better ragdoll, launch ragdolls on slam weee
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class_name MatadorRagdoll
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extends RefCounted
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## Builds the matador's physical-bone ragdoll. Body joints are cone-twist with
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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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# [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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["COG", 0.12],
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["chest", 0.13, 0.30],
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["head", 0.14],
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["collarbone_L", 0.06, 0.18],
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["collarbone_R", 0.06, 0.18],
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["arm_L", 0.07, 0.22],
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["arm_R", 0.07, 0.22],
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["forearm_L", 0.06, 0.22],
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["forearm_R", 0.06, 0.22],
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["hand_L", 0.05, 0.12],
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["hand_R", 0.05, 0.12],
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["leg_L", 0.10, 0.32],
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["leg_R", 0.10, 0.32],
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["shin_L", 0.08, 0.28],
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["shin_R", 0.08, 0.28],
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["foot_L", 0.07, 0.18],
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["foot_R", 0.07, 0.18],
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["Bone", 0.04, 0.30],
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["Bone.001", 0.04, 0.34],
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["Bone.002", 0.04, 0.30],
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]
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# Reuse an existing simulator if the rig already has one, else build the bodies.
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static func build(skeleton: Skeleton3D) -> PhysicalBoneSimulator3D:
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for child: Node in skeleton.get_children():
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if child is PhysicalBoneSimulator3D:
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(child as PhysicalBoneSimulator3D).active = false
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return child as PhysicalBoneSimulator3D
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var sim := PhysicalBoneSimulator3D.new()
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sim.active = false
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skeleton.add_child(sim)
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var swing := DP.f("mat_joint_swing")
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var twist := DP.f("mat_joint_twist")
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var damp := DP.f("mat_ragdoll_damp")
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for entry: Array in _BONES:
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var bname: String = entry[0]
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if skeleton.find_bone(bname) == -1:
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continue
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var pb := PhysicalBone3D.new()
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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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if bname.begins_with("Bone"):
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# Cape: floppy cloth — free swing, light, draggy, one-way collision.
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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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pb.angular_damp = 0.7
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pb.collision_layer = 0
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else:
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# Body: cone-twist joints cap how far each bone bends from its rest
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# pose, so the silhouette holds; extra angular damp settles the flail.
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pb.joint_type = PhysicalBone3D.JOINT_TYPE_CONE
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pb.angular_damp = damp
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pb.set(&"joint_constraints/swing_span", swing)
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pb.set(&"joint_constraints/twist_span", twist)
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var cs := CollisionShape3D.new()
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if entry.size() >= 3:
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var cap := CapsuleShape3D.new()
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cap.radius = entry[1]
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cap.height = entry[2]
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cs.shape = cap
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else:
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var sph := SphereShape3D.new()
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sph.radius = entry[1]
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cs.shape = sph
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pb.add_child(cs)
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sim.add_child(pb)
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return sim
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