Put dead matadors on a corpse collision layer
A killed matador's ragdoll shared the WORLD layer with the bull, so the bull collided with the bodies and spazzed out on them. Give corpses a dedicated CORPSE layer masked to itself, and tag the ground/walls with CORPSE too (at level load, so it also reaches colliders baked into the instanced GLB arenas). The corpse still rests on the arena, but the bull — which only masks WORLD — passes straight through the bodies. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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+15
-1
@@ -4,6 +4,8 @@ extends Node3D
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## spawners, lighting, colliders) into LevelRoot. Switching levels frees the whole
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## previous module first, so no old mesh or collider can survive into the next fight.
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const PhysicsLayers = preload("res://physics_layers.gd")
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@onready var _level_root: Node3D = $LevelRoot
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@onready var _camera: IsoCamera = $Player/Camera3D
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@@ -25,4 +27,16 @@ func load_active_level() -> void:
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push_warning("game_shell: active level has no level_scene")
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return
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_camera.set_framing_scale(level.camera_zoom)
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_level_root.add_child(level.level_scene.instantiate())
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var module := level.level_scene.instantiate()
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_tag_environment_for_corpses(module)
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_level_root.add_child(module)
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## Ground and walls stay on WORLD so the bull and live matadors collide with them; here
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## we add CORPSE too. A killed matador's ragdoll is masked to CORPSE alone, so it rests
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## on the arena while the bull — which only collides with WORLD — passes through the body
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## instead of spazzing out on it. Done at load so it also reaches colliders baked into
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## the instanced GLB arenas, not just the level module's own floor box.
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func _tag_environment_for_corpses(module: Node) -> void:
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for body: StaticBody3D in module.find_children("*", "StaticBody3D", true, false):
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body.collision_layer |= PhysicsLayers.CORPSE
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+10
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@@ -4,6 +4,8 @@ extends RefCounted
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## limited swing/twist (DP-tunable) so the corpse keeps its silhouette instead of
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## folding into a flat "deflated" pile; the cape stays free (PIN) so it drapes.
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const PhysicsLayers = preload("res://physics_layers.gd")
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# [bone, radius] → sphere collider; [bone, radius, height] → capsule.
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const _BONES: Array = [
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["matador", 0.18],
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@@ -53,10 +55,15 @@ static func build(skeleton: Skeleton3D) -> PhysicalBoneSimulator3D:
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pb.bone_name = bname
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pb.mass = 0.4
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pb.linear_damp = 0.1
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pb.collision_layer = 1
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pb.collision_mask = 1
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# The ragdoll only simulates once the matador is dead, so it lives on the CORPSE
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# layer and masks to CORPSE alone: it rests on the ground/walls (which also carry
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# CORPSE) but the bull — which collides only with WORLD — passes straight through
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# the bodies instead of tripping over them.
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pb.collision_layer = PhysicsLayers.CORPSE
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pb.collision_mask = PhysicsLayers.CORPSE
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if bname.begins_with("Bone"):
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# Cape: floppy cloth — free swing, light, draggy, one-way collision.
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# Cape: floppy cloth — free swing, light, draggy, one-way collision (layer 0
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# so nothing collides with it; it still drapes on the CORPSE-masked ground).
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pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
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pb.mass = 0.15
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pb.linear_damp = 0.5
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@@ -0,0 +1,11 @@
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## Central registry of the 3D physics collision-layer bits. These mirror the
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## layer_names in project.godot so the editor's layer picker reads the same words.
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##
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## The bull only collides with WORLD, so a killed matador is lifted off WORLD onto
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## CORPSE alone (see matador_ragdoll.gd). The ground and walls carry WORLD | CORPSE
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## (tagged at level load in game_shell.gd), so the ragdoll still rests on the arena
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## while the bull passes through the bodies instead of tripping over them.
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const WORLD: int = 1 # layer 1 — environment + live actors (bull, matadors, spears)
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const BULL: int = 2 # layer 2 — the bull's own body
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const CORPSE: int = 4 # layer 3 — ragdolled matadors; ground/walls also carry this
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@@ -0,0 +1 @@
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uid://d01o2ul83waw5
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@@ -118,6 +118,12 @@ ability_roll={
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pointing/emulate_touch_from_mouse=true
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[layer_names]
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3d_physics/layer_1="world"
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3d_physics/layer_2="bull"
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3d_physics/layer_3="corpse"
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[physics]
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3d/physics_engine="Jolt Physics"
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