Files
Bullosseum/bull_legs.gd
T

290 lines
9.5 KiB
GDScript

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] = []
var _tail_parent_idx: int = -1
var tail_ragdoll: bool = false
var _prev_on_floor: bool = true
var _dbg_on: bool = false
var _dbg_nodes: Array[MeshInstance3D] = []
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")
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])
_tail_parent_idx = _skeleton.get_bone_parent(_tail_idx[0])
func _process(delta: float) -> void:
if not _skeleton:
return
_wobble_body(delta)
_update_tail(delta)
_apply_tail()
if DP.b("show_tail") != _dbg_on:
_dbg_toggle()
if _dbg_on:
_dbg_update()
# ── 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
if _tail_parent_idx >= 0:
var parent_t := _skeleton.get_bone_global_pose(_tail_parent_idx)
anchor = _skeleton.to_global((parent_t * _skeleton.get_bone_rest(_tail_idx[0])).origin)
else:
anchor = _skeleton.to_global(_skeleton.get_bone_global_rest(_tail_idx[0]).origin)
_tail_world[0] = anchor
_tail_prev[0] = anchor
var on_floor := _player.is_on_floor()
if not on_floor and _prev_on_floor:
# Bull just left the ground — push all tail particles upward with it
for i: int in range(1, _tail_world.size()):
_tail_prev[i] = _tail_world[i] - _player.velocity * delta
_prev_on_floor = on_floor
var gravity_mult: float
if tail_ragdoll:
gravity_mult = 2.5
elif not on_floor:
gravity_mult = 0.15
else:
gravity_mult = 1.0
gravity *= gravity_mult
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 wag_freq: float = DP.f("tail_wag_freq")
var time: float = Time.get_ticks_msec() / 1000.0
var basis_x: Vector3 = _bull.global_transform.basis.x
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 := Vector3.ZERO if tail_ragdoll \
else basis_x * sin(time * 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
var n := _tail_world.size()
var local_pos: Array[Vector3] = []
local_pos.resize(n)
for i in n:
local_pos[i] = _skeleton.to_local(_tail_world[i])
for i in n:
var idx: int = _tail_idx[i]
var pos_skel: Vector3 = local_pos[i]
var point_dir_skel: Vector3
if i < n - 1:
point_dir_skel = (local_pos[i + 1] - pos_skel).normalized()
else:
point_dir_skel = (pos_skel - local_pos[i - 1]).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)
# ── Debug Visualization ───────────────────────────────────────────────────────
func _dbg_toggle() -> void:
if _dbg_on:
for n: MeshInstance3D in _dbg_nodes:
if is_instance_valid(n):
n.queue_free()
_dbg_nodes.clear()
_dbg_on = false
else:
_dbg_build()
_dbg_on = true
func _dbg_build() -> void:
var root: Node = _player.get_parent()
var n: int = _tail_world.size()
for i: int in n:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.render_priority = 1
mat.albedo_color = Color.RED if i == 0 \
else Color(1.0 - float(i) / n, 0.4 + 0.6 * float(i) / n, 0.0)
var sm := SphereMesh.new()
sm.radius = 0.10 if i == 0 else 0.06
sm.height = sm.radius * 2.0
sm.radial_segments = 6
sm.rings = 3
sm.material = mat
var mi := MeshInstance3D.new()
mi.mesh = sm
root.add_child(mi)
_dbg_nodes.append(mi)
func _dbg_update() -> void:
for i: int in _dbg_nodes.size():
_dbg_nodes[i].global_position = _tail_world[i]
# ── 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