Body step 2: the player is a muscle-driven ragdoll (Project TX)

PlayerRagdoll: 9 bodies, spine/neck ball joints, shoulder drives (girdle + muscle),
elbow hinges, torque-capped motor PDs toward the True Body, chest->hand guides,
implicit balance motor, mass-scaled ground control. PlayerRig: XR driver with
stick move / snap turn and Bonelab-style push-back (eye->camera sphere sweep).
Replaces the chase bodies in main.tscn; RagdollSpike regression (14 phases).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
FoxyzandClaude Opus 5.5 committed 2026-10-02 06:43:52 +03:00
1 parent d0b50fbc41
commit d83273dd2f
16 files changed
+1487 -28

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@@ -69,6 +69,7 @@ public partial class PropGrabber : Node
_joints[hand] = MakeWeld(handBody, prop, pivot, RigidWeldBias);
_localAnchor[hand] = prop.GlobalTransform.AffineInverse() * pivot;
_arms?.SetHeld(hand, prop);
PlayerRig.SetHeld(controller, prop);
GD.Print($"PropGrabber: grabbed '{prop.Name}' ({prop.Mass:0.###} kg, {(hand == 0 ? "left" : "right")}{(_held[other] == prop ? ", two-handed" : "")})");
}
}
@@ -186,6 +187,7 @@ public partial class PropGrabber : Node
private void DestroyJoint(int hand)
{
_arms?.SetHeld(hand, null);
PlayerRig.SetHeld(hand == 0 ? _left : _right, null);
if (_joints[hand] != null && IsInstanceValid(_joints[hand]))
_joints[hand].QueueFree();
_joints[hand] = null;