Reorganize into role-based folders and consolidate art
Move every script and scene into role-based directories (actors/, systems/, ui/, levels/, props/) and all raw art under art/ (grouped by role, snake_case, Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are snake_case (PascalCase reserved for class_name) to avoid case-insensitive filesystem aliasing on the web/macOS targets. Routes the bull's hits through the typed DamageEvent pipeline and wires the bull's abilities to the Fx library. Updates CLAUDE.md's folder-layout overview to match. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
This commit is contained in:
@@ -0,0 +1,295 @@
|
||||
extends Node
|
||||
## Body wobble and tail simulation. Legs stay in rest pose (no IK, no ragdoll).
|
||||
## Created at runtime by player.gd; call setup() before the first _process tick.
|
||||
|
||||
var _player: CharacterBody3D
|
||||
var _bull: Node3D
|
||||
var _skeleton: Skeleton3D
|
||||
|
||||
# Body wobble
|
||||
var _prev_vel: Vector3 = Vector3.ZERO
|
||||
var _tilt_x: float = 0.0
|
||||
var _tilt_z: float = 0.0
|
||||
var _aerial_pitch: float = 0.0
|
||||
|
||||
var charge_pitch_target: float = 0.0
|
||||
var _charge_pitch_curr: float = 0.0
|
||||
|
||||
# When true, another system (the roll's ball-tumble) owns the bull's full
|
||||
# orientation — skip writing body wobble so we don't fight it.
|
||||
var external_rotation: bool = false
|
||||
|
||||
# Tail — Verlet chain simulation
|
||||
const TAIL_BONES: Array = [
|
||||
&"tail_1", &"tail_2", &"tail_3", &"tail_4",
|
||||
&"tail_5", &"tail_6",
|
||||
&"tail_tip_1", &"tail_tip_2", &"tail_tip_2_end",
|
||||
]
|
||||
var _tail_idx: Array[int] = []
|
||||
var _tail_world: Array[Vector3] = []
|
||||
var _tail_prev: Array[Vector3] = []
|
||||
var _tail_lengths: Array[float] = []
|
||||
var _tail_rest_dir: Array[Vector3] = []
|
||||
var _tail_parent_idx: int = -1
|
||||
|
||||
var tail_ragdoll: bool = false
|
||||
var _prev_on_floor: bool = true
|
||||
|
||||
var _dbg_on: bool = false
|
||||
var _dbg_nodes: Array[MeshInstance3D] = []
|
||||
|
||||
|
||||
func setup(player: CharacterBody3D, bull: Node3D) -> void:
|
||||
_player = player
|
||||
_bull = bull
|
||||
_skeleton = _find_skeleton(bull)
|
||||
if not _skeleton:
|
||||
push_error("BullLegs: Skeleton3D not found under bull")
|
||||
return
|
||||
|
||||
# Disable any physical bone simulator
|
||||
var phys_sim := _find_physical_bones(_skeleton)
|
||||
if phys_sim:
|
||||
phys_sim.active = false
|
||||
|
||||
_setup_tail()
|
||||
|
||||
|
||||
func _setup_tail() -> void:
|
||||
for bone_name: StringName in TAIL_BONES:
|
||||
var idx: int = _skeleton.find_bone(bone_name)
|
||||
if idx == -1:
|
||||
push_warning("BullLegs: tail bone '%s' not found" % bone_name)
|
||||
continue
|
||||
_tail_idx.append(idx)
|
||||
|
||||
if _tail_idx.size() < 2:
|
||||
push_error("BullLegs: not enough tail bones found")
|
||||
return
|
||||
|
||||
for idx: int in _tail_idx:
|
||||
var world: Vector3 = _skeleton.to_global(_skeleton.get_bone_global_rest(idx).origin)
|
||||
_tail_world.append(world)
|
||||
_tail_prev.append(world)
|
||||
|
||||
var max_sep: float = 0.0
|
||||
for i in range(_tail_world.size() - 1):
|
||||
max_sep = maxf(max_sep, _tail_world[i].distance_to(_tail_world[i + 1]))
|
||||
if max_sep < 0.01:
|
||||
push_warning("BullLegs: tail bones have zero separation in rest pose, distributing along spine")
|
||||
var root: Vector3 = _tail_world[0]
|
||||
var back: Vector3 = (_skeleton.global_transform.basis.z + Vector3.DOWN * 0.3).normalized()
|
||||
for i in range(_tail_world.size()):
|
||||
_tail_world[i] = root + back * (i * 0.09)
|
||||
_tail_prev[i] = _tail_world[i]
|
||||
|
||||
const MIN_SEG: float = 0.06
|
||||
for i in range(_tail_world.size() - 1):
|
||||
var seg_len: float = _tail_world[i].distance_to(_tail_world[i + 1])
|
||||
_tail_lengths.append(maxf(seg_len, MIN_SEG))
|
||||
|
||||
for i in range(_tail_world.size() - 1):
|
||||
var p1_skel: Vector3 = _skeleton.to_local(_tail_world[i])
|
||||
var p2_skel: Vector3 = _skeleton.to_local(_tail_world[i + 1])
|
||||
var seg_skel: Vector3 = p2_skel - p1_skel
|
||||
_tail_rest_dir.append(seg_skel.normalized() if seg_skel.length() > 0.001 else Vector3(0, 0, 1))
|
||||
_tail_rest_dir.append(_tail_rest_dir[-1])
|
||||
|
||||
_tail_parent_idx = _skeleton.get_bone_parent(_tail_idx[0])
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if not _skeleton:
|
||||
return
|
||||
_wobble_body(delta)
|
||||
_update_tail(delta)
|
||||
_apply_tail()
|
||||
if DP.b("show_tail") != _dbg_on:
|
||||
_dbg_toggle()
|
||||
if _dbg_on:
|
||||
_dbg_update()
|
||||
|
||||
|
||||
# ── Body Wobble ───────────────────────────────────────────────────────────────
|
||||
|
||||
func _wobble_body(delta: float) -> void:
|
||||
var vel: Vector3 = _player.velocity
|
||||
var accel: Vector3 = (vel - _prev_vel) / maxf(delta, 0.001)
|
||||
_prev_vel = vel
|
||||
|
||||
var la: Vector3 = _bull.global_transform.basis.inverse() * accel
|
||||
|
||||
var tx := clampf(-la.z * DP.f("body_tilt_fwd"), -0.35, 0.35)
|
||||
var tz := clampf(-la.x * DP.f("body_tilt_side"), -0.25, 0.25)
|
||||
|
||||
_tilt_x = lerpf(_tilt_x, tx, delta * 10.0)
|
||||
_tilt_z = lerpf(_tilt_z, tz, delta * 10.0)
|
||||
|
||||
var flat_spd: float = Vector2(vel.x, vel.z).length()
|
||||
var target_pitch: float = 0.0
|
||||
if not _player.is_on_floor() and flat_spd > 0.5:
|
||||
target_pitch = clampf(-atan2(vel.y, flat_spd) * DP.f("aerial_pitch_scale"), -1.4, 1.4)
|
||||
_aerial_pitch = lerpf(_aerial_pitch, target_pitch, delta * DP.f("aerial_pitch_speed"))
|
||||
|
||||
_charge_pitch_curr = lerpf(_charge_pitch_curr, charge_pitch_target, delta * DP.f("charge_head_speed"))
|
||||
if external_rotation:
|
||||
return
|
||||
_bull.rotation.x = _tilt_x + _aerial_pitch + _charge_pitch_curr
|
||||
_bull.rotation.z = _tilt_z
|
||||
|
||||
|
||||
# ── Tail ──────────────────────────────────────────────────────────────────────
|
||||
|
||||
func _update_tail(delta: float) -> void:
|
||||
if _tail_world.is_empty():
|
||||
return
|
||||
|
||||
var gravity := Vector3(0.0, -DP.f("tail_gravity"), 0.0)
|
||||
var damping := 1.0 - clampf(DP.f("tail_damping"), 0.0, 0.99)
|
||||
|
||||
var anchor: Vector3
|
||||
if _tail_parent_idx >= 0:
|
||||
var parent_t := _skeleton.get_bone_global_pose(_tail_parent_idx)
|
||||
anchor = _skeleton.to_global((parent_t * _skeleton.get_bone_rest(_tail_idx[0])).origin)
|
||||
else:
|
||||
anchor = _skeleton.to_global(_skeleton.get_bone_global_rest(_tail_idx[0]).origin)
|
||||
_tail_world[0] = anchor
|
||||
_tail_prev[0] = anchor
|
||||
|
||||
var on_floor := _player.is_on_floor()
|
||||
if not on_floor and _prev_on_floor:
|
||||
# Bull just left the ground — push all tail particles upward with it
|
||||
for i: int in range(1, _tail_world.size()):
|
||||
_tail_prev[i] = _tail_world[i] - _player.velocity * delta
|
||||
_prev_on_floor = on_floor
|
||||
|
||||
var gravity_mult: float
|
||||
if tail_ragdoll:
|
||||
gravity_mult = 2.5
|
||||
elif not on_floor:
|
||||
gravity_mult = 0.15
|
||||
else:
|
||||
gravity_mult = 1.0
|
||||
gravity *= gravity_mult
|
||||
|
||||
var flat_speed: float = Vector2(_player.velocity.x, _player.velocity.z).length()
|
||||
var wag_strength: float = lerpf(DP.f("tail_wag_idle"), 0.0, clampf(flat_speed / 3.0, 0.0, 1.0))
|
||||
var wag_freq: float = DP.f("tail_wag_freq")
|
||||
var time: float = Time.get_ticks_msec() / 1000.0
|
||||
var basis_x: Vector3 = _bull.global_transform.basis.x
|
||||
|
||||
for i in range(1, _tail_world.size()):
|
||||
var vel: Vector3 = (_tail_world[i] - _tail_prev[i]) * damping
|
||||
_tail_prev[i] = _tail_world[i]
|
||||
var wag := Vector3.ZERO if tail_ragdoll \
|
||||
else basis_x * sin(time * wag_freq + i * 0.5) * wag_strength
|
||||
_tail_world[i] = _tail_world[i] + vel + gravity * (delta * delta) + wag * delta
|
||||
|
||||
for i in range(1, _tail_world.size()):
|
||||
var dir: Vector3 = _tail_world[i] - _tail_world[i - 1]
|
||||
var len: float = dir.length()
|
||||
var target_len: float = _tail_lengths[i - 1]
|
||||
if len > 0.0001:
|
||||
_tail_world[i] = _tail_world[i - 1] + dir * (target_len / len)
|
||||
else:
|
||||
_tail_world[i] = _tail_world[i - 1] + Vector3(0.0, -target_len, 0.0)
|
||||
|
||||
var body_radius: float = DP.f("tail_body_radius")
|
||||
for i in range(1, _tail_world.size()):
|
||||
var p := _bull.to_local(_tail_world[i])
|
||||
var closest := Vector3(0.0, 0.0, clampf(p.z, -0.3, 0.5))
|
||||
var diff := p - closest
|
||||
var dist := diff.length()
|
||||
if dist < body_radius and dist > 0.001:
|
||||
p = closest + diff.normalized() * body_radius
|
||||
_tail_world[i] = _bull.to_global(p)
|
||||
|
||||
|
||||
func _apply_tail() -> void:
|
||||
if _tail_world.is_empty():
|
||||
return
|
||||
|
||||
var n := _tail_world.size()
|
||||
var local_pos: Array[Vector3] = []
|
||||
local_pos.resize(n)
|
||||
for i in n:
|
||||
local_pos[i] = _skeleton.to_local(_tail_world[i])
|
||||
|
||||
for i in n:
|
||||
var idx: int = _tail_idx[i]
|
||||
var pos_skel: Vector3 = local_pos[i]
|
||||
|
||||
var point_dir_skel: Vector3
|
||||
if i < n - 1:
|
||||
point_dir_skel = (local_pos[i + 1] - pos_skel).normalized()
|
||||
else:
|
||||
point_dir_skel = (pos_skel - local_pos[i - 1]).normalized()
|
||||
|
||||
var rest_dir: Vector3 = _tail_rest_dir[i]
|
||||
var rest_t: Transform3D = _skeleton.get_bone_global_rest(idx)
|
||||
var new_basis: Basis
|
||||
if rest_dir.length_squared() > 0.0001 and point_dir_skel.length_squared() > 0.0001:
|
||||
new_basis = Basis(Quaternion(rest_dir, point_dir_skel)) * rest_t.basis
|
||||
else:
|
||||
new_basis = rest_t.basis
|
||||
|
||||
_skeleton.set_bone_global_pose_override(idx, Transform3D(new_basis, pos_skel), 1.0, false)
|
||||
|
||||
|
||||
# ── Debug Visualization ───────────────────────────────────────────────────────
|
||||
|
||||
func _dbg_toggle() -> void:
|
||||
if _dbg_on:
|
||||
for n: MeshInstance3D in _dbg_nodes:
|
||||
if is_instance_valid(n):
|
||||
n.queue_free()
|
||||
_dbg_nodes.clear()
|
||||
_dbg_on = false
|
||||
else:
|
||||
_dbg_build()
|
||||
_dbg_on = true
|
||||
|
||||
|
||||
func _dbg_build() -> void:
|
||||
var root: Node = _player.get_parent()
|
||||
var n: int = _tail_world.size()
|
||||
for i: int in n:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
mat.render_priority = 1
|
||||
mat.albedo_color = Color.RED if i == 0 \
|
||||
else Color(1.0 - float(i) / n, 0.4 + 0.6 * float(i) / n, 0.0)
|
||||
var sm := SphereMesh.new()
|
||||
sm.radius = 0.10 if i == 0 else 0.06
|
||||
sm.height = sm.radius * 2.0
|
||||
sm.radial_segments = 6
|
||||
sm.rings = 3
|
||||
sm.material = mat
|
||||
var mi := MeshInstance3D.new()
|
||||
mi.mesh = sm
|
||||
root.add_child(mi)
|
||||
_dbg_nodes.append(mi)
|
||||
|
||||
|
||||
func _dbg_update() -> void:
|
||||
for i: int in _dbg_nodes.size():
|
||||
_dbg_nodes[i].global_position = _tail_world[i]
|
||||
|
||||
|
||||
# ── Utility ───────────────────────────────────────────────────────────────────
|
||||
|
||||
func _find_skeleton(node: Node) -> Skeleton3D:
|
||||
if node is Skeleton3D:
|
||||
return node as Skeleton3D
|
||||
for child in node.get_children():
|
||||
var r := _find_skeleton(child)
|
||||
if r:
|
||||
return r
|
||||
return null
|
||||
|
||||
|
||||
func _find_physical_bones(node: Node) -> PhysicalBoneSimulator3D:
|
||||
for child in node.get_children():
|
||||
if child is PhysicalBoneSimulator3D:
|
||||
return child as PhysicalBoneSimulator3D
|
||||
return null
|
||||
Reference in New Issue
Block a user