better ragdoll, launch ragdolls on slam weee
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uid://cnhmhom4w5o3i
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@@ -99,6 +99,11 @@ func _register_all() -> void:
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_reg_f("Matador", "mat_idle_max", 2.5, 0.5, 10.0, 0.1)
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_reg_f("Matador", "mat_idle_max", 2.5, 0.5, 10.0, 0.1)
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_reg_f("Matador", "mat_hit_threshold", 4.0, 1.0, 30.0)
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_reg_f("Matador", "mat_hit_threshold", 4.0, 1.0, 30.0)
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_reg_f("Matador", "mat_ragdoll_impulse", 6.0, 0.5, 20.0)
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_reg_f("Matador", "mat_ragdoll_impulse", 6.0, 0.5, 20.0)
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# Ragdoll joint limits — lower swing/twist = stiffer corpse that keeps its
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# shape; higher angular damp settles the flail instead of flopping flat.
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_reg_f("Matador", "mat_joint_swing", 35.0, 0.0, 180.0, 1.0)
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_reg_f("Matador", "mat_joint_twist", 40.0, 0.0, 180.0, 1.0)
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_reg_f("Matador", "mat_ragdoll_damp", 1.5, 0.0, 10.0, 0.1)
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_reg_f("Matador", "mat_flee_range", 3.5, 2.0, 40.0)
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_reg_f("Matador", "mat_flee_range", 3.5, 2.0, 40.0)
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_reg_f("Matador", "mat_flee_speed", 5.5, 0.5, 12.0)
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_reg_f("Matador", "mat_flee_speed", 5.5, 0.5, 12.0)
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_reg_f("Matador", "mat_charge_speed", 10.0, 1.0, 30.0)
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_reg_f("Matador", "mat_charge_speed", 10.0, 1.0, 30.0)
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+1
-75
@@ -80,7 +80,7 @@ func _ready() -> void:
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_skeleton = _find_skeleton(_mesh)
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_skeleton = _find_skeleton(_mesh)
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_anim_player = _find_anim_player(_mesh)
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_anim_player = _find_anim_player(_mesh)
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if _skeleton:
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if _skeleton:
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_sim = _setup_physical_bones()
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_sim = MatadorRagdoll.build(_skeleton)
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if _anim_player:
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if _anim_player:
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for anim in [_ANIM_RUN, _ANIM_IDLE, _ANIM_ATTACK, _ANIM_ROLL]:
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for anim in [_ANIM_RUN, _ANIM_IDLE, _ANIM_ATTACK, _ANIM_ROLL]:
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_ensure_loop(anim)
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_ensure_loop(anim)
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@@ -914,80 +914,6 @@ func _apply_sword_grip() -> void:
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DP.f("sword_rest_rot_x"), DP.f("sword_rest_rot_y"), DP.f("sword_rest_rot_z"))
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DP.f("sword_rest_rot_x"), DP.f("sword_rest_rot_y"), DP.f("sword_rest_rot_z"))
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# ── Ragdoll setup ─────────────────────────────────────────────────────────────
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func _setup_physical_bones() -> 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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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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# Muleta (cape) spine — a free 3-link chain so the cape ragdolls with the
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# body instead of hanging frozen in the air. See the cape tweak below.
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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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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.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
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pb.mass = 0.4
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pb.linear_damp = 0.1
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pb.angular_damp = 0.2
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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: light and draggy so it flutters like cloth; layer 0 makes its
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# collision one-way (drapes onto body/floor without shoving the corpse).
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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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var cs := CollisionShape3D.new()
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var use_capsule: bool = entry.size() >= 3
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if use_capsule:
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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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# ── Utility ───────────────────────────────────────────────────────────────────
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# ── Utility ───────────────────────────────────────────────────────────────────
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func _find_skeleton(node: Node) -> Skeleton3D:
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func _find_skeleton(node: Node) -> Skeleton3D:
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@@ -0,0 +1,85 @@
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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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@@ -0,0 +1 @@
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uid://dmf04b5exnejn
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Reference in New Issue
Block a user