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>
This commit is contained in:
FoxyzandClaude Opus 5.5 committed 2026-10-02 09:25:47 +03:00
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@@ -312,6 +312,11 @@ device only; the editor has an XR simulator for dev. Trackers/action map: see `x
Rules: low-pass every feed-forward; muscles stay local to the TARGET pose (never the physical parent — rotation Rules: low-pass every feed-forward; muscles stay local to the TARGET pose (never the physical parent — rotation
feedback); no free-path view chasing while grounded; bodies whose shapes can all be disabled need explicit feedback); no free-path view chasing while grounded; bodies whose shapes can all be disabled need explicit
inertia; Box3D shape queries return a null `collider` — use `collider_id`. inertia; Box3D shape queries return a null `collider` — use `collider_id`.
**Step 2.3:** the VIEW RIDES THE BODY (deadzone + smoothed follow + hard 8 cm `MaxViewLead`; never detach the view
to avoid drift — make the body able to match its pose instead); hold-back measured at the hips; sticky legs tuck
with a free-space check; strength asymmetric by direction (pull-down/flexion strong, raise weak; structural guide
strength push-only); **Box3D wrapper reads physics-material friction only at shape creation — set
`PhysicsMaterialOverride` before AddChild.**
Owner scope: thumbstick locomotion only, no jump, avatar scaling and NPCs later. Owner scope: thumbstick locomotion only, no jump, avatar scaling and NPCs later.
10. **Body physics Stage 2 — PHYSICAL ARMS, implemented 2026-10-02, awaiting owner playtest.** 10. **Body physics Stage 2 — PHYSICAL ARMS, implemented 2026-10-02, awaiting owner playtest.**
`PhysicsArms.cs`: per side an upper-arm + forearm RigidBody3D (2.0 / 1.2 kg, layer 5) that `PhysicsArms.cs`: per side an upper-arm + forearm RigidBody3D (2.0 / 1.2 kg, layer 5) that
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@@ -106,7 +106,8 @@ TERMINOLOGY (owner-corrected — use precisely):
- **RagdollDriver.cs (step 2.2)** — `PoseFilter` (timestamps each new tracking sample, extrapolates between them in - **RagdollDriver.cs (step 2.2)** — `PoseFilter` (timestamps each new tracking sample, extrapolates between them in
play-space-local space; 90 Hz tracking under 144 Hz physics otherwise feeds jerks into every feed-forward) and play-space-local space; 90 Hz tracking under 144 Hz physics otherwise feeds jerks into every feed-forward) and
`RagdollDriver` (filter → OriginCorrection → True Body → build → Step), used by BOTH PlayerRig and RagdollSpike. `RagdollDriver` (filter → OriginCorrection → True Body → build → Step), used by BOTH PlayerRig and RagdollSpike.
The 2.1 instabilities, their root causes and fixes: `research/ragdoll-player-step2.md` "Step 2.2". The 2.1 instabilities, their root causes and fixes: `research/ragdoll-player-step2.md` "Step 2.2"; view
alignment / mantle / climbing fixes: "Step 2.3".
- **Playground.cs** — the body sandbox around the table (east climbing/mantling, west physics toys, south - **Playground.cs** — the body sandbox around the table (east climbing/mantling, west physics toys, south
crawl/duck/door); dynamic pieces are "prop"s reset by the menu's Reset props. `tools/playground_shots.tscn` renders crawl/duck/door); dynamic pieces are "prop"s reset by the menu's Reset props. `tools/playground_shots.tscn` renders
overview PNGs (`godot-mono --path . tools/playground_shots.tscn -- <dir>`). overview PNGs (`godot-mono --path . tools/playground_shots.tscn -- <dir>`).
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@@ -131,3 +131,27 @@ RagdollSpike passed all of it, because its input was IDEAL: smooth poses every 1
New spike phases: hold a crouch (eyes 1.0 m) and a deep crouch (0.7 m) without drift (< 5 cm) or spin (< 5°), New spike phases: hold a crouch (eyes 1.0 m) and a deep crouch (0.7 m) without drift (< 5 cm) or spin (< 5°),
eye on camera (< 5 cm). 29 phases total, all on real input. eye on camera (< 5 cm). 29 phases total, all on real input.
## Step 2.3 — view alignment, mantling, climbing (2026-10-02)
Owner, after 2.2:
- "my head leaving the character's head … losing the alignment when climbing" (screenshots: the camera behind and
below the character's own head while on the monkey bars).
- Mantling: "legs trying to get off the ground and instantly come back".
- Climbing near impossible.
- Grabbing world objects and ducking now worked.
| Change | Why |
|---|---|
| **The view rides the body.** Deadzone 6 cm (2 cm climbing), smoothed follow τ 0.12 s (0.03 s climbing), and a hard limit `MaxViewLead` 8 cm. Standing, height belongs to the ground follow; airborne or climbing, the follow is 3D. The blocked eye→camera sweep stays | 2.2's "never follow while standing" fixed the drift loop by letting the view leave the body. The drift actually needed a body that can match its pose; with crouch error ~5 mm, a follow with a deadzone doesn't drift (new phase: six held poses, 0.000 m drift, eye within 9 mm) |
| **Hold-back measured at the HIPS**, plus capped leg push (`BlockedPush` 150 N) while held, and balance 800 N·m | Measured at the head it was fooled: the body tipped over the knee-high box, so the head wasn't behind the camera. Full leg force bulldozed the body over the box or steep slope |
| **Sticky legs tuck.** It tucks while the hands brace and lift (or hold static), and untucks only after 0.3 s unneeded AND a free-space check | The flip-flop re-enabled the collider inside the ledge face every few ticks, shoving the body off: the reported loop |
| **Strength by direction (Nimso "asymmetric")**: shoulder raise 35 N·m vs pull-down 100 N·m; elbow extension 45 vs flexion 70; caps chosen per tick from the commanded direction. Structural hand-guide strength is PUSH-only (bone in compression) | Pull-ups and climbing are muscle work. 12 kg at arm's length sags 49 cm (close: 1.4 cm). Pull-up: two hands 0.74 m, one hand 0.16 m. Mantle: two ✓, one ✗. Wall climb hand over hand: 0.98 m |
| **Limb friction 0.25 / torso 0.3, set BEFORE AddChild** | Box3D wrapper quirk: friction is read only when shapes are created. A later `PhysicsMaterialOverride` silently does nothing, so 2.1's torso friction never applied. Hands brushing a wall were pinned by friction and their own arm's pressure |
| New phases: held poses without drift, hanging keeps the view on the body, the human-motion mantle (crouch, hands on the edge, stand and press), hand-over-hand wall climb. The pull-up grabs when the hands actually reach the bar | Tests now act like a person, on 90 Hz input with jitter |
Rules added:
- The view must stay on the body; prevent drift by making the body able to match its pose, not by detaching the view.
- Measure "blocked" where the body is blocked.
- Hysteresis plus a free-space check before re-enabling any collider.
- In the Box3D wrapper, physics materials must be set before AddChild.
+107 -52
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@@ -26,8 +26,11 @@ public partial class PlayerRagdoll : Node3D
// Muscles: PD gain (1/s), max commanded spin (rad/s), torque cap (N·m). // Muscles: PD gain (1/s), max commanded spin (rad/s), torque cap (N·m).
public const float SpineKp = 15f, SpineTorque = 400f; public const float SpineKp = 15f, SpineTorque = 400f;
public const float NeckKp = 20f, NeckTorque = 60f; public const float NeckKp = 20f, NeckTorque = 60f;
public const float ShoulderKp = 20f, ShoulderTorque = 45f; // ~human shoulder flexion strength // Asymmetric by direction (Nimso; human strength tables): pulling the arm DOWN (lats/back —
public const float ElbowKp = 20f, ElbowTorque = 45f; // pull-ups, hanging, climbing) is roughly twice as strong as raising it (front delts — a weight
// held out front), and elbow flexion (biceps) beats extension.
public const float ShoulderKp = 20f, ShoulderTorque = 35f, ShoulderPullTorque = 100f;
public const float ElbowKp = 20f, ElbowTorque = 45f, ElbowFlexTorque = 70f;
public const float MuscleMaxSpin = 15f; public const float MuscleMaxSpin = 15f;
// Feed-forwards are derivatives of tracking: low-pass them or tracking jitter (±1–2 mm per // Feed-forwards are derivatives of tracking: low-pass them or tracking jitter (±1–2 mm per
// sample) becomes hundreds of newtons of buzz (RagdollSpike REAL input mode). // sample) becomes hundreds of newtons of buzz (RagdollSpike REAL input mode).
@@ -55,25 +58,31 @@ public partial class PlayerRagdoll : Node3D
public const float MaxStepHeight = 0.35f; public const float MaxStepHeight = 0.35f;
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 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
public const float BracedAirControl = 150f; // N of horizontal hip carry while airborne but braced on the hands (mantling) public const float BracedAirControl = 150f; // N of horizontal hip carry while airborne but braced on the hands (mantling)
public const float CrawlCarry = 300f; // N: the torso lies on the floor in a crawl; knees/hands would push (not simulated) public const float CrawlCarry = 300f;
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)
public const float TorsoFriction = 0.3f; // clothing on floor: lets a crawl slide public const float TorsoFriction = 0.3f; // clothing on floor: lets a crawl slide
public const float LimbFriction = 0.25f;
// Lower-body collider: a box from the hips down to MaxStepHeight above the feet, so knee-high // Lower-body collider: a box from the hips down to MaxStepHeight above the feet, so knee-high
// obstacles block walking (no walking over tables) while lower steps pass under it. It slides // obstacles block walking (no walking over tables) while lower steps pass under it. It slides
// up into the torso when crouching and switches off when crawling (Nimso: legs don't snag). // up into the torso when crouching and switches off when crawling (Nimso: legs don't snag).
public const float LegsMass = 6f; public const float LegsMass = 6f;
public const float LegsKp = 30f, LegsForce = 3000f, LegsTorque = 400f; public const float LegsKp = 30f, LegsForce = 3000f, LegsTorque = 400f;
public const float LegsOffAbove = 0.25f; // collider disabled once slid this far above the hips public const float LegsOffAbove = 0.25f; // collider disabled once slid this far above the hips
public const float MantleLift = 0.08f; // braced + hips this far above the support goal = being lifted (legs tuck) public const float MantleLift = 0.03f; // braced + hips this far above the support goal = being lifted (legs tuck)
public const float UntuckDelay = 0.3f; // s the tuck must be unneeded before the collider returns
// Balance: an implicit torque-capped motor from a world anchor to the pelvis (explicit torques // Balance: an implicit torque-capped motor from a world anchor to the pelvis (explicit torques
// let the arms' reaction torques set the whole trunk swinging). // let the arms' reaction torques set the whole trunk swinging).
public const float BalanceKp = 10f; public const float BalanceKp = 10f;
public const float BalanceTorque = 400f; public const float BalanceTorque = 800f;
public const float AirBalanceShare = 0.3f; public const float AirBalanceShare = 0.3f;
// Play-space reconciliation. // Play-space reconciliation.
public const float CameraRadius = 0.03f; // sphere swept from the head's eye to the camera public const float CameraRadius = 0.03f; // sphere swept from the head's eye to the camera
public const float FreeSlack = 0.2f; // camera leading the body's eye by more than this = body held back: stick stops pushing that way public const float FreeSlack = 0.12f; // camera leading the body's eye by more than this = body held back: stick stops pushing that way
public const float AirSlack = 0.05f; // climbing/hanging (braced): the view rides the body tightly public const float ViewDeadzone = 0.06f; // m the head may lead the body before the view is eased back onto it
public const float FallSlack = 0.25f; // free airborne: brief ground loss (sliding off a steep slope) mustn't sink the view public const float ViewFollowTau = 0.12f; // s
public const float ClimbViewDeadzone = 0.02f; // hanging/mantling: the view rides the body tightly
public const float ClimbViewFollowTau = 0.03f;
public const float MaxViewLead = 0.08f;
public const float GroundFollowRate = 8f; public const float GroundFollowRate = 8f;
public const float ResetDistance = 1.5f; // pelvis this far from its target → snap the whole body to the pose public const float ResetDistance = 1.5f; // pelvis this far from its target → snap the whole body to the pose
// Geometry. // Geometry.
@@ -123,6 +132,7 @@ public partial class PlayerRagdoll : Node3D
public float PrevFlexTarget = -1f; public float PrevFlexTarget = -1f;
public float FlexFf; public float FlexFf;
public float GuideCap = HandGuideForce; public float GuideCap = HandGuideForce;
public float ShoulderCap = ShoulderTorque, ElbowCap = ElbowTorque;
public PhysicsBody3D Held; public PhysicsBody3D Held;
} }
@@ -133,6 +143,8 @@ public partial class PlayerRagdoll : Node3D
public bool Grounded { get; private set; } public bool Grounded { get; private set; }
public float GroundY => _footY; public float GroundY => _footY;
public bool Braced { get; private set; } // a hand touches or holds static world public bool Braced { get; private set; } // a hand touches or holds static world
public bool LegsSolid => _legsSolid;
public bool Lifted => _lifted;
// Horizontal direction in which the body is held back from the camera (zero if not): the stick // Horizontal direction in which the body is held back from the camera (zero if not): the stick
// must not keep moving the play space that way. // must not keep moving the play space that way.
public Vector3 HeldBack { get; private set; } public Vector3 HeldBack { get; private set; }
@@ -154,6 +166,15 @@ public partial class PlayerRagdoll : Node3D
private readonly Vector3[] _girdle = new Vector3[2]; // True Body shoulder offset, chest frame private readonly Vector3[] _girdle = new Vector3[2]; // True Body shoulder offset, chest frame
private float _footY; private float _footY;
private float _supportGoalY; private float _supportGoalY;
private float _tuckFree, _dt;
private PhysicsShapeQueryParameters3D _legsQuery;
private bool LegsSpaceFree(Vector3 center, Basis basis)
{
_legsQuery ??= new PhysicsShapeQueryParameters3D { Shape = Legs.GetChild<CollisionShape3D>(0).Shape, CollisionMask = WorldMask };
_legsQuery.Transform = new Transform3D(basis, center);
return GetWorld3D().DirectSpaceState.IntersectShape(_legsQuery, 1).Count == 0;
}
private Vector3 _goalVelocity; private Vector3 _goalVelocity;
private static float LowPass(float dt, float tau) => 1f - Mathf.Exp(-dt / tau); private static float LowPass(float dt, float tau) => 1f - Mathf.Exp(-dt / tau);
@@ -206,7 +227,7 @@ public partial class PlayerRagdoll : Node3D
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); 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);
Pelvis = MakeBody("Pelvis", new BoxShape3D { Size = pelvisSize }, (0.142f + 0.139f + 0.322f) * m - LegsMass, BodyLayer, WorldMask, pants, Pelvis = MakeBody("Pelvis", new BoxShape3D { Size = pelvisSize }, (0.142f + 0.139f + 0.322f) * m - LegsMass, BodyLayer, WorldMask, pants,
c * new Transform3D(Basis.Identity, hip + _pelvisCenterLocal)); c * new Transform3D(Basis.Identity, hip + _pelvisCenterLocal), friction: TorsoFriction);
float standingHip = pose.PelvisTarget.Y - (pose.Eye.Y - p.EyeHeight); float standingHip = pose.PelvisTarget.Y - (pose.Eye.Y - p.EyeHeight);
_legsHeight = Mathf.Max(0.2f, standingHip - MaxStepHeight); _legsHeight = Mathf.Max(0.2f, standingHip - MaxStepHeight);
Legs = MakeBody("Legs", new BoxShape3D { Size = new Vector3(0.28f * s, _legsHeight, 0.2f * s) }, LegsMass, BodyLayer, WorldMask, pants, Legs = MakeBody("Legs", new BoxShape3D { Size = new Vector3(0.28f * s, _legsHeight, 0.2f * s) }, LegsMass, BodyLayer, WorldMask, pants,
@@ -217,13 +238,11 @@ public partial class PlayerRagdoll : Node3D
Legs.Inertia = new Vector3(_legsHeight * _legsHeight + 0.04f, 0.28f * 0.28f + 0.04f, _legsHeight * _legsHeight + 0.08f) * (LegsMass / 12f); Legs.Inertia = new Vector3(_legsHeight * _legsHeight + 0.04f, 0.28f * 0.28f + 0.04f, _legsHeight * _legsHeight + 0.08f) * (LegsMass / 12f);
_footY = pose.Eye.Y - p.EyeHeight; _footY = pose.Eye.Y - p.EyeHeight;
Chest = MakeBody("Chest", new BoxShape3D { Size = chestSize }, 0.216f * m, BodyLayer, WorldMask, shirt, Chest = MakeBody("Chest", new BoxShape3D { Size = chestSize }, 0.216f * m, BodyLayer, WorldMask, shirt,
c * new Transform3D(Basis.Identity, lumbar + _chestCenterLocal)); c * new Transform3D(Basis.Identity, lumbar + _chestCenterLocal), friction: TorsoFriction);
Head = MakeBody("Head", new BoxShape3D { Size = HeadSize * s }, 0.081f * m, BodyLayer, WorldMask, skin, Head = MakeBody("Head", new BoxShape3D { Size = HeadSize * s }, 0.081f * m, BodyLayer, WorldMask, skin,
c * new Transform3D(Basis.Identity, neckPivot + headCenterFromPivot)); c * new Transform3D(Basis.Identity, neckPivot + headCenterFromPivot), friction: TorsoFriction);
// The neck: a box hanging under the head, same body. // The neck: a box hanging under the head, same body.
Vector3 neckCenter = (neckBase + neckPivot) * 0.5f - (neckPivot + headCenterFromPivot); Vector3 neckCenter = (neckBase + neckPivot) * 0.5f - (neckPivot + headCenterFromPivot);
foreach (RigidBody3D torso in new[] { Pelvis, Chest, Head, Legs })
torso.PhysicsMaterialOverride = new PhysicsMaterial { Friction = TorsoFriction };
Head.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(0.09f * s, _neckLen, 0.09f * s) }, Position = neckCenter }); Head.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(0.09f * s, _neckLen, 0.09f * s) }, Position = neckCenter });
MeshInstance3D neckMesh = new() { Mesh = new BoxMesh { Size = new Vector3(0.09f * s, _neckLen, 0.09f * s) }, Position = neckCenter }; MeshInstance3D neckMesh = new() { Mesh = new BoxMesh { Size = new Vector3(0.09f * s, _neckLen, 0.09f * s) }, Position = neckCenter };
neckMesh.SetSurfaceOverrideMaterial(0, new StandardMaterial3D { AlbedoColor = skin, Roughness = 0.6f }); neckMesh.SetSurfaceOverrideMaterial(0, new StandardMaterial3D { AlbedoColor = skin, Roughness = 0.6f });
@@ -263,11 +282,11 @@ public partial class PlayerRagdoll : Node3D
string n = side == 0 ? "Left" : "Right"; string n = side == 0 ? "Left" : "Right";
a.Upper = MakeBody(n + "UpperArm", new BoxShape3D { Size = new Vector3(0.085f * s, a.UpperLen, 0.085f * s) }, 0.028f * m, ArmLayer, WorldMask, shirt, a.Upper = MakeBody(n + "UpperArm", new BoxShape3D { Size = new Vector3(0.085f * s, a.UpperLen, 0.085f * s) }, 0.028f * m, ArmLayer, WorldMask, shirt,
c * new Transform3D(bone, shoulder + dir * (a.UpperLen * 0.5f))); c * new Transform3D(bone, shoulder + dir * (a.UpperLen * 0.5f)), friction: LimbFriction);
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, 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,
c * new Transform3D(bone, elbow + dir * (a.ForeLen * 0.5f))); c * new Transform3D(bone, elbow + dir * (a.ForeLen * 0.5f)), friction: LimbFriction);
a.Hand = MakeBody(n + "Hand", new BoxShape3D { Size = HandSize }, 0.006f * m, HandLayer, WorldMask | HandLayer, a.Hand = MakeBody(n + "Hand", new BoxShape3D { Size = HandSize }, 0.006f * m, HandLayer, WorldMask | HandLayer,
side == 0 ? new Color(0.9f, 0.3f, 0.35f) : new Color(0.3f, 0.5f, 0.9f), c * new Transform3D(handBasis, handOrigin)); 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);
a.Hand.ContinuousCd = true; a.Hand.ContinuousCd = true;
a.Hand.ContactMonitor = true; a.Hand.ContactMonitor = true;
a.Hand.MaxContactsReported = 8; a.Hand.MaxContactsReported = 8;
@@ -315,9 +334,12 @@ public partial class PlayerRagdoll : Node3D
return new Basis(x, boneDir, x.Cross(boneDir)); return new Basis(x, boneDir, x.Cross(boneDir));
} }
private RigidBody3D MakeBody(string name, Shape3D shape, float mass, uint layer, uint mask, Color color, Transform3D at, bool visible = true) // NOTE (Box3D wrapper): friction is read only when the body's shapes are created — the material
// must be set before AddChild (setting it later silently does nothing).
private RigidBody3D MakeBody(string name, Shape3D shape, float mass, uint layer, uint mask, Color color, Transform3D at, bool visible = true, float friction = 1f)
{ {
RigidBody3D body = new() { Name = name, Mass = mass, CollisionLayer = layer, CollisionMask = mask, Transform = at, ContactMonitor = true, MaxContactsReported = 4 }; RigidBody3D body = new() { Name = name, Mass = mass, CollisionLayer = layer, CollisionMask = mask, Transform = at, ContactMonitor = true, MaxContactsReported = 4,
PhysicsMaterialOverride = new PhysicsMaterial { Friction = friction } };
body.AddChild(new CollisionShape3D { Shape = shape }); body.AddChild(new CollisionShape3D { Shape = shape });
if (shape is BoxShape3D box && layer != 0 && visible) if (shape is BoxShape3D box && layer != 0 && visible)
{ {
@@ -477,6 +499,7 @@ public partial class PlayerRagdoll : Node3D
{ {
if (!Built) if (!Built)
return; return;
_dt = dt;
ComputeTargets(s, left, right, physicalArms: true, dt); ComputeTargets(s, left, right, physicalArms: true, dt);
foreach (RigidBody3D b in _bodies) foreach (RigidBody3D b in _bodies)
{ {
@@ -565,6 +588,12 @@ public partial class PlayerRagdoll : Node3D
a.PrevFlexTarget = target; a.PrevFlexTarget = target;
float w = Mathf.Clamp(a.FlexFf + (target - ElbowFlex(side)) * ElbowKp, -MuscleMaxSpin, MuscleMaxSpin); float w = Mathf.Clamp(a.FlexFf + (target - ElbowFlex(side)) * ElbowKp, -MuscleMaxSpin, MuscleMaxSpin);
a.Elbow.SetParam(HingeJoint3D.Param.MotorTargetVelocity, HingeSign * w); a.Elbow.SetParam(HingeJoint3D.Param.MotorTargetVelocity, HingeSign * w);
float cap = (w > 0f ? ElbowFlexTorque : ElbowTorque) * Mathf.Max(0.05f, Strength);
if (Mathf.Abs(cap - a.ElbowCap) > 0.5f)
{
a.ElbowCap = cap;
a.Elbow.SetParam(HingeJoint3D.Param.MotorMaxImpulse, cap);
}
} }
private void ApplyStrength() private void ApplyStrength()
@@ -576,6 +605,8 @@ public partial class PlayerRagdoll : Node3D
foreach (Arm a in _arms) foreach (Arm a in _arms)
{ {
SetAngularCap(a.Shoulder.Joint, ShoulderTorque * k); SetAngularCap(a.Shoulder.Joint, ShoulderTorque * k);
a.ShoulderCap = ShoulderTorque * k;
a.ElbowCap = ElbowTorque * k;
SetAngularCap(a.Guide.Joint, HandGuideTorque * k); SetAngularCap(a.Guide.Joint, HandGuideTorque * k);
a.Elbow.SetParam(HingeJoint3D.Param.MotorMaxImpulse, ElbowTorque * k); a.Elbow.SetParam(HingeJoint3D.Param.MotorMaxImpulse, ElbowTorque * k);
} }
@@ -614,9 +645,18 @@ public partial class PlayerRagdoll : Node3D
Vector3 hip = pelvis * (-_pelvisCenterLocal); Vector3 hip = pelvis * (-_pelvisCenterLocal);
float minCenter = _footY + MaxStepHeight + _legsHeight * 0.5f; float minCenter = _footY + MaxStepHeight + _legsHeight * 0.5f;
float center = Mathf.Max(hip.Y - _legsHeight * 0.5f, minCenter); 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). // Tuck (collider off, folded into the pelvis): deep crouch/crawl, or the hands bracing to
_lifted = Braced && Pelvis.GlobalPosition.Y > _supportGoalY + MantleLift; // lift the body (mantle, climbing — the knees come up). It STAYS tucked until it has been
bool solid = center + _legsHeight * 0.5f < hip.Y + LegsOffAbove && !_lifted; // unneeded for a while AND its untucked spot is free: re-enabling inside a ledge face is
// what shoved the body off again and again (owner 2.2 "legs trying to get off the
// ground and instantly coming back").
bool climbingHold = _arms[0].Held is StaticBody3D || _arms[1].Held is StaticBody3D;
_lifted = Braced && (Pelvis.GlobalPosition.Y > _supportGoalY + MantleLift || climbingHold);
bool deep = center + _legsHeight * 0.5f >= hip.Y + LegsOffAbove;
bool wantTuck = deep || _lifted || (!_legsSolid && Braced);
_tuckFree = wantTuck ? 0f : _tuckFree + _dt;
Vector3 untucked = new(hip.X, center, hip.Z);
bool solid = _legsSolid ? !wantTuck : _tuckFree > UntuckDelay && LegsSpaceFree(untucked, s.YawBasis);
if (solid != _legsSolid) if (solid != _legsSolid)
{ {
_legsSolid = solid; _legsSolid = solid;
@@ -654,7 +694,17 @@ public partial class PlayerRagdoll : Node3D
d.Ff = d.Ff.Lerp(raw, LowPass(dt, MuscleFeedForwardTau)); d.Ff = d.Ff.Lerp(raw, LowPass(dt, MuscleFeedForwardTau));
d.PrevTarget = target; d.PrevTarget = target;
d.HasPrev = true; d.HasPrev = true;
SetAngularVelocity(d.Joint, (d.Ff + BodyMath.RotationError(target, current) * ShoulderKp).LimitLength(MuscleMaxSpin)); Vector3 spin = (d.Ff + BodyMath.RotationError(target, current) * ShoulderKp).LimitLength(MuscleMaxSpin);
SetAngularVelocity(d.Joint, spin);
// Which way is the muscle moving the arm? Rotating the bone direction downward = pulling.
Vector3 bone = (a.Upper.GlobalTransform.Basis.Y).Normalized();
Vector3 boneMotion = (frameA * spin).Cross(bone);
float cap = (boneMotion.Y < 0f ? ShoulderPullTorque : ShoulderTorque) * Mathf.Max(0.05f, Strength);
if (Mathf.Abs(cap - a.ShoulderCap) > 0.5f)
{
a.ShoulderCap = cap;
SetAngularCap(d.Joint, cap);
}
} }
// Force-capped pull of the hand onto the controller, reacting into the chest (arm muscles). // Force-capped pull of the hand onto the controller, reacting into the chest (arm muscles).
@@ -670,7 +720,10 @@ public partial class PlayerRagdoll : Node3D
Vector3 axis = a.Hand.GlobalPosition - shoulder; Vector3 axis = a.Hand.GlobalPosition - shoulder;
// Axial share of the error, with a 3 cm floor so a nearly-reached target's noisy error // 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". // 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; // PUSH only (the hand wants to go further from the shoulder — straight arms pressing on a
// ledge): bone in compression. Pulling (shortening the arm: pull-ups, climbing) is muscle
// work — the asymmetric shoulder/elbow muscles do it, and one arm can't lift the body.
float align = axis.LengthSquared() > 1e-8f ? Mathf.Max(0f, err.Dot(axis.Normalized())) / (err.Length() + StructuralDeadband) : 0f;
// Structure only helps against something: a hand in free air reaching past its arm's // Structure only helps against something: a hand in free air reaching past its arm's
// length must not haul the whole body after it. // length must not haul the whole body after it.
if (a.Held == null && a.Hand.GetContactCount() == 0) if (a.Held == null && a.Hand.GetContactCount() == 0)
@@ -720,7 +773,7 @@ public partial class PlayerRagdoll : Node3D
// pelvis centre hanging over the lip). // pelvis centre hanging over the lip).
bool clear = point.Y <= _footY + MaxStepHeight || GroundBehindAt(pos, point.Y); bool clear = point.Y <= _footY + MaxStepHeight || GroundBehindAt(pos, point.Y);
bool reachable = point.Y <= _footY + MaxStepHeight bool reachable = point.Y <= _footY + MaxStepHeight
|| ((!wasGrounded || !_legsSolid || pos.Y - point.Y > 0.6f * hipAboveFloor) && clear); || ((!wasGrounded || _lifted || pos.Y - point.Y > 0.6f * hipAboveFloor) && clear);
Grounded = true; Grounded = true;
if (reachable) if (reachable)
_footY = point.Y; _footY = point.Y;
@@ -737,6 +790,11 @@ public partial class PlayerRagdoll : Node3D
if (rawVelocity.Length() > 10f) if (rawVelocity.Length() > 10f)
rawVelocity = Vector3.Zero; rawVelocity = Vector3.Zero;
_goalVelocity = _goalVelocity.Lerp(rawVelocity, LowPass(dt, GroundFeedForwardTau)); _goalVelocity = _goalVelocity.Lerp(rawVelocity, LowPass(dt, GroundFeedForwardTau));
// Held back = the hips can't get to where the pose wants them (knee-high box, table edge,
// wall). Measured at the hips, not the head: the body tips over an obstacle, so the head
// may be right where the camera is while the hips are stuck.
Vector3 hipLag = new(target.Origin.X - pos.X, 0f, target.Origin.Z - pos.Z);
HeldBack = Grounded && hipLag.Length() > FreeSlack ? hipLag.Normalized() : Vector3.Zero;
Vector3 targetVelocity = _goalVelocity; Vector3 targetVelocity = _goalVelocity;
float weight = BodyMass * 9.8f; float weight = BodyMass * 9.8f;
@@ -750,6 +808,10 @@ public partial class PlayerRagdoll : Node3D
Vector3 force = accel * BodyMass; Vector3 force = accel * BodyMass;
float support = Mathf.Clamp(force.Y + weight, 0f, LegStrength * weight); float support = Mathf.Clamp(force.Y + weight, 0f, LegStrength * weight);
float carry = Mathf.Max(GroundFriction * support, _legsSolid ? 0f : CrawlCarry); float carry = Mathf.Max(GroundFriction * support, _legsSolid ? 0f : CrawlCarry);
// Hips held back by an obstacle: lean on it, don't bulldoze — full leg force tipped the
// body over knee-high boxes and steep slopes (and the riding view tipped with it).
if (HeldBack != Vector3.Zero)
carry = Mathf.Min(carry, BlockedPush);
Vector3 horizontal = new Vector3(force.X, 0f, force.Z).LimitLength(carry); Vector3 horizontal = new Vector3(force.X, 0f, force.Z).LimitLength(carry);
Pelvis.ApplyCentralForce(horizontal + Vector3.Up * support); Pelvis.ApplyCentralForce(horizontal + Vector3.Up * support);
} }
@@ -782,12 +844,13 @@ public partial class PlayerRagdoll : Node3D
// ---------------------------------------------------------------- play space // ---------------------------------------------------------------- play space
// How the driver should move its play-space origin after the last physics step (Bonelab-style // How the driver should move its play-space origin after the last physics step. The view RIDES
// push-back): a sphere swept from the head body's eye to the camera — if geometry is in the way // THE BODY: beyond a small deadzone (normal head motion leads the body a little) the play space
// the camera is somewhere the head can't follow (a wall, a bar, a table it walked into), so the // eases so the camera sits on the character's eye — hanging, mantling, being shoved, standing up
// view is put back at the last free point. With nothing in between, the head may lag or be // under a table. On top, a sphere swept eye→camera puts the view straight back when geometry
// held up to FreeSlack (leaning over a table with the hips blocked) before the view follows. // is in the way (no peeking through walls). The floor follows the ground under the body.
// Plus: the floor follows the ground under the body; airborne, the view rides the body (falls). // Requirement for this not to drift: the body must be able to match the pose (RagdollSpike
// "holds poses without drift"); 2.2's "never follow while standing" left the view behind the body.
public Vector3 OriginCorrection(Vector3 camera, float floorY, float dt) public Vector3 OriginCorrection(Vector3 camera, float floorY, float dt)
{ {
if (!Built) if (!Built)
@@ -803,32 +866,24 @@ public partial class PlayerRagdoll : Node3D
float[] fractions = GetWorld3D().DirectSpaceState.CastMotion(_cameraQuery); float[] fractions = GetWorld3D().DirectSpaceState.CastMotion(_cameraQuery);
float safe = fractions.Length > 0 ? fractions[0] : 1f; float safe = fractions.Length > 0 ? fractions[0] : 1f;
if (safe < 1f) if (safe < 1f)
{
correction = -lead * (1f - safe); correction = -lead * (1f - safe);
// Only a climbing body drags the view vertically through geometry; otherwise a Vector3 rest = lead + correction;
// camera-to-eye line grazing a slope would sink the view (and with it the pose). if (Grounded && !Climbing)
if (!Climbing) rest.Y = 0f; // standing: height belongs to the ground follow (and the blocked sweep)
correction.Y = 0f; float deadzone = Climbing ? ClimbViewDeadzone : ViewDeadzone;
} float tau = Climbing ? ClimbViewFollowTau : ViewFollowTau;
else if (!Grounded) if (rest.Length() > deadzone)
{ correction -= rest * (1f - deadzone / rest.Length()) * (1f - Mathf.Exp(-dt / tau));
// Free path: the view never chases the body while standing — any pose mismatch // Hard limit: the view is never more than MaxViewLead off the character's head (a
// (a crouch the body can't match exactly) would otherwise walk the play space away // smoothed follow always trails a sudden drop — letting go with one hand, a fall).
// forever (body → view → pose target → body; owner 2.1 "sliding around"). rest = lead + correction;
// Airborne it rides the body: vertically in a fall, fully while climbing. if (Grounded && !Climbing)
Vector3 follow = Climbing ? lead : new Vector3(0f, lead.Y, 0f); rest.Y = 0f;
float slack = Climbing ? AirSlack : FallSlack; if (rest.Length() > MaxViewLead)
if (follow.Length() > slack) correction -= rest * (1f - MaxViewLead / rest.Length());
correction = -follow * (1f - slack / follow.Length());
}
} }
Vector3 flatLead = new(lead.X, 0f, lead.Z);
HeldBack = flatLead.Length() > FreeSlack ? flatLead.Normalized() : Vector3.Zero;
if (Grounded) if (Grounded)
{
correction.Y = 0f;
correction.Y += (GroundY - floorY) * (1f - Mathf.Exp(-dt * GroundFollowRate)); 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 // 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). // must not show up in ground control's feed-forward (that loop ran away at 7 m/s).
_pelvisTargetPrev += correction; _pelvisTargetPrev += correction;
+1
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@@ -0,0 +1 @@
uid://cab8fhj2rtbpg
+188 -26
View File
@@ -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 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(("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(("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(("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), t => TickMantle(both: false), 6f, () => FinishMantle(false))); _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(("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(("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(("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 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 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 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(("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))); _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 // Put both hands on the ledge, press down (controllers sink as the real arms straighten), then
// walk forward onto it. // 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) private bool FinishMantle(bool both)
{ {
GD.Print($"RAGDOLL: mantle ({(both ? "two hands" : "one hand")}): pelvis rose up to {_maxPelvisRise:F3} m, feet y {_ragdoll.GroundY:F3}, origin y {_origin.Origin.Y:F3}, snaps {NewSnaps}"); GD.Print($"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; bool onTop = _ragdoll.GroundY > 0.85f && _origin.Origin.Y > 0.8f;
_lastRise = _maxPelvisRise; _lastRise = _maxPelvisRise;
_maxPelvisRise = 0f; _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; private StaticBody3D _bar;
@@ -595,7 +576,10 @@ public partial class RagdollSpike : Node3D
Basis grip = Aim(Vector3.Up + Vector3.Forward * 0.2f); Basis grip = Aim(Vector3.Up + Vector3.Forward * 0.2f);
_rightLocal = new Transform3D(grip, new Vector3(0.22f, y, BarHangZ + 0.03f)); _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)); _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. // The game's own world-grab detection must find the bar under the palm.
if (both) if (both)
@@ -725,6 +709,184 @@ public partial class RagdollSpike : Node3D
&& _ragdoll.Eye.DistanceTo(Camera.Origin) < 0.05f; && _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. // A slope rising away (−Z) from ObstacleFront up to 1 m, then a platform.
private void SetupRamp(float degrees) private void SetupRamp(float degrees)
{ {