better ragdoll, launch ragdolls on slam weee

This commit is contained in:
2026-06-25 00:17:12 +03:00
parent b929ed2a7a
commit 6a67bfea36
5 changed files with 93 additions and 75 deletions
+1
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@@ -0,0 +1 @@
uid://cnhmhom4w5o3i
+5
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@@ -99,6 +99,11 @@ func _register_all() -> void:
_reg_f("Matador", "mat_idle_max", 2.5, 0.5, 10.0, 0.1)
_reg_f("Matador", "mat_hit_threshold", 4.0, 1.0, 30.0)
_reg_f("Matador", "mat_ragdoll_impulse", 6.0, 0.5, 20.0)
# Ragdoll joint limits — lower swing/twist = stiffer corpse that keeps its
# shape; higher angular damp settles the flail instead of flopping flat.
_reg_f("Matador", "mat_joint_swing", 35.0, 0.0, 180.0, 1.0)
_reg_f("Matador", "mat_joint_twist", 40.0, 0.0, 180.0, 1.0)
_reg_f("Matador", "mat_ragdoll_damp", 1.5, 0.0, 10.0, 0.1)
_reg_f("Matador", "mat_flee_range", 3.5, 2.0, 40.0)
_reg_f("Matador", "mat_flee_speed", 5.5, 0.5, 12.0)
_reg_f("Matador", "mat_charge_speed", 10.0, 1.0, 30.0)
+1 -75
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@@ -80,7 +80,7 @@ func _ready() -> void:
_skeleton = _find_skeleton(_mesh)
_anim_player = _find_anim_player(_mesh)
if _skeleton:
_sim = _setup_physical_bones()
_sim = MatadorRagdoll.build(_skeleton)
if _anim_player:
for anim in [_ANIM_RUN, _ANIM_IDLE, _ANIM_ATTACK, _ANIM_ROLL]:
_ensure_loop(anim)
@@ -914,80 +914,6 @@ func _apply_sword_grip() -> void:
DP.f("sword_rest_rot_x"), DP.f("sword_rest_rot_y"), DP.f("sword_rest_rot_z"))
# ── Ragdoll setup ─────────────────────────────────────────────────────────────
func _setup_physical_bones() -> PhysicalBoneSimulator3D:
for child: Node in _skeleton.get_children():
if child is PhysicalBoneSimulator3D:
(child as PhysicalBoneSimulator3D).active = false
return child as PhysicalBoneSimulator3D
var sim := PhysicalBoneSimulator3D.new()
sim.active = false
_skeleton.add_child(sim)
const BONES: Array = [
["matador", 0.18],
["COG", 0.12],
["chest", 0.13, 0.30],
["head", 0.14],
["collarbone_L", 0.06, 0.18],
["collarbone_R", 0.06, 0.18],
["arm_L", 0.07, 0.22],
["arm_R", 0.07, 0.22],
["forearm_L", 0.06, 0.22],
["forearm_R", 0.06, 0.22],
["hand_L", 0.05, 0.12],
["hand_R", 0.05, 0.12],
["leg_L", 0.10, 0.32],
["leg_R", 0.10, 0.32],
["shin_L", 0.08, 0.28],
["shin_R", 0.08, 0.28],
["foot_L", 0.07, 0.18],
["foot_R", 0.07, 0.18],
# Muleta (cape) spine — a free 3-link chain so the cape ragdolls with the
# body instead of hanging frozen in the air. See the cape tweak below.
["Bone", 0.04, 0.30],
["Bone.001", 0.04, 0.34],
["Bone.002", 0.04, 0.30],
]
for entry: Array in BONES:
var bname: String = entry[0]
if _skeleton.find_bone(bname) == -1:
continue
var pb := PhysicalBone3D.new()
pb.bone_name = bname
pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
pb.mass = 0.4
pb.linear_damp = 0.1
pb.angular_damp = 0.2
pb.collision_layer = 1
pb.collision_mask = 1
if bname.begins_with("Bone"):
# Cape: light and draggy so it flutters like cloth; layer 0 makes its
# collision one-way (drapes onto body/floor without shoving the corpse).
pb.mass = 0.15
pb.linear_damp = 0.5
pb.angular_damp = 0.7
pb.collision_layer = 0
var cs := CollisionShape3D.new()
var use_capsule: bool = entry.size() >= 3
if use_capsule:
var cap := CapsuleShape3D.new()
cap.radius = entry[1]
cap.height = entry[2]
cs.shape = cap
else:
var sph := SphereShape3D.new()
sph.radius = entry[1]
cs.shape = sph
pb.add_child(cs)
sim.add_child(pb)
return sim
# ── Utility ───────────────────────────────────────────────────────────────────
func _find_skeleton(node: Node) -> Skeleton3D:
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class_name MatadorRagdoll
extends RefCounted
## Builds the matador's physical-bone ragdoll. Body joints are cone-twist with
## limited swing/twist (DP-tunable) so the corpse keeps its silhouette instead of
## folding into a flat "deflated" pile; the cape stays free (PIN) so it drapes.
# [bone, radius] → sphere collider; [bone, radius, height] → capsule.
const _BONES: Array = [
["matador", 0.18],
["COG", 0.12],
["chest", 0.13, 0.30],
["head", 0.14],
["collarbone_L", 0.06, 0.18],
["collarbone_R", 0.06, 0.18],
["arm_L", 0.07, 0.22],
["arm_R", 0.07, 0.22],
["forearm_L", 0.06, 0.22],
["forearm_R", 0.06, 0.22],
["hand_L", 0.05, 0.12],
["hand_R", 0.05, 0.12],
["leg_L", 0.10, 0.32],
["leg_R", 0.10, 0.32],
["shin_L", 0.08, 0.28],
["shin_R", 0.08, 0.28],
["foot_L", 0.07, 0.18],
["foot_R", 0.07, 0.18],
["Bone", 0.04, 0.30],
["Bone.001", 0.04, 0.34],
["Bone.002", 0.04, 0.30],
]
# Reuse an existing simulator if the rig already has one, else build the bodies.
static func build(skeleton: Skeleton3D) -> PhysicalBoneSimulator3D:
for child: Node in skeleton.get_children():
if child is PhysicalBoneSimulator3D:
(child as PhysicalBoneSimulator3D).active = false
return child as PhysicalBoneSimulator3D
var sim := PhysicalBoneSimulator3D.new()
sim.active = false
skeleton.add_child(sim)
var swing := DP.f("mat_joint_swing")
var twist := DP.f("mat_joint_twist")
var damp := DP.f("mat_ragdoll_damp")
for entry: Array in _BONES:
var bname: String = entry[0]
if skeleton.find_bone(bname) == -1:
continue
var pb := PhysicalBone3D.new()
pb.bone_name = bname
pb.mass = 0.4
pb.linear_damp = 0.1
pb.collision_layer = 1
pb.collision_mask = 1
if bname.begins_with("Bone"):
# Cape: floppy cloth — free swing, light, draggy, one-way collision.
pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
pb.mass = 0.15
pb.linear_damp = 0.5
pb.angular_damp = 0.7
pb.collision_layer = 0
else:
# Body: cone-twist joints cap how far each bone bends from its rest
# pose, so the silhouette holds; extra angular damp settles the flail.
pb.joint_type = PhysicalBone3D.JOINT_TYPE_CONE
pb.angular_damp = damp
pb.set(&"joint_constraints/swing_span", swing)
pb.set(&"joint_constraints/twist_span", twist)
var cs := CollisionShape3D.new()
if entry.size() >= 3:
var cap := CapsuleShape3D.new()
cap.radius = entry[1]
cap.height = entry[2]
cs.shape = cap
else:
var sph := SphereShape3D.new()
sph.radius = entry[1]
cs.shape = sph
pb.add_child(cs)
sim.add_child(pb)
return sim
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uid://dmf04b5exnejn