
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private void ApplyStrength()
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@@ -576,6 +605,8 @@ public partial class PlayerRagdoll : Node3D
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foreach (Arm a in _arms)
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{
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SetAngularCap(a.Shoulder.Joint, ShoulderTorque * k);
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a.ShoulderCap = ShoulderTorque * k;
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a.ElbowCap = ElbowTorque * k;
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SetAngularCap(a.Guide.Joint, HandGuideTorque * k);
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a.Elbow.SetParam(HingeJoint3D.Param.MotorMaxImpulse, ElbowTorque * k);
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}
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@@ -614,9 +645,18 @@ public partial class PlayerRagdoll : Node3D
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Vector3 hip = pelvis * (-_pelvisCenterLocal);
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float minCenter = _footY + MaxStepHeight + _legsHeight * 0.5f;
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float center = Mathf.Max(hip.Y - _legsHeight * 0.5f, minCenter);
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// Tucked: deep crouch/crawl, or being lifted by the arms (mantling — the knee comes up).
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_lifted = Braced && Pelvis.GlobalPosition.Y > _supportGoalY + MantleLift;
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bool solid = center + _legsHeight * 0.5f < hip.Y + LegsOffAbove && !_lifted;
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// Tuck (collider off, folded into the pelvis): deep crouch/crawl, or the hands bracing to
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// lift the body (mantle, climbing — the knees come up). It STAYS tucked until it has been
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// unneeded for a while AND its untucked spot is free: re-enabling inside a ledge face is
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// what shoved the body off again and again (owner 2.2 "legs trying to get off the
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// ground and instantly coming back").
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bool climbingHold = _arms[0].Held is StaticBody3D || _arms[1].Held is StaticBody3D;
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_lifted = Braced && (Pelvis.GlobalPosition.Y > _supportGoalY + MantleLift || climbingHold);
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bool deep = center + _legsHeight * 0.5f >= hip.Y + LegsOffAbove;
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bool wantTuck = deep || _lifted || (!_legsSolid && Braced);
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_tuckFree = wantTuck ? 0f : _tuckFree + _dt;
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Vector3 untucked = new(hip.X, center, hip.Z);
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bool solid = _legsSolid ? !wantTuck : _tuckFree > UntuckDelay && LegsSpaceFree(untucked, s.YawBasis);
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if (solid != _legsSolid)
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{
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_legsSolid = solid;
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@@ -654,7 +694,17 @@ public partial class PlayerRagdoll : Node3D
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d.Ff = d.Ff.Lerp(raw, LowPass(dt, MuscleFeedForwardTau));
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d.PrevTarget = target;
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d.HasPrev = true;
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SetAngularVelocity(d.Joint, (d.Ff + BodyMath.RotationError(target, current) * ShoulderKp).LimitLength(MuscleMaxSpin));
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Vector3 spin = (d.Ff + BodyMath.RotationError(target, current) * ShoulderKp).LimitLength(MuscleMaxSpin);
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SetAngularVelocity(d.Joint, spin);
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// Which way is the muscle moving the arm? Rotating the bone direction downward = pulling.
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Vector3 bone = (a.Upper.GlobalTransform.Basis.Y).Normalized();
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Vector3 boneMotion = (frameA * spin).Cross(bone);
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float cap = (boneMotion.Y < 0f ? ShoulderPullTorque : ShoulderTorque) * Mathf.Max(0.05f, Strength);
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if (Mathf.Abs(cap - a.ShoulderCap) > 0.5f)
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{
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a.ShoulderCap = cap;
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SetAngularCap(d.Joint, cap);
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}
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}
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// Force-capped pull of the hand onto the controller, reacting into the chest (arm muscles).
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@@ -670,7 +720,10 @@ public partial class PlayerRagdoll : Node3D
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Vector3 axis = a.Hand.GlobalPosition - shoulder;
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// Axial share of the error, with a 3 cm floor so a nearly-reached target's noisy error
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// direction can't flip a held load into "structural".
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float align = axis.LengthSquared() > 1e-8f ? Mathf.Abs(err.Dot(axis.Normalized())) / (err.Length() + StructuralDeadband) : 0f;
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// PUSH only (the hand wants to go further from the shoulder — straight arms pressing on a
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// ledge): bone in compression. Pulling (shortening the arm: pull-ups, climbing) is muscle
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// work — the asymmetric shoulder/elbow muscles do it, and one arm can't lift the body.
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float align = axis.LengthSquared() > 1e-8f ? Mathf.Max(0f, err.Dot(axis.Normalized())) / (err.Length() + StructuralDeadband) : 0f;
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// Structure only helps against something: a hand in free air reaching past its arm's
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// length must not haul the whole body after it.
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if (a.Held == null && a.Hand.GetContactCount() == 0)
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@@ -720,7 +773,7 @@ public partial class PlayerRagdoll : Node3D
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// pelvis centre hanging over the lip).
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bool clear = point.Y <= _footY + MaxStepHeight || GroundBehindAt(pos, point.Y);
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bool reachable = point.Y <= _footY + MaxStepHeight
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|| ((!wasGrounded || !_legsSolid || pos.Y - point.Y > 0.6f * hipAboveFloor) && clear);
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|| ((!wasGrounded || _lifted || pos.Y - point.Y > 0.6f * hipAboveFloor) && clear);
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Grounded = true;
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if (reachable)
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_footY = point.Y;
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@@ -737,6 +790,11 @@ public partial class PlayerRagdoll : Node3D
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if (rawVelocity.Length() > 10f)
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rawVelocity = Vector3.Zero;
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_goalVelocity = _goalVelocity.Lerp(rawVelocity, LowPass(dt, GroundFeedForwardTau));
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// Held back = the hips can't get to where the pose wants them (knee-high box, table edge,
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// wall). Measured at the hips, not the head: the body tips over an obstacle, so the head
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// may be right where the camera is while the hips are stuck.
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Vector3 hipLag = new(target.Origin.X - pos.X, 0f, target.Origin.Z - pos.Z);
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HeldBack = Grounded && hipLag.Length() > FreeSlack ? hipLag.Normalized() : Vector3.Zero;
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Vector3 targetVelocity = _goalVelocity;
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float weight = BodyMass * 9.8f;
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@@ -750,6 +808,10 @@ public partial class PlayerRagdoll : Node3D
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Vector3 force = accel * BodyMass;
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float support = Mathf.Clamp(force.Y + weight, 0f, LegStrength * weight);
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float carry = Mathf.Max(GroundFriction * support, _legsSolid ? 0f : CrawlCarry);
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// Hips held back by an obstacle: lean on it, don't bulldoze — full leg force tipped the
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// body over knee-high boxes and steep slopes (and the riding view tipped with it).
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if (HeldBack != Vector3.Zero)
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carry = Mathf.Min(carry, BlockedPush);
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Vector3 horizontal = new Vector3(force.X, 0f, force.Z).LimitLength(carry);
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Pelvis.ApplyCentralForce(horizontal + Vector3.Up * support);
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}
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@@ -782,12 +844,13 @@ public partial class PlayerRagdoll : Node3D
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// ---------------------------------------------------------------- play space
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// How the driver should move its play-space origin after the last physics step (Bonelab-style
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// push-back): a sphere swept from the head body's eye to the camera — if geometry is in the way
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// the camera is somewhere the head can't follow (a wall, a bar, a table it walked into), so the
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// view is put back at the last free point. With nothing in between, the head may lag or be
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// held up to FreeSlack (leaning over a table with the hips blocked) before the view follows.
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// Plus: the floor follows the ground under the body; airborne, the view rides the body (falls).
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// How the driver should move its play-space origin after the last physics step. The view RIDES
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// THE BODY: beyond a small deadzone (normal head motion leads the body a little) the play space
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// eases so the camera sits on the character's eye — hanging, mantling, being shoved, standing up
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// under a table. On top, a sphere swept eye→camera puts the view straight back when geometry
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// is in the way (no peeking through walls). The floor follows the ground under the body.
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// Requirement for this not to drift: the body must be able to match the pose (RagdollSpike
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// "holds poses without drift"); 2.2's "never follow while standing" left the view behind the body.
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public Vector3 OriginCorrection(Vector3 camera, float floorY, float dt)
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{
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if (!Built)
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@@ -803,32 +866,24 @@ public partial class PlayerRagdoll : Node3D
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float[] fractions = GetWorld3D().DirectSpaceState.CastMotion(_cameraQuery);
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float safe = fractions.Length > 0 ? fractions[0] : 1f;
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if (safe < 1f)
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{
|
||||
correction = -lead * (1f - safe);
|
||||
// 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 if (!Grounded)
|
||||
{
|
||||
// Free path: the view never chases the body while standing — any pose mismatch
|
||||
// (a crouch the body can't match exactly) would otherwise walk the play space away
|
||||
// forever (body → view → pose target → body; owner 2.1 "sliding around").
|
||||
// Airborne it rides the body: vertically in a fall, fully while climbing.
|
||||
Vector3 follow = Climbing ? lead : new Vector3(0f, lead.Y, 0f);
|
||||
float slack = Climbing ? AirSlack : FallSlack;
|
||||
if (follow.Length() > slack)
|
||||
correction = -follow * (1f - slack / follow.Length());
|
||||
}
|
||||
Vector3 rest = lead + correction;
|
||||
if (Grounded && !Climbing)
|
||||
rest.Y = 0f; // standing: height belongs to the ground follow (and the blocked sweep)
|
||||
float deadzone = Climbing ? ClimbViewDeadzone : ViewDeadzone;
|
||||
float tau = Climbing ? ClimbViewFollowTau : ViewFollowTau;
|
||||
if (rest.Length() > deadzone)
|
||||
correction -= rest * (1f - deadzone / rest.Length()) * (1f - Mathf.Exp(-dt / tau));
|
||||
// Hard limit: the view is never more than MaxViewLead off the character's head (a
|
||||
// smoothed follow always trails a sudden drop — letting go with one hand, a fall).
|
||||
rest = lead + correction;
|
||||
if (Grounded && !Climbing)
|
||||
rest.Y = 0f;
|
||||
if (rest.Length() > MaxViewLead)
|
||||
correction -= rest * (1f - MaxViewLead / rest.Length());
|
||||
}
|
||||
Vector3 flatLead = new(lead.X, 0f, lead.Z);
|
||||
HeldBack = flatLead.Length() > FreeSlack ? flatLead.Normalized() : Vector3.Zero;
|
||||
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;
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://cab8fhj2rtbpg
|
||||
+188
-26
@@ -94,13 +94,16 @@ public partial class RagdollSpike : Node3D
|
||||
_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 mantle onto a 0.9 m ledge (crouch, hands on the edge, stand and press)", () => SetupObstacle(0.9f), _ => TickHumanMantle(both: true), 7f, () => FinishMantle(true)));
|
||||
_phases.Add(("one hand can't mantle", () => SetupObstacle(0.9f), _ => TickHumanMantle(both: false), 7f, () => 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(("holds a crouch (eyes 1.0 m) without sliding or spinning", Rest, t => TickCrouchHold(1.0f), 5f, FinishCrouchHold));
|
||||
_phases.Add(("holds a deep crouch (eyes 0.7 m) without sliding or spinning", Rest, t => TickCrouchHold(0.7f), 5f, FinishCrouchHold));
|
||||
_phases.Add(("holds poses (stand, crouch, deep crouch, lean, reach, kneel) without view/body drift", Rest, TickPoseHold, 18f, FinishPoseHold));
|
||||
_phases.Add(("hanging from a bar keeps the view on the body", () => SetupBarHang(), TickHang, 4f, FinishHang));
|
||||
_phases.Add(("climbs a wall hand over hand (grab, pull, regrab higher)", SetupClimbWall, TickClimbWall, 6.5f, FinishClimbWall));
|
||||
_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)));
|
||||
@@ -540,35 +543,13 @@ public partial class RagdollSpike : Node3D
|
||||
|
||||
// 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);
|
||||
return _finite && NewSnaps == 0 && (both ? onTop : !onTop); // standing tall also lifts the hips; one hand never gets you up
|
||||
}
|
||||
|
||||
private StaticBody3D _bar;
|
||||
@@ -595,7 +576,10 @@ public partial class RagdollSpike : Node3D
|
||||
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)
|
||||
bool handsAtBar = _ragdoll.Built && !_needBuild
|
||||
&& _ragdoll.Hand(1).GlobalPosition.DistanceTo(_bar.GlobalPosition + new Vector3(0.22f, 0f, 0f)) < 0.1f
|
||||
&& (!both || _ragdoll.Hand(0).GlobalPosition.DistanceTo(_bar.GlobalPosition + new Vector3(-0.22f, 0f, 0f)) < 0.1f);
|
||||
if (!_barGrabbed && t > 0.3f && handsAtBar)
|
||||
{
|
||||
// The game's own world-grab detection must find the bar under the palm.
|
||||
if (both)
|
||||
@@ -725,6 +709,184 @@ public partial class RagdollSpike : Node3D
|
||||
&& _ragdoll.Eye.DistanceTo(Camera.Origin) < 0.05f;
|
||||
}
|
||||
|
||||
private float _poseDrift, _poseEyeErr;
|
||||
|
||||
// Six held poses, 3 s each (1 s blend + 2 s hold): the view rides the body, so any pose the body
|
||||
// can't match would slowly walk the play space away — that must not happen.
|
||||
private void TickPoseHold(float dt)
|
||||
{
|
||||
_measureFrom = float.MaxValue;
|
||||
(float eye, float pitch, float fwd, Vector3 l, Vector3 r)[] poses =
|
||||
{
|
||||
(EyeHeight, 0f, 0f, new(-0.2f, 1.0f, -0.3f), new(0.2f, 1.0f, -0.3f)),
|
||||
(1.0f, -0.3f, -0.1f, new(-0.2f, 0.4f, -0.35f), new(0.2f, 0.4f, -0.35f)),
|
||||
(0.7f, -0.3f, -0.1f, new(-0.2f, 0.2f, -0.4f), new(0.2f, 0.2f, -0.4f)),
|
||||
(1.35f, -0.6f, -0.35f, new(-0.2f, 0.9f, -0.6f), new(0.2f, 0.9f, -0.6f)),
|
||||
(EyeHeight, 0f, 0f, new(-0.2f, 1.45f, -0.9f), new(0.25f, 1.6f, -0.85f)),
|
||||
(0.9f, 0f, 0.05f, new(-0.25f, 0.6f, -0.2f), new(0.25f, 0.6f, -0.2f)),
|
||||
};
|
||||
int i = Mathf.Min((int)(_t / 3f), poses.Length - 1);
|
||||
int prev = Mathf.Max(i - 1, 0);
|
||||
float k = Mathf.SmoothStep(0f, 1f, Mathf.Clamp((_t - i * 3f) / 1f, 0f, 1f));
|
||||
var a = poses[prev];
|
||||
var b = poses[i];
|
||||
_headLocal = new Transform3D(new Basis(Vector3.Right, Mathf.Lerp(a.pitch, b.pitch, k)), new Vector3(0f, Mathf.Lerp(a.eye, b.eye, k), Mathf.Lerp(a.fwd, b.fwd, k)));
|
||||
_leftLocal = new Transform3D(Basis.Identity, a.l.Lerp(b.l, k));
|
||||
_rightLocal = new Transform3D(Basis.Identity, a.r.Lerp(b.r, k));
|
||||
if (_ragdoll.Built && !_needBuild && _t - i * 3f > 2.5f)
|
||||
_poseEyeErr = Mathf.Max(_poseEyeErr, _ragdoll.Eye.DistanceTo(Camera.Origin));
|
||||
_poseDrift = Mathf.Max(_poseDrift, new Vector2(_origin.Origin.X, _origin.Origin.Z).Length());
|
||||
}
|
||||
|
||||
private bool FinishPoseHold()
|
||||
{
|
||||
GD.Print($"RAGDOLL: pose hold: max play-space drift {_poseDrift:F3} m (limit 0.05), eye vs camera at rest max {_poseEyeErr:F3} m (limit 0.08), snaps {NewSnaps}");
|
||||
bool ok = _finite && NewSnaps == 0 && _poseDrift < 0.05f && _poseEyeErr < 0.08f;
|
||||
_poseDrift = _poseEyeErr = 0f;
|
||||
return ok;
|
||||
}
|
||||
|
||||
private float _hangEyeErr;
|
||||
|
||||
// Grab the bar and just hang (controllers stay up): the view must stay on the character's eye.
|
||||
private void TickHang(float dt)
|
||||
{
|
||||
TickPullUp(both: true);
|
||||
float y = BarY - 0.03f;
|
||||
Basis grip = Aim(Vector3.Up + Vector3.Forward * 0.2f);
|
||||
_rightLocal = new Transform3D(grip, new Vector3(0.22f, y, BarHangZ + 0.03f));
|
||||
_leftLocal = new Transform3D(grip, new Vector3(-0.22f, y, BarHangZ + 0.03f));
|
||||
_headLocal = new Transform3D(Basis.Identity, new Vector3(0f, EyeHeight + 0.15f * Mathf.Sin(_t * 2f), 0.05f * Mathf.Sin(_t * 1.3f)));
|
||||
if (_barGrabbed && _t > 1.5f)
|
||||
_hangEyeErr = Mathf.Max(_hangEyeErr, _ragdoll.Eye.DistanceTo(Camera.Origin));
|
||||
}
|
||||
|
||||
private bool FinishHang()
|
||||
{
|
||||
GD.Print($"RAGDOLL: hang: eye vs camera max {_hangEyeErr:F3} m (limit 0.08), climbing {_ragdoll.Climbing}, snaps {NewSnaps}");
|
||||
_ragdoll.SetHeld(0, null);
|
||||
_ragdoll.SetHeld(1, null);
|
||||
bool ok = _finite && NewSnaps == 0 && _hangEyeErr < 0.08f;
|
||||
_hangEyeErr = 0f;
|
||||
return ok;
|
||||
}
|
||||
|
||||
// Walk to the waist-high ledge, crouch a little with the hands on the edge close to the body,
|
||||
// then stand up while pressing the hands down, lean in, walk on.
|
||||
private void TickHumanMantle(bool both)
|
||||
{
|
||||
float t = _t;
|
||||
_stickVelocity = t < 1f || t > 4.5f ? new Vector3(0f, 0f, -0.8f) : Vector3.Zero;
|
||||
float crouch = Mathf.SmoothStep(0f, 1f, Mathf.Clamp((t - 1f) / 0.8f, 0f, 1f));
|
||||
float rise = Mathf.SmoothStep(0f, 1f, Mathf.Clamp((t - 2.2f) / 1.6f, 0f, 1f));
|
||||
float eye = EyeHeight - 0.25f * crouch + 0.35f * rise;
|
||||
float lean = 0.25f * rise;
|
||||
_headLocal = new Transform3D(new Basis(Vector3.Right, -0.3f * crouch), new Vector3(0f, eye, -lean));
|
||||
float handZ = ObstacleFront - 0.08f - _origin.Origin.Z;
|
||||
float handY = t < 1f ? 1.0f : Mathf.Lerp(0.95f, 0.55f, rise) - 0.05f * crouch;
|
||||
Basis down = Aim(Vector3.Down + Vector3.Forward * 0.3f);
|
||||
_leftLocal = both ? new Transform3D(down, new Vector3(-0.2f, handY, handZ)) : new Transform3D(Basis.Identity, new Vector3(-0.2f, 1.0f, -0.3f));
|
||||
_rightLocal = new Transform3D(down, new Vector3(0.2f, handY, handZ));
|
||||
if (_ragdoll.Built && !_needBuild)
|
||||
_maxPelvisRise = Mathf.Max(_maxPelvisRise, _ragdoll.Pelvis.GlobalPosition.Y - 0.99f);
|
||||
if (t > 4.5f)
|
||||
{
|
||||
_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));
|
||||
_headLocal = new Transform3D(Basis.Identity, new Vector3(0f, EyeHeight, 0f));
|
||||
}
|
||||
}
|
||||
|
||||
private const float ClimbFace = -0.4f;
|
||||
private StaticBody3D _wall;
|
||||
private readonly ConeTwistJoint3D[] _climbWeld = new ConeTwistJoint3D[2];
|
||||
private readonly Vector3[] _gripWorld = new Vector3[2];
|
||||
private float _climbStartPelvis, _climbEyeErr;
|
||||
|
||||
private void SetupClimbWall()
|
||||
{
|
||||
Rest();
|
||||
_wall = MakeStatic(new Vector3(3f, 4f, 0.5f), new Vector3(0f, 2f, ClimbFace - 0.25f), 29);
|
||||
_stage.AddChild(_wall);
|
||||
_climbWeld[0] = _climbWeld[1] = null;
|
||||
_gripWorld[0] = new Vector3(-0.2f, 1.75f, ClimbFace + 0.05f);
|
||||
_gripWorld[1] = new Vector3(0.2f, 1.75f, ClimbFace + 0.05f);
|
||||
_climbEyeErr = 0f;
|
||||
}
|
||||
|
||||
private void Grip(int side, bool on)
|
||||
{
|
||||
if (on && _climbWeld[side] == null)
|
||||
{
|
||||
RigidBody3D hand = _ragdoll.Hand(side);
|
||||
_climbWeld[side] = new ConeTwistJoint3D { Position = hand.GlobalPosition, NodeA = hand.GetPath(), NodeB = _wall.GetPath(), SwingSpan = 0f, TwistSpan = 0f, Bias = 0f };
|
||||
_stage.AddChild(_climbWeld[side]);
|
||||
_ragdoll.SetHeld(side, _wall);
|
||||
}
|
||||
else if (!on && _climbWeld[side] != null)
|
||||
{
|
||||
_climbWeld[side].QueueFree();
|
||||
_climbWeld[side] = null;
|
||||
_ragdoll.SetHeld(side, null);
|
||||
}
|
||||
}
|
||||
|
||||
// Hold targets live in the world (the holds); while gripping, the player pulls the controllers
|
||||
// down in the room. Free hands reach for the next hold 45 cm higher.
|
||||
private void TickClimbWall(float dt)
|
||||
{
|
||||
float t = _t;
|
||||
_measureFrom = float.MaxValue;
|
||||
if (!_ragdoll.Built || _needBuild)
|
||||
return;
|
||||
float pull1 = Mathf.Clamp((t - 1.0f) / 1.2f, 0f, 1f), pull2 = Mathf.Clamp((t - 4.0f) / 1.2f, 0f, 1f);
|
||||
if (t > 0.95f && t < 1.0f)
|
||||
{
|
||||
Grip(0, true);
|
||||
Grip(1, true);
|
||||
_climbStartPelvis = _ragdoll.Pelvis.GlobalPosition.Y;
|
||||
}
|
||||
for (int side = 0; side < 2; side++)
|
||||
{
|
||||
float releaseAt = side == 1 ? 2.3f : 3.1f, regripAt = releaseAt + 0.6f;
|
||||
if (t > releaseAt && t < regripAt && _climbWeld[side] != null)
|
||||
{
|
||||
Grip(side, false);
|
||||
// Next hold: 30 cm above the hand that is still holding (as a climber reaches).
|
||||
_gripWorld[side] = _ragdoll.Hand(1 - side).GlobalPosition + Vector3.Up * 0.3f + Vector3.Right * (side == 0 ? -0.4f : 0.4f);
|
||||
_gripWorld[side].Z = ClimbFace + 0.05f;
|
||||
}
|
||||
if (t >= regripAt && _climbWeld[side] == null && _ragdoll.Hand(side).GlobalPosition.DistanceTo(_gripWorld[side]) < 0.08f)
|
||||
Grip(side, true);
|
||||
// Gripping: the controller is pulled down in the room by the pull amount; reaching: it
|
||||
// goes to the next hold.
|
||||
Vector3 target = _climbWeld[side] != null || t < 1.0f
|
||||
? _gripWorld[side] - _origin.Origin - Vector3.Up * (0.5f * (pull1 + pull2))
|
||||
: _gripWorld[side] - _origin.Origin;
|
||||
// Reach like a person: ease from where the hand is to the hold over ~0.5 s.
|
||||
Vector3 current = side == 0 ? _leftLocal.Origin : _rightLocal.Origin;
|
||||
if (_climbWeld[side] == null)
|
||||
target = current.MoveToward(target, 1.2f * dt);
|
||||
Basis aim = Aim(Vector3.Up + Vector3.Forward * 0.15f);
|
||||
if (side == 0)
|
||||
_leftLocal = new Transform3D(aim, target);
|
||||
else
|
||||
_rightLocal = new Transform3D(aim, target);
|
||||
}
|
||||
if (t > 1f)
|
||||
_climbEyeErr = Mathf.Max(_climbEyeErr, _ragdoll.Eye.DistanceTo(Camera.Origin));
|
||||
}
|
||||
|
||||
private bool FinishClimbWall()
|
||||
{
|
||||
float rise = _ragdoll.Pelvis.GlobalPosition.Y - _climbStartPelvis;
|
||||
GD.Print($"RAGDOLL: wall climb: pelvis rose {rise:F3} m (> 0.6), holding {_climbWeld[0] != null}/{_climbWeld[1] != null}, eye vs camera max {_climbEyeErr:F3} (< {PlayerRagdoll.MaxViewLead + 0.03f:F2}), snaps {NewSnaps}");
|
||||
Grip(0, false);
|
||||
Grip(1, false);
|
||||
// MaxViewLead 0.08 is enforced before each step; this is measured after it (+ one tick of motion).
|
||||
return _finite && NewSnaps == 0 && rise > 0.6f && _climbEyeErr < PlayerRagdoll.MaxViewLead + 0.03f;
|
||||
}
|
||||
|
||||
// A slope rising away (−Z) from ObstacleFront up to 1 m, then a platform.
|
||||
private void SetupRamp(float degrees)
|
||||
{
|
||||
|
||||
Reference in new issue
Block a user