Files
Papay-Shooter/characters/procedural_ragdoll.gd
T

169 lines
6.6 KiB
GDScript

extends Node3D
class_name ProceduralRagdoll
var torso_body: RigidBody3D
func build_ragdoll(color: Color) -> void:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.roughness = 0.8
# Create bodies
torso_body = _create_body(Vector3(0.4, 0.7, 0.25), mat, Vector3(0, 1.15, 0), 20.0, "Torso")
var head_body = _create_body(Vector3(0.25, 0.25, 0.25), mat, Vector3(0, 1.65, 0), 5.0, "Head")
var upper_arm_l_body = _create_body(Vector3(0.12, 0.35, 0.12), mat, Vector3(-0.28, 1.275, 0), 3.0, "UpperArmL")
var lower_arm_l_body = _create_body(Vector3(0.1, 0.35, 0.1), mat, Vector3(-0.28, 0.925, 0), 2.0, "LowerArmL")
var upper_arm_r_body = _create_body(Vector3(0.12, 0.35, 0.12), mat, Vector3(0.28, 1.275, 0), 3.0, "UpperArmR")
var lower_arm_r_body = _create_body(Vector3(0.1, 0.35, 0.1), mat, Vector3(0.28, 0.925, 0), 2.0, "LowerArmR")
var thigh_l_body = _create_body(Vector3(0.15, 0.45, 0.15), mat, Vector3(-0.12, 0.625, 0), 5.0, "ThighL")
var calf_l_body = _create_body(Vector3(0.13, 0.45, 0.13), mat, Vector3(-0.12, 0.175, 0), 3.0, "CalfL")
var thigh_r_body = _create_body(Vector3(0.15, 0.45, 0.15), mat, Vector3(0.12, 0.625, 0), 5.0, "ThighR")
var calf_r_body = _create_body(Vector3(0.13, 0.45, 0.13), mat, Vector3(0.12, 0.175, 0), 3.0, "CalfR")
add_child(torso_body)
add_child(head_body)
add_child(upper_arm_l_body)
add_child(lower_arm_l_body)
add_child(upper_arm_r_body)
add_child(lower_arm_r_body)
add_child(thigh_l_body)
add_child(calf_l_body)
add_child(thigh_r_body)
add_child(calf_r_body)
var is_server = not multiplayer.has_multiplayer_peer() or multiplayer.is_server()
var rep = SceneReplicationConfig.new()
for child in get_children():
if child is RigidBody3D:
rep.add_property(NodePath(str(child.name) + ":position"))
rep.add_property(NodePath(str(child.name) + ":rotation"))
if not is_server:
child.freeze = true
child.freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC
var sync = MultiplayerSynchronizer.new()
sync.name = "RagdollSync"
sync.replication_config = rep
add_child(sync)
# Need to wait a frame for paths to be valid before creating joints
call_deferred("_setup_joints", head_body,
upper_arm_l_body, lower_arm_l_body,
upper_arm_r_body, lower_arm_r_body,
thigh_l_body, calf_l_body,
thigh_r_body, calf_r_body)
func _setup_joints(head_body,
u_arm_l, l_arm_l,
u_arm_r, l_arm_r,
thigh_l, calf_l,
thigh_r, calf_r) -> void:
# Neck
_create_joint(torso_body, head_body, Vector3(0, 1.5, 0))
# Shoulders
_create_joint(torso_body, u_arm_l, Vector3(-0.28, 1.45, 0))
_create_joint(torso_body, u_arm_r, Vector3(0.28, 1.45, 0))
# Hips
_create_joint(torso_body, thigh_l, Vector3(-0.12, 0.85, 0))
_create_joint(torso_body, thigh_r, Vector3(0.12, 0.85, 0))
# Elbows (Hinge, bends forwards only)
_create_hinge(u_arm_l, l_arm_l, Vector3(-0.28, 1.10, 0), -PI * 0.8, 0.0)
_create_hinge(u_arm_r, l_arm_r, Vector3(0.28, 1.10, 0), -PI * 0.8, 0.0)
# Knees (Hinge, bends backwards only)
_create_hinge(thigh_l, calf_l, Vector3(-0.12, 0.40, 0), 0.0, PI * 0.8)
_create_hinge(thigh_r, calf_r, Vector3(0.12, 0.40, 0), 0.0, PI * 0.8)
func apply_initial_velocities(linear_vel: Vector3, impulse: Vector3) -> void:
for child in get_children():
if child is RigidBody3D:
child.linear_velocity = linear_vel
# Add random tumbling velocity so they don't fall perfectly still
child.angular_velocity = Vector3(randf_range(-5, 5), randf_range(-5, 5), randf_range(-5, 5))
# Apply the weapon impulse mostly to the torso so it yanks the limbs
if is_instance_valid(torso_body):
torso_body.apply_central_impulse(impulse * 2.0)
func _create_body(size: Vector3, mat: Material, pos: Vector3, mass: float, bname: String) -> RigidBody3D:
var body = RigidBody3D.new()
body.name = bname
body.position = pos
body.mass = mass
# Damping prevents insane spinning and explosion
body.linear_damp = 0.5
body.angular_damp = 2.0
var shape = CollisionShape3D.new()
var box_shape = BoxShape3D.new()
box_shape.size = size
shape.shape = box_shape
body.add_child(shape)
var mesh_inst = MeshInstance3D.new()
var box_mesh = BoxMesh.new()
box_mesh.size = size
box_mesh.material = mat
mesh_inst.mesh = box_mesh
mesh_inst.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON
body.add_child(mesh_inst)
return body
func _create_joint(node_a: RigidBody3D, node_b: RigidBody3D, pos: Vector3) -> void:
var joint = Generic6DOFJoint3D.new()
add_child(joint)
joint.position = pos
joint.node_a = node_a.get_path()
joint.node_b = node_b.get_path()
# Free angular axes to allow flopping, lock linear
joint.set_flag_x(Generic6DOFJoint3D.FLAG_ENABLE_LINEAR_LIMIT, true)
joint.set_flag_y(Generic6DOFJoint3D.FLAG_ENABLE_LINEAR_LIMIT, true)
joint.set_flag_z(Generic6DOFJoint3D.FLAG_ENABLE_LINEAR_LIMIT, true)
# Restrict angular limits so it doesn't bend 360 degrees
joint.set_flag_x(Generic6DOFJoint3D.FLAG_ENABLE_ANGULAR_LIMIT, true)
joint.set_param_x(Generic6DOFJoint3D.PARAM_ANGULAR_LOWER_LIMIT, -PI * 0.4)
joint.set_param_x(Generic6DOFJoint3D.PARAM_ANGULAR_UPPER_LIMIT, PI * 0.4)
joint.set_flag_y(Generic6DOFJoint3D.FLAG_ENABLE_ANGULAR_LIMIT, true)
joint.set_param_y(Generic6DOFJoint3D.PARAM_ANGULAR_LOWER_LIMIT, -PI * 0.2)
joint.set_param_y(Generic6DOFJoint3D.PARAM_ANGULAR_UPPER_LIMIT, PI * 0.2)
joint.set_flag_z(Generic6DOFJoint3D.FLAG_ENABLE_ANGULAR_LIMIT, true)
joint.set_param_z(Generic6DOFJoint3D.PARAM_ANGULAR_LOWER_LIMIT, -PI * 0.2)
joint.set_param_z(Generic6DOFJoint3D.PARAM_ANGULAR_UPPER_LIMIT, PI * 0.2)
func _create_hinge(node_a: RigidBody3D, node_b: RigidBody3D, pos: Vector3, lower_lim: float, upper_lim: float) -> void:
var joint = Generic6DOFJoint3D.new()
add_child(joint)
joint.position = pos
joint.node_a = node_a.get_path()
joint.node_b = node_b.get_path()
joint.set_flag_x(Generic6DOFJoint3D.FLAG_ENABLE_LINEAR_LIMIT, true)
joint.set_flag_y(Generic6DOFJoint3D.FLAG_ENABLE_LINEAR_LIMIT, true)
joint.set_flag_z(Generic6DOFJoint3D.FLAG_ENABLE_LINEAR_LIMIT, true)
# Allow X rotation for the hinge (knee/elbow)
joint.set_flag_x(Generic6DOFJoint3D.FLAG_ENABLE_ANGULAR_LIMIT, true)
joint.set_param_x(Generic6DOFJoint3D.PARAM_ANGULAR_LOWER_LIMIT, lower_lim)
joint.set_param_x(Generic6DOFJoint3D.PARAM_ANGULAR_UPPER_LIMIT, upper_lim)
# Lock Y and Z
joint.set_flag_y(Generic6DOFJoint3D.FLAG_ENABLE_ANGULAR_LIMIT, true)
joint.set_param_y(Generic6DOFJoint3D.PARAM_ANGULAR_LOWER_LIMIT, 0.0)
joint.set_param_y(Generic6DOFJoint3D.PARAM_ANGULAR_UPPER_LIMIT, 0.0)
joint.set_flag_z(Generic6DOFJoint3D.FLAG_ENABLE_ANGULAR_LIMIT, true)
joint.set_param_z(Generic6DOFJoint3D.PARAM_ANGULAR_LOWER_LIMIT, 0.0)
joint.set_param_z(Generic6DOFJoint3D.PARAM_ANGULAR_UPPER_LIMIT, 0.0)