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 # 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] = [] 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_v10") 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]) func _process(delta: float) -> void: if not _skeleton: return _wobble_body(delta) _update_tail(delta) _apply_tail() # ── 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")) _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 = _skeleton.to_global(_skeleton.get_bone_global_rest(_tail_idx[0]).origin) _tail_world[0] = anchor _tail_prev[0] = anchor 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 time: float = Time.get_ticks_msec() / 1000.0 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 := _bull.global_transform.basis.x \ * sin(time * DP.f("tail_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 for i in range(_tail_world.size()): var idx: int = _tail_idx[i] var pos_skel: Vector3 = _skeleton.to_local(_tail_world[i]) var point_dir_skel: Vector3 if i < _tail_world.size() - 1: point_dir_skel = (_skeleton.to_local(_tail_world[i + 1]) - pos_skel).normalized() else: var prev_skel: Vector3 = _skeleton.to_local(_tail_world[i - 1]) point_dir_skel = (pos_skel - prev_skel).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) # ── 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