- Step rule + lower-body collider: no walking onto tables, steps <= 0.35 m - Structural hand strength: two-hand mantle/pull-up works, one hand can't - Arms aim from the physical shoulder horizontally, keep True Body pose vertically - Crawl pose, crawl carry, 35 deg slope limit, ground feed-forward ignores play-space corrections (fixes a runaway feedback loop) - Grab static world (climbing), procedural visual legs - Playground sandbox; menu strength slider, spectator (old drag) and turn toggles - Physics 144 Hz with interpolation; legacy chase-body spikes pin 90 Hz - RagdollSpike: 27 phases incl. mantle, pull-up, crawl, ledge drop, ramps Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
51 lines
2.0 KiB
C#
51 lines
2.0 KiB
C#
using Godot;
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// Dev tool (not shipped gameplay): renders a few overview screenshots of the playground to
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// user-supplied paths. godot-mono --path . tools/playground_shots.tscn -- <outdir>
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public partial class PlaygroundShots : Node3D
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{
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private int _frame;
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private int _shot;
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private Camera3D _cam;
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private string _dir = "user://";
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private readonly (Vector3 Pos, Vector3 Look)[] _views =
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{
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(new Vector3(0f, 9f, 14f), new Vector3(0f, 0f, -1f)),
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(new Vector3(3f, 4f, 3f), new Vector3(9f, 1f, -4f)),
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(new Vector3(-2f, 3.5f, 4f), new Vector3(-7f, 1f, -1f)),
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(new Vector3(0f, 2.5f, 11f), new Vector3(1f, 0.6f, 7f)),
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};
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public override void _Ready()
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{
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foreach (string a in OS.GetCmdlineUserArgs())
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_dir = a;
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AddChild(new DirectionalLight3D { RotationDegrees = new Vector3(-50f, -30f, 0f), ShadowEnabled = true });
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AddChild(new WorldEnvironment { Environment = new Environment { BackgroundMode = Environment.BGMode.Color, BackgroundColor = new Color(0.55f, 0.65f, 0.8f), AmbientLightSource = Environment.AmbientSource.Color, AmbientLightColor = new Color(0.5f, 0.5f, 0.55f) } });
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StaticBody3D floor = new();
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floor.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(40, 0.1f, 40) }, Position = new Vector3(0, -0.05f, 0) });
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floor.AddChild(new MeshInstance3D { Mesh = new PlaneMesh { Size = new Vector2(40, 40) } });
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AddChild(floor);
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AddChild(new Playground());
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_cam = new Camera3D { Current = true };
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AddChild(_cam);
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SetView();
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}
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private void SetView() => _cam.LookAtFromPosition(_views[_shot].Pos, _views[_shot].Look);
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public override void _Process(double delta)
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{
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if (++_frame < 30)
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return;
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GetViewport().GetTexture().GetImage().SavePng($"{_dir}/view{_shot}.png");
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_frame = 0;
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if (++_shot >= _views.Length)
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{
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GetTree().Quit();
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return;
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}
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SetView();
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}
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}
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