Implement Phase 8: Rig Relocation and Component Modularization

- Moved the rig scene from `res://master_rig.tscn` to `res://scenes/stickman_rig.tscn`, preserving its UID.
- Split the `StickmanRig` controller into three components: `StickmanLocomotion`, `StickmanRagdoll`, and `StickmanActionRunner`.
- Updated the architecture to ensure `StickmanRig` acts as the public facade for the new components.
- Created a new test suite `test_phase8_rig_modularization.gd` to verify the integrity of the relocated rig and its components.
- Added checks for scene loading, component resolution, action queue delegation, and state authority.
This commit is contained in:
2026-09-18 14:11:53 -04:00
parent 9a22322dba
commit db4ff8d939
29 changed files with 2820 additions and 2747 deletions
+1 -1
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@@ -25,7 +25,7 @@ const POSE_PATHS: Dictionary = {
const POSE_MARKERS: Array[String] = ["Torso", "Head", "Left_Hand", "Right_Hand", "Left_Leg", "Right_Leg"]
## Pose templates (rig-local). POSE_DOWN is a generic "lying on back" rest pose;
## POSE_STANDING matches master_rig.tscn's authored IK-target defaults. The
## POSE_STANDING matches scenes/stickman_rig.tscn's authored IK-target defaults. The
## baked stand_up is an authored reference only — runtime recovery tweens the
## IK targets directly from the captured ragdoll pose instead.
const POSE_DOWN: Dictionary = {
+3 -3
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@@ -3,7 +3,7 @@ extends Node2D
## PhysicsTestHarness - Standalone vector-terrain physics test scene (Phase 2).
##
## Builds flat ground, an angled ramp and stepped terrain via the TerrainUtils
## factory, spawns a master_rig.tscn instance standing on the flat ground, and
## factory, spawns a scenes/stickman_rig.tscn instance standing on the flat ground, and
## provides camera zoom/pan input plus a top-bar UI (spawn buttons, a
## Stickman/Ragdoll mode toggle, and a "Knock Up" force button). NOT wired into
## the editor — run standalone via F6 on res://scenes/physics_test_harness.tscn.
@@ -16,7 +16,7 @@ const MIN_ZOOM: float = 0.25
const MAX_ZOOM: float = 3.0
const ZOOM_STEP: float = 1.10
const RIG_SCENE := preload("res://master_rig.tscn")
const RIG_SCENE := preload("res://scenes/stickman_rig.tscn")
## Preloaded prop scripts: resolved via preload (not the global class registry)
## so the harness compiles even when the editor's class cache is stale.
@@ -251,7 +251,7 @@ func _build_environment() -> void:
func _spawn_rig() -> void:
var rig := RIG_SCENE.instantiate() as StickmanRig
if rig == null:
push_warning("PhysicsTestHarness: failed to instantiate master_rig.tscn.")
push_warning("PhysicsTestHarness: failed to instantiate scenes/stickman_rig.tscn.")
return
rig.position = RIG_SPAWN_POSITION
# Manual recovery only ("Recover Now"): auto-recover is left off so the
+6 -6
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@@ -2803,17 +2803,17 @@ func _action_hint_text() -> String:
func _action_origin() -> Vector2:
if _pending_walk_target:
if _context_rig != null and is_instance_valid(_context_rig):
return _context_rig.global_position - STICKMAN_RIG.FOOT_OFFSET
return _context_rig.global_position - StickmanLocomotion.FOOT_OFFSET
return Vector2.ZERO
if _capture_kind != CaptureKind.NONE:
if _walk_edit_rig != null and is_instance_valid(_walk_edit_rig):
return _walk_edit_rig.global_position - STICKMAN_RIG.FOOT_OFFSET
return _walk_edit_rig.global_position - StickmanLocomotion.FOOT_OFFSET
if _panel_rig != null and is_instance_valid(_panel_rig):
return _panel_rig.global_position - STICKMAN_RIG.FOOT_OFFSET
return _panel_rig.global_position - StickmanLocomotion.FOOT_OFFSET
return Vector2.ZERO
if _rule_step != RuleStep.IDLE:
if _rule_context_rig != null and is_instance_valid(_rule_context_rig):
return _rule_context_rig.global_position - STICKMAN_RIG.FOOT_OFFSET
return _rule_context_rig.global_position - StickmanLocomotion.FOOT_OFFSET
var trigger: Dictionary = _rule_builder.get("trigger", {})
var src := instance_from_id(int(trigger.get("source", -1)))
if src is Node2D and is_instance_valid(src):
@@ -3467,7 +3467,7 @@ func _update_area_entry() -> void:
## Stickman point = feet (root - FOOT_OFFSET); prop point = global position.
func _movable_point(node: Node2D) -> Vector2:
if node is STICKMAN_RIG:
return node.global_position - StickmanRig.FOOT_OFFSET
return node.global_position - StickmanLocomotion.FOOT_OFFSET
return node.global_position
@@ -3636,7 +3636,7 @@ func _begin_walk_edit(rig: StickmanRig, index: int, from_panel: bool) -> void:
_walk_edit_index = index
_walk_edit_from_panel = from_panel
var queue := rig.get_queue()
var pos: Vector2 = queue[index].get("target", rig.global_position - STICKMAN_RIG.FOOT_OFFSET)
var pos: Vector2 = queue[index].get("target", rig.global_position - StickmanLocomotion.FOOT_OFFSET)
_director_visuals.set_edit_waypoint(pos)
_begin_capture(CaptureKind.POSITION, "🚩 Click the new waypoint position (Esc or RMB to cancel)", _on_walk_edit_captured, _cb_walk_edit_cancel)
+3 -3
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@@ -144,7 +144,7 @@ func hit_test_waypoint_action(world_pos: Vector2) -> Dictionary:
var queue := rig.get_queue()
if queue.is_empty():
continue
var current := rig.global_position - STICKMAN_RIG.FOOT_OFFSET
var current: Vector2 = rig.global_position - StickmanLocomotion.FOOT_OFFSET
for i: int in queue.size():
var action: Dictionary = queue[i]
if String(action.get("type", "")) == "walk_to":
@@ -192,7 +192,7 @@ func _draw_rig_queue(rig: StickmanRig, zoom: float) -> void:
if queue.is_empty():
return
# Feet position = rig root - FOOT_OFFSET (FOOT_OFFSET maps feet -> root).
var current := rig.global_position - STICKMAN_RIG.FOOT_OFFSET
var current: Vector2 = rig.global_position - StickmanLocomotion.FOOT_OFFSET
var stack := 0
for i: int in queue.size():
var action: Dictionary = queue[i]
@@ -271,7 +271,7 @@ func _collect_waypoints() -> Array[Vector2]:
var queue := rig.get_queue()
if queue.is_empty():
continue
var current := rig.global_position - STICKMAN_RIG.FOOT_OFFSET
var current: Vector2 = rig.global_position - StickmanLocomotion.FOOT_OFFSET
for i: int in queue.size():
var action: Dictionary = queue[i]
if String(action.get("type", "")) == "walk_to":
+306
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@@ -0,0 +1,306 @@
class_name StickmanActionRunner
extends Node
## Owns authored and reactive action execution plus the shared speech bubble.
## StickmanRig remains the public facade; this node only calls down into
## locomotion and signals requests back to the facade.
const ACTION_REGISTRY := preload("res://scripts/action_registry.gd")
const SPEECH_BUBBLE_SCRIPT := preload("res://scripts/stickman_speech_bubble.gd")
const SPEECH_BUBBLE_OFFSET := Vector2(0.0, -640.0)
enum RunnerState { IDLE, EXECUTING }
enum ActionPhase { NONE, WALKING, SPEAKING, WAITING, RAGDOLLING, RECOVERING }
signal action_started(action: Dictionary, index: int)
signal action_finished(action: Dictionary, index: int)
signal queue_finished
signal queue_changed
signal speech_finished
signal ragdoll_requested(enabled: bool)
signal recovery_requested
var action_queue: Array[Dictionary] = []
var _rig: StickmanRig = null
var _locomotion: StickmanLocomotion = null
var _runner_state: RunnerState = RunnerState.IDLE
var _action_phase: ActionPhase = ActionPhase.NONE
var _current_index: int = -1
var _run_queue: Array[Dictionary] = []
var _current_run_item: Dictionary = {}
var _run_cursor: int = 0
var _phase_timer: float = 0.0
var _primary_speech: Dictionary = {}
var _overlay_speech: Dictionary = {}
var _speech_bubble: Node2D = null
func configure(rig: StickmanRig, locomotion: StickmanLocomotion) -> void:
_rig = rig
_locomotion = locomotion
func tick(delta: float, rig_state: int, ragdoll_at_rest: bool) -> void:
_update_speech(delta)
if _runner_state != RunnerState.EXECUTING or _is_blocked():
return
match _action_phase:
ActionPhase.NONE:
_advance_to_next_action()
ActionPhase.WALKING:
if _locomotion != null and _locomotion.consume_walk_completed():
_finish_action()
ActionPhase.SPEAKING:
if _primary_speech.is_empty():
_finish_action()
ActionPhase.WAITING:
_phase_timer -= delta
if _phase_timer <= 0.0:
_finish_action()
ActionPhase.RAGDOLLING:
if ragdoll_at_rest:
_finish_action()
ActionPhase.RECOVERING:
if rig_state == StickmanRig.RigState.ANIMATED:
_finish_action()
func speak(text: String, duration: float) -> void:
_primary_speech = {"text": text, "time_left": maxf(duration, 0.0)}
_show_visible_speech()
func speak_overlay(text: String, duration: float) -> void:
_overlay_speech = {"text": text, "time_left": maxf(duration, 0.0)}
_show_visible_speech()
func hide_speech() -> void:
_primary_speech.clear()
_overlay_speech.clear()
if _speech_bubble != null and is_instance_valid(_speech_bubble):
_speech_bubble.hide_bubble()
func sync_facing(profile: int) -> void:
if _speech_bubble != null and is_instance_valid(_speech_bubble):
_speech_bubble.scale = Vector2(-1.0, 1.0) if profile == StickmanRig.FacingProfile.LEFT else Vector2.ONE
func queue_action(action: Dictionary) -> void:
action_queue.append(action)
queue_changed.emit()
func clear_queue() -> void:
action_queue.clear()
queue_changed.emit()
func get_queue() -> Array[Dictionary]:
return action_queue.duplicate(true)
func remove_action(index: int) -> void:
if index < 0 or index >= action_queue.size():
push_warning("StickmanActionRunner: remove_action index %d out of range." % index)
return
action_queue.remove_at(index)
queue_changed.emit()
func insert_action(index: int, action: Dictionary) -> void:
action_queue.insert(clampi(index, 0, action_queue.size()), action)
queue_changed.emit()
func queue_size() -> int:
return action_queue.size()
func enqueue_reactive(actions: Array[Dictionary]) -> void:
if actions.is_empty():
return
if _run_queue.is_empty() and _runner_state == RunnerState.IDLE:
for index: int in action_queue.size():
_run_queue.append({"action": action_queue[index].duplicate(true), "queue_index": index, "reactive": false})
_run_cursor = 0
var primary: Array[Dictionary] = []
var takeover_seen: bool = false
for action: Dictionary in actions:
var role: int = ACTION_REGISTRY.reactive_role(action)
if role == ACTION_REGISTRY.ReactiveRole.OVERLAY:
speak_overlay(String(action.get("text", "")), float(action.get("duration", 2.0)))
continue
if role == ACTION_REGISTRY.ReactiveRole.TAKEOVER:
if not takeover_seen:
takeover_seen = true
_cancel_current_primary()
_overlay_speech.clear()
hide_speech()
var kept: Array[Dictionary] = []
for item: Dictionary in _run_queue.slice(_run_cursor):
if not bool(item.get("reactive", false)):
kept.append(item)
_run_queue = kept
_run_cursor = 0
primary.clear()
primary.append(action.duplicate(true))
if primary.is_empty():
return
if not takeover_seen:
_cancel_current_primary()
var injected: Array[Dictionary] = []
for action: Dictionary in primary:
injected.append({"action": action, "queue_index": -1, "reactive": true})
_run_queue = injected + _run_queue.slice(_run_cursor)
_run_cursor = 0
_runner_state = RunnerState.EXECUTING
_action_phase = ActionPhase.NONE
func clear_reactive_actions() -> void:
var runtime_kept: Array[Dictionary] = []
for item: Dictionary in _run_queue:
if not bool(item.get("reactive", false)):
runtime_kept.append(item)
_run_queue = runtime_kept
_run_cursor = mini(_run_cursor, _run_queue.size())
var kept: Array[Dictionary] = []
for action: Dictionary in action_queue:
if not bool(action.get("reactive", false)):
kept.append(action)
if kept.size() != action_queue.size():
action_queue = kept
queue_changed.emit()
func start_queue() -> void:
if _runner_state == RunnerState.EXECUTING:
return
if action_queue.is_empty():
queue_finished.emit()
return
_runner_state = RunnerState.EXECUTING
_action_phase = ActionPhase.NONE
_current_index = -1
_run_queue.clear()
for index: int in action_queue.size():
_run_queue.append({"action": action_queue[index].duplicate(true), "queue_index": index, "reactive": false})
_run_cursor = 0
_current_run_item.clear()
func stop_queue() -> void:
_cancel_current_primary()
hide_speech()
_run_queue.clear()
_current_run_item.clear()
_runner_state = RunnerState.IDLE
_action_phase = ActionPhase.NONE
_current_index = -1
func is_queue_running() -> bool:
return _runner_state == RunnerState.EXECUTING
func get_current_index() -> int:
return _current_index
func _advance_to_next_action() -> void:
if _run_cursor >= _run_queue.size():
_runner_state = RunnerState.IDLE
_action_phase = ActionPhase.NONE
_current_index = -1
queue_finished.emit()
return
_current_run_item = _run_queue[_run_cursor]
_run_cursor += 1
var action: Dictionary = _current_run_item.get("action", {})
_current_index = int(_current_run_item.get("queue_index", -1))
action_started.emit(action, _current_index)
_begin_action(action)
func _begin_action(action: Dictionary) -> void:
match String(action.get("type", "")):
"walk_to":
_action_phase = ActionPhase.WALKING
if _locomotion == null or not _locomotion.walk_to(action.get("target", Vector2.ZERO), float(action.get("speed", -1.0))):
_finish_action()
"speak":
_action_phase = ActionPhase.SPEAKING
speak(String(action.get("text", "")), float(action.get("duration", 2.0)))
"wait":
_phase_timer = float(action.get("duration", 0.0))
_action_phase = ActionPhase.WAITING
"ragdoll":
_action_phase = ActionPhase.RAGDOLLING
ragdoll_requested.emit(true)
"recover":
_action_phase = ActionPhase.RECOVERING
recovery_requested.emit()
_:
push_warning("StickmanActionRunner: unknown action type '%s'; skipped." % String(action.get("type", "")))
_finish_action()
func _finish_action() -> void:
var finished: Dictionary = _current_run_item.get("action", {})
var index: int = int(_current_run_item.get("queue_index", -1))
_action_phase = ActionPhase.NONE
_current_run_item.clear()
_current_index = -1
if not finished.is_empty():
action_finished.emit(finished, index)
func _cancel_current_primary() -> void:
if _locomotion != null:
_locomotion.cancel_walk(not _is_blocked())
_primary_speech.clear()
_phase_timer = 0.0
_action_phase = ActionPhase.NONE
_current_run_item.clear()
_current_index = -1
if _overlay_speech.is_empty() and _speech_bubble != null and is_instance_valid(_speech_bubble):
_speech_bubble.hide_bubble()
func _is_blocked() -> bool:
return _locomotion != null and _locomotion.is_action_blocked()
func _update_speech(delta: float) -> void:
var visible_owner_changed: bool = false
if not _primary_speech.is_empty() and not _is_blocked():
_primary_speech["time_left"] = float(_primary_speech.get("time_left", 0.0)) - delta
if float(_primary_speech["time_left"]) <= 0.0:
_primary_speech.clear()
speech_finished.emit()
if not _overlay_speech.is_empty():
_overlay_speech["time_left"] = float(_overlay_speech.get("time_left", 0.0)) - delta
if float(_overlay_speech["time_left"]) <= 0.0:
_overlay_speech.clear()
visible_owner_changed = true
speech_finished.emit()
if _overlay_speech.is_empty() and _primary_speech.is_empty():
if _speech_bubble != null and is_instance_valid(_speech_bubble):
_speech_bubble.hide_bubble()
elif visible_owner_changed and _overlay_speech.is_empty():
_show_visible_speech()
func _show_visible_speech() -> void:
if _rig == null:
return
if _speech_bubble == null or not is_instance_valid(_speech_bubble):
_speech_bubble = SPEECH_BUBBLE_SCRIPT.new() as Node2D
_speech_bubble.name = "SpeechBubble"
_speech_bubble.position = SPEECH_BUBBLE_OFFSET
_rig.add_child(_speech_bubble)
sync_facing(_rig.facing_profile)
var visible_speech: Dictionary = _overlay_speech if not _overlay_speech.is_empty() else _primary_speech
if not visible_speech.is_empty():
_speech_bubble.show_text(String(visible_speech.get("text", "")))
+1
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@@ -0,0 +1 @@
uid://bd0gqgr5oyu3g
+1 -1
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@@ -53,7 +53,7 @@ const FILE_FILTER := "*.stk ; Stickman Files"
const SUPPORTED_VERSIONS: Array[String] = ["1.0", "1.1", "1.2", "1.3", "1.4", "1.5"]
# Phase 8: rig proportions (master_rig.tscn rest pose — see spec §2).
# Phase 8: rig proportions (scenes/stickman_rig.tscn rest pose — see spec §2).
const PROPORTIONS: Dictionary = {
"upper_arm_length": 168.0,
"lower_arm_length": 200.0,
+2 -2
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@@ -3,7 +3,7 @@ extends RefCounted
## StickmanFactory - Runtime factory for spawning rig instances from .stk files
## (Phase 9).
##
## Loads a versioned .stk JSON dictionary and instantiates a master_rig.tscn,
## Loads a versioned .stk JSON dictionary and instantiates scenes/stickman_rig.tscn,
## adapting it via StkRigAdapter. Consumed by the standalone test harness, not
## referenced by the editor.
@@ -11,7 +11,7 @@ extends RefCounted
# Constants
# ---------------------------------------------------------------------------
const RIG_SCENE := preload("res://master_rig.tscn")
const RIG_SCENE := preload("res://scenes/stickman_rig.tscn")
# ---------------------------------------------------------------------------
# Public API
+763
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@@ -0,0 +1,763 @@
class_name StickmanLocomotion
extends Node
## Owns navigation, walking/gait, terrain following, animated falls, and landings.
## StickmanRig schedules this component and exposes its public facade.
enum TerrainMotion { DISABLED, AIRBORNE, GROUNDED, LANDING_IMPACT }
const TERRAIN_PROBE_UP: float = 96.0
const TERRAIN_PROBE_DOWN: float = 700.0
const TERRAIN_NORMAL_MIN_Y: float = -0.15
const TERRAIN_SUPPORT_RANGE: float = 160.0
const TERRAIN_MAX_FOOT_SURFACE_DROP: float = 72.0
const TERRAIN_FOOT_GUARD_HEIGHT: float = 24.0
const TERRAIN_CENTER_PROBE_OFFSETS: Array[float] = [-24.0, 0.0, 24.0]
const TERRAIN_FOOT_PROBE_OFFSETS: Array[float] = [-4.0, 0.0, 4.0]
const TERRAIN_GRAVITY: float = 1400.0
const TERRAIN_MAX_FALL_SPEED: float = 1800.0
const RECOVERY_PROBE_START_OFFSET: float = 50.0
const RECOVERY_PROBE_END_OFFSET: float = 1500.0
const RECOVERY_PROBE_TOLERANCE: float = 200.0
const RECOVERY_PROBE_X_OFFSETS: Array[float] = [0.0, 25.0, -25.0, 50.0, -50.0, 100.0, -100.0]
const AIR_DRAG_X: float = 0.75
const AIR_POSE_START_SPEED: float = 240.0
const AIR_POSE_FULL_SPEED: float = 1200.0
const AIR_POSE_RESPONSE: float = 10.0
const AIR_HAND_FORWARD: float = 220.0
const AIR_HAND_FORWARD_START_SPEED: float = 80.0
const AIR_HAND_FORWARD_FULL_SPEED: float = 520.0
const AIR_HAND_LIFT: float = 680.0
const AIR_HAND_FLAIL_AMPLITUDE: Vector2 = Vector2(20.0, 16.0)
const AIR_FOOT_FLAIL_AMPLITUDE: Vector2 = Vector2(14.0, 10.0)
const AIR_FLAIL_HZ: float = 12.0
const HARD_LANDING_MIN_FALL_HEIGHT: float = 80.0
const HARD_LANDING_MAX_FALL_HEIGHT: float = 900.0
const LANDING_COMPRESSION_MIN: float = 32.0
const LANDING_COMPRESSION_MAX: float = 160.0
const LANDING_HAND_DROP_MIN: float = 270.0
const LANDING_HAND_DROP_MAX: float = 520.0
const LANDING_COMPRESS_DURATION: float = 0.08
const LANDING_RECOVER_DURATION: float = 0.22
const PELVIS_MAX_OFFSET: float = 240.0
const PELVIS_RESPONSE: float = 10.0
const FOOT_OFFSET: Vector2 = Vector2(0.0, -385.0)
const NAV_AGENT_LOCAL_POS: Vector2 = Vector2(0.0, 385.0)
const ARRIVE_DISTANCE: float = 8.0
const NAV_PATH_DESIRED_DISTANCE: float = 8.0
const NAV_TARGET_DESIRED_DISTANCE: float = 12.0
const LATCH_PROBE_MAX_FRAMES: int = 6
const WALK_CYCLE_DURATION: float = 0.8
const HEAD_COLLISION_RADIUS: float = 90.0
const TORSO_COLLISION_RADIUS: float = 20.0
const ARM_COLLISION_RADIUS: float = 12.0
const LEG_COLLISION_RADIUS: float = 14.0
const HEAD_COLLISION_FALLBACK_CENTER: Vector2 = Vector2(0.0, -72.0)
const COLLISION_LAYER: int = 1
const COLLISION_PARTS: Dictionary = {
"head": {"visual": "Head", "bone": "Torso/Head", "shape": "circle", "radius": HEAD_COLLISION_RADIUS},
"torso": {"visual": "Body", "bone": "Torso", "shape": "capsule", "radius": TORSO_COLLISION_RADIUS},
"left_upper_arm": {"visual": "LeftUpperArm", "bone": "Torso/LeftUpperArm", "shape": "capsule", "radius": ARM_COLLISION_RADIUS},
"left_lower_arm": {"visual": "LeftLowerArm", "bone": "Torso/LeftUpperArm/LeftLowerArm", "shape": "capsule", "radius": ARM_COLLISION_RADIUS},
"right_upper_arm": {"visual": "RightUpperArm", "bone": "Torso/RightUpperArm", "shape": "capsule", "radius": ARM_COLLISION_RADIUS},
"right_lower_arm": {"visual": "RightLowerArm", "bone": "Torso/RightUpperArm/RightLowerArm", "shape": "capsule", "radius": ARM_COLLISION_RADIUS},
"left_upper_leg": {"visual": "LeftUpperLeg", "bone": "Torso/LeftUpperLeg", "shape": "capsule", "radius": LEG_COLLISION_RADIUS},
"left_lower_leg": {"visual": "LeftLowerLeg", "bone": "Torso/LeftUpperLeg/LeftLowerLeg", "shape": "capsule", "radius": LEG_COLLISION_RADIUS},
"right_upper_leg": {"visual": "RightUpperLeg", "bone": "Torso/RightUpperLeg", "shape": "capsule", "radius": LEG_COLLISION_RADIUS},
"right_lower_leg": {"visual": "RightLowerLeg", "bone": "Torso/RightUpperLeg/RightLowerLeg", "shape": "capsule", "radius": LEG_COLLISION_RADIUS},
}
const REACTION_BASE_ANGLE: float = 0.35
const REACTION_REFERENCE_SPEED: float = 400.0
const REACTION_MAX_ANGLE: float = 0.6
const REACTION_LOCAL_X_EPSILON: float = 0.05
const REACTION_TARGETS: Dictionary = {
"head": [{"joint": "Head", "weight": 1.0, "decay": 0.50}],
"torso": [{"joint": "Torso", "weight": 0.5, "decay": 0.40}],
"left_upper_arm": [{"joint": "LeftUpperArm", "weight": 1.0, "decay": 0.40}],
"left_lower_arm": [{"joint": "LeftLowerArm", "weight": 1.0, "decay": 0.35}, {"joint": "LeftUpperArm", "weight": 0.4, "decay": 0.25}],
"right_upper_arm": [{"joint": "RightUpperArm", "weight": 1.0, "decay": 0.40}],
"right_lower_arm": [{"joint": "RightLowerArm", "weight": 1.0, "decay": 0.35}, {"joint": "RightUpperArm", "weight": 0.4, "decay": 0.25}],
"left_upper_leg": [{"joint": "LeftUpperLeg", "weight": 1.0, "decay": 0.40}],
"left_lower_leg": [{"joint": "LeftLowerLeg", "weight": 1.0, "decay": 0.35}, {"joint": "LeftUpperLeg", "weight": 0.4, "decay": 0.25}],
"right_upper_leg": [{"joint": "RightUpperLeg", "weight": 1.0, "decay": 0.40}],
"right_lower_leg": [{"joint": "RightLowerLeg", "weight": 1.0, "decay": 0.35}, {"joint": "RightUpperLeg", "weight": 0.4, "decay": 0.25}],
}
signal arrived(target: Vector2)
var _rig: StickmanRig = null
var foot_contacts: Dictionary = {"Left_Leg": {"valid": false, "locked": false}, "Right_Leg": {"valid": false, "locked": false}}
var terrain_pelvis_offset: float = 0.0
var terrain_air_velocity: Vector2 = Vector2.ZERO
var terrain_motion: TerrainMotion = TerrainMotion.DISABLED
var terrain_following_enabled: bool = false
var _air_time: float = 0.0
var air_pose_weight: float = 0.0
var air_pose_base: Dictionary = {}
var _air_entry_root_y: float = 0.0
var air_fall_distance: float = 0.0
var _landing_elapsed: float = 0.0
var landing_compression: float = 0.0
var _landing_hand_drop: float = 0.0
var _landing_torso_base: Vector2 = Vector2.ZERO
var _landing_hand_start: Dictionary = {}
var _landing_contacts: Dictionary = {}
var _terrain_paused_walk_animation: bool = false
var _nav_agent: NavigationAgent2D = null
var _nav_anchor: Node2D = null
var _walking: bool = false
var _walk_target_feet: Vector2 = Vector2.ZERO
var _walk_speed_current: float = 300.0
var _walk_mode: String = "nav"
var _walk_mode_latched: bool = false
var _walk_latch_probe_frames: int = 0
var _walk_settle_frames: int = 0
var _walk_done: bool = false
var _leg_base_markers: Dictionary = {}
var _last_grounded_walk_velocity_x: float = 0.0
var collision_bodies: Dictionary = {}
var collision_lengths: Dictionary = {}
var _collision_visuals: Dictionary = {}
var reaction_bones: Dictionary = {}
var impact_reactions: Dictionary = {}
func configure(rig: StickmanRig) -> void:
_rig = rig
for leg_name: String in ["Left_Leg", "Right_Leg"]:
var base: Marker2D = _rig.get_node_or_null(NodePath("AnimationTargets/%s_Base" % leg_name)) as Marker2D
if base == null:
push_warning("StickmanLocomotion: missing AnimationTargets/%s_Base." % leg_name)
else:
_leg_base_markers[leg_name] = base
_nav_anchor = Node2D.new()
_nav_anchor.name = "NavigationAgentAnchor"
_nav_anchor.position = NAV_AGENT_LOCAL_POS
_rig.add_child(_nav_anchor)
_nav_agent = NavigationAgent2D.new()
_nav_agent.name = "NavigationAgent2D"
_nav_agent.path_desired_distance = NAV_PATH_DESIRED_DISTANCE
_nav_agent.target_desired_distance = NAV_TARGET_DESIRED_DISTANCE
_nav_agent.path_max_distance = 100.0
_nav_agent.max_speed = _rig.walk_speed
_nav_agent.avoidance_enabled = false
_nav_anchor.add_child(_nav_agent)
func setup_collision_bodies() -> void:
collision_bodies.clear()
collision_lengths.clear()
_collision_visuals.clear()
reaction_bones.clear()
if _rig == null or _rig._body_container == null or _rig._skeleton == null:
return
for key: String in COLLISION_PARTS:
var definition: Dictionary = COLLISION_PARTS[key]
var bone: Bone2D = _rig._skeleton.get_node_or_null(NodePath(str(definition["bone"]))) as Bone2D
if bone == null or not is_instance_valid(bone):
push_warning("StickmanLocomotion: missing reaction bone '%s'." % str(definition["bone"]))
continue
var joint_name: String = "Torso" if str(definition["visual"]) == "Body" else str(definition["visual"])
reaction_bones[joint_name] = bone
var visual: Node2D = _rig._body_container.get_node_or_null(NodePath(str(definition["visual"]))) as Node2D
if visual == null:
push_warning("StickmanLocomotion: missing collision visual for '%s'." % key)
continue
var proxy := AnimatableBody2D.new()
proxy.name = "CollisionBody"
proxy.collision_layer = COLLISION_LAYER
proxy.collision_mask = COLLISION_LAYER
proxy.sync_to_physics = false
proxy.set_meta("stickman_rig", _rig)
proxy.set_meta("part_name", key)
var shape_node := CollisionShape2D.new()
shape_node.name = "CollisionShape2D"
if str(definition["shape"]) == "circle":
var circle := CircleShape2D.new()
var bounds: Dictionary = mounted_visual_bounds_local(visual)
if bool(bounds["valid"]):
var rect: Rect2 = bounds["rect"] as Rect2
shape_node.position = rect.get_center()
circle.radius = maxf(float(definition["radius"]), maxf(rect.size.x, rect.size.y) * 0.5)
else:
shape_node.position = HEAD_COLLISION_FALLBACK_CENTER
circle.radius = float(definition["radius"])
shape_node.shape = circle
else:
var length: float = absf(_rig._head_bone.position.y) if key == "torso" and _rig._head_bone != null else bone.length
collision_lengths[key] = length
var capsule := CapsuleShape2D.new()
capsule.height = length
capsule.radius = float(definition["radius"])
shape_node.shape = capsule
shape_node.position = Vector2(0.0, length * 0.5)
proxy.add_child(shape_node)
visual.add_child(proxy)
proxy.top_level = true
proxy.global_transform = visual.global_transform
collision_bodies[key] = proxy
_collision_visuals[key] = visual
func sync_collision_bodies() -> void:
for key: String in collision_bodies:
var proxy: AnimatableBody2D = collision_bodies.get(key) as AnimatableBody2D
var visual: Node2D = _collision_visuals.get(key) as Node2D
if proxy != null and visual != null and is_instance_valid(proxy) and is_instance_valid(visual):
proxy.global_transform = visual.global_transform
func mounted_visual_bounds_local(part: Node2D) -> Dictionary:
var points: Array[Vector2] = []
var nodes: Array[Node] = [part]
while not nodes.is_empty():
var child: Node = nodes.pop_back()
if child is Line2D:
for point: Vector2 in (child as Line2D).points:
points.append(part.to_local((child as Node2D).to_global(point)))
elif child is Polygon2D:
for point: Vector2 in (child as Polygon2D).polygon:
points.append(part.to_local((child as Node2D).to_global(point)))
for grandchild: Node in child.get_children():
nodes.append(grandchild)
if points.is_empty():
return {"valid": false, "rect": Rect2()}
var rect := Rect2(points[0], Vector2.ZERO)
for point: Vector2 in points:
rect = rect.expand(point)
return {"valid": true, "rect": rect}
func set_collision_bodies_enabled(enabled: bool) -> void:
var layer: int = COLLISION_LAYER if enabled else 0
for proxy: AnimatableBody2D in collision_bodies.values():
if proxy != null and is_instance_valid(proxy):
proxy.collision_layer = layer
proxy.collision_mask = layer
func apply_collision_reaction(part_name: String, impact_direction: Vector2, impact_speed: float, impact_position: Vector2 = Vector2.INF) -> void:
if _rig == null or _rig.state != StickmanRig.RigState.ANIMATED or impact_direction.is_zero_approx() or impact_speed <= 0.0:
return
for target: Dictionary in REACTION_TARGETS.get(part_name, []):
var joint: String = str(target["joint"])
var bone: Bone2D = reaction_bones.get(joint) as Bone2D
if bone == null or not is_instance_valid(bone):
continue
var direction: float = collision_contact_direction(part_name, impact_position, impact_direction)
if is_zero_approx(direction):
var local_dir: Vector2 = bone.global_transform.affine_inverse().basis_xform(impact_direction).normalized()
direction = signf(local_dir.x) if absf(local_dir.x) > REACTION_LOCAL_X_EPSILON else 0.0
if is_zero_approx(direction): direction = -1.0 if joint.begins_with("Left") else 1.0
var angle: float = direction * minf(REACTION_MAX_ANGLE, REACTION_BASE_ANGLE * impact_speed / REACTION_REFERENCE_SPEED) * float(target["weight"])
var old: Dictionary = impact_reactions.get(joint, {})
if old.is_empty():
impact_reactions[joint] = {"angle": angle, "strength": 1.0, "decay": float(target["decay"]), "base_rotation": bone.rotation}
else:
if absf(angle) >= absf(float(old.get("angle", 0.0))):
old["angle"] = angle
old["decay"] = float(target["decay"])
old["strength"] = 1.0
impact_reactions[joint] = old
func collision_contact_direction(part_name: String, impact_position: Vector2, impact_direction: Vector2) -> float:
if not impact_position.is_finite(): return 0.0
var proxy: AnimatableBody2D = collision_bodies.get(part_name) as AnimatableBody2D
if proxy == null or not is_instance_valid(proxy): return 0.0
var shape_node: CollisionShape2D = proxy.get_node_or_null(NodePath("CollisionShape2D")) as CollisionShape2D
if shape_node == null: return 0.0
var side: float = proxy.to_local(impact_position).x - shape_node.position.x
if absf(side) <= REACTION_LOCAL_X_EPSILON: return 0.0
var local_force: Vector2 = proxy.global_transform.affine_inverse().basis_xform(impact_direction).normalized()
return signf(side * local_force.y) if absf(local_force.y) > REACTION_LOCAL_X_EPSILON else signf(side)
func clear_impact_reactions(restore_bones: bool = false) -> void:
if restore_bones:
for joint: String in impact_reactions:
var reaction: Dictionary = impact_reactions[joint]
var bone: Bone2D = reaction_bones.get(joint) as Bone2D
if bone != null and is_instance_valid(bone) and reaction.has("base_rotation"):
bone.rotation = float(reaction["base_rotation"])
impact_reactions.clear()
func apply_impact_reactions(delta: float) -> void:
if _rig == null or _rig.state != StickmanRig.RigState.ANIMATED:
clear_impact_reactions()
return
for joint: String in impact_reactions.keys().duplicate():
var reaction: Dictionary = impact_reactions[joint]
var bone: Bone2D = reaction_bones.get(joint) as Bone2D
if bone == null or not is_instance_valid(bone):
impact_reactions.erase(joint)
continue
var base_rotation: float = float(reaction.get("base_rotation", bone.rotation))
bone.rotation = base_rotation + float(reaction["angle"]) * float(reaction["strength"])
reaction["strength"] = float(reaction["strength"]) - delta / maxf(float(reaction["decay"]), 0.001)
if float(reaction["strength"]) <= 0.0:
bone.rotation = base_rotation
impact_reactions.erase(joint)
else:
impact_reactions[joint] = reaction
func tick_movement(delta: float, _rig_state: int) -> void:
if _rig == null:
return
terrain_pelvis_offset = 0.0
if terrain_following_enabled and terrain_motion == TerrainMotion.GROUNDED:
_last_grounded_walk_velocity_x = 0.0
_update_walking(delta)
_update_terrain_following(delta)
_settle_walk_markers()
func tick_post_skeleton(delta: float, _rig_state: int) -> void:
if _rig != null:
apply_impact_reactions(delta)
sync_collision_bodies()
func walk_to(target: Vector2, speed: float = -1.0) -> bool:
if _rig == null or _rig.state != StickmanRig.RigState.ANIMATED:
push_warning("StickmanRig: walk_to ignored; not ANIMATED.")
return false
if _rig._is_action_queue_blocked():
push_warning("StickmanRig: walk_to ignored during landing impact.")
return false
if _nav_agent == null or _nav_anchor == null:
push_warning("StickmanLocomotion: walk_to ignored; navigation is unavailable.")
return false
_walk_target_feet = target
_walk_speed_current = speed if speed > 0.0 else _rig.walk_speed
_nav_agent.max_speed = _walk_speed_current
_nav_agent.target_position = target
var dx: float = target.x - _rig.global_position.x
if dx < -0.5:
_rig.set_facing_profile(StickmanRig.FacingProfile.LEFT)
elif dx > 0.5:
_rig.set_facing_profile(StickmanRig.FacingProfile.RIGHT)
_rig._set_limb_mods_enabled(true)
if _rig._anim_player != null and is_instance_valid(_rig._anim_player) and _rig._anim_player.has_animation("walk_right"):
_rig._anim_player.play("walk_right")
_walking = true
_walk_done = false
_walk_mode = "nav"
_walk_mode_latched = false
_walk_latch_probe_frames = 0
_walk_settle_frames = 0
return true
func cancel_walk(restore_idle_pose: bool = true) -> void:
if _rig == null:
return
var current_limb_rotations: Dictionary = _rig._capture_limb_rotations()
if _rig._anim_player != null and is_instance_valid(_rig._anim_player):
_rig._anim_player.stop(true)
if _nav_agent != null and _nav_anchor != null:
_nav_agent.target_position = _nav_anchor.global_position
_walking = false
_walk_done = false
_walk_mode_latched = false
_walk_latch_probe_frames = 0
_walk_settle_frames = 0
if restore_idle_pose:
_rig._apply_idle_limb_solver_mode(current_limb_rotations)
func is_walking() -> bool:
return _walking
func get_foot_offset() -> Vector2:
return FOOT_OFFSET
func consume_walk_completed() -> bool:
if not _walk_done:
return false
_walk_done = false
return true
func _update_walking(delta: float) -> void:
if not _walking:
return
if _rig.state != StickmanRig.RigState.ANIMATED:
cancel_walk(false)
return
if blocks_walking() or _nav_agent == null:
return
if NavigationServer2D.map_get_iteration_id(_nav_agent.get_navigation_map()) == 0:
return
if not _walk_mode_latched:
if _walk_latch_probe_frames < LATCH_PROBE_MAX_FRAMES:
_walk_latch_probe_frames += 1
_nav_agent.get_next_path_position()
if _nav_agent.is_target_reachable():
_walk_mode_latched = true
_walk_mode = "nav"
else:
return
else:
_walk_mode_latched = true
_walk_mode = "direct"
var next_feet: Vector2 = _nav_agent.get_next_path_position()
var final_root: Vector2 = _walk_target_feet + FOOT_OFFSET
var dist_to_final: float = absf(_rig.global_position.x - final_root.x)
var root_target: Vector2
if _walk_mode == "nav":
if _nav_agent.is_navigation_finished() and dist_to_final <= 2.0 * ARRIVE_DISTANCE:
_rig.global_position.x = final_root.x
_finish_walk()
return
# A freshly synchronized agent may yield its own feet as the first
# waypoint. Treat that zero-progress waypoint as the final segment.
var next_progress: float = next_feet.x - _rig.global_position.x
var remaining_progress: float = final_root.x - _rig.global_position.x
if dist_to_final <= 2.0 * ARRIVE_DISTANCE or remaining_progress * next_progress <= 0.0:
root_target = Vector2(final_root.x, _rig.global_position.y)
else:
root_target = Vector2(next_feet.x, _rig.global_position.y)
else:
root_target = Vector2(final_root.x, _rig.global_position.y)
var before_x: float = _rig.global_position.x
_rig.global_position = _rig.global_position.move_toward(root_target, _walk_speed_current * delta)
_last_grounded_walk_velocity_x = (_rig.global_position.x - before_x) / delta if delta > 0.0 else 0.0
if dist_to_final <= ARRIVE_DISTANCE or absf(_rig.global_position.x - final_root.x) <= ARRIVE_DISTANCE:
_rig.global_position.x = final_root.x
_finish_walk()
func _settle_walk_markers() -> void:
if _walk_settle_frames > 0:
_walk_settle_frames -= 1
_rig._restore_standing_markers()
func _finish_walk() -> void:
var final_limb_rotations: Dictionary = _rig._capture_limb_rotations()
if _rig._anim_player != null and is_instance_valid(_rig._anim_player):
_rig._anim_player.stop(true)
_walking = false
_rig._apply_idle_limb_solver_mode(final_limb_rotations)
_walk_settle_frames = 0
_walk_done = true
arrived.emit(_walk_target_feet)
func begin_terrain_fall() -> void:
if _rig == null:
return
terrain_following_enabled = true
terrain_pelvis_offset = 0.0
_terrain_paused_walk_animation = false
_enter_airborne(0.0)
_reset_foot_contacts()
func set_terrain_following_enabled(enabled: bool) -> void:
if enabled:
if terrain_motion == TerrainMotion.DISABLED:
begin_terrain_fall()
return
terrain_following_enabled = false
_cancel_landing_impact(true)
_restore_air_pose()
terrain_pelvis_offset = 0.0
terrain_air_velocity = Vector2.ZERO
terrain_motion = TerrainMotion.DISABLED
_terrain_paused_walk_animation = false
_reset_foot_contacts()
for leg_name: String in ["Left_Leg", "Right_Leg"]:
var base: Marker2D = _leg_base_markers.get(leg_name) as Marker2D
var target: Marker2D = _rig._get_ik_marker(leg_name)
if base != null and target != null:
target.position = base.position
func prepare_for_ragdoll() -> void:
if terrain_motion != TerrainMotion.DISABLED:
set_terrain_following_enabled(false)
func reset_for_ragdoll_handoff() -> void:
_cancel_landing_impact(false)
air_pose_base.clear()
air_pose_weight = 0.0
_air_time = 0.0
_air_entry_root_y = 0.0
air_fall_distance = 0.0
terrain_motion = TerrainMotion.DISABLED
terrain_air_velocity = Vector2.ZERO
func is_action_blocked() -> bool:
return terrain_motion == TerrainMotion.LANDING_IMPACT
func blocks_walking() -> bool:
return terrain_following_enabled and terrain_motion != TerrainMotion.GROUNDED
func _reset_foot_contacts() -> void:
for leg_name: String in foot_contacts:
foot_contacts[leg_name] = {"valid": false, "locked": false}
func _probe_terrain_below(world_point: Vector2, probe_down: float = TERRAIN_PROBE_DOWN) -> Dictionary:
var space_state: PhysicsDirectSpaceState2D = _rig.get_world_2d().direct_space_state
if space_state == null:
return {"valid": false}
var query := PhysicsRayQueryParameters2D.create(world_point + Vector2.UP * TERRAIN_PROBE_UP, world_point + Vector2.DOWN * probe_down)
query.collision_mask = 1
query.collide_with_areas = false
query.exclude = _rig.get_collision_body_rids()
var hit: Dictionary = space_state.intersect_ray(query)
if hit.is_empty() or not (hit.get("collider") is TerrainBlock):
return {"valid": false}
var normal: Vector2 = hit.get("normal", Vector2.ZERO)
if normal.y > TERRAIN_NORMAL_MIN_Y:
return {"valid": false}
return {"valid": true, "world_pos": hit.get("position", world_point), "normal": normal}
func _probe_terrain_fan(world_point: Vector2, offsets: Array[float]) -> Dictionary:
var best: Dictionary = {"valid": false}
for x_offset: float in offsets:
var hit: Dictionary = _probe_terrain_below(world_point + Vector2(x_offset, 0.0))
if bool(hit.get("valid", false)) and (not bool(best.get("valid", false)) or (hit["world_pos"] as Vector2).y < (best["world_pos"] as Vector2).y):
best = hit
return best
func probe_ground_y(world_x: float, top_y: float, bottom_y: float, exclude: Array[RID]) -> float:
var best_y := bottom_y
var best_distance := INF
if _rig == null:
return best_y
var space_state: PhysicsDirectSpaceState2D = _rig.get_world_2d().direct_space_state
if space_state == null:
return best_y
for offset: float in RECOVERY_PROBE_X_OFFSETS:
var query := PhysicsRayQueryParameters2D.create(
Vector2(world_x + offset, top_y - RECOVERY_PROBE_START_OFFSET),
Vector2(world_x + offset, bottom_y + RECOVERY_PROBE_END_OFFSET))
query.collision_mask = 1
query.collide_with_areas = false
query.collide_with_bodies = true
query.exclude = exclude
var hit := space_state.intersect_ray(query)
if hit.is_empty():
continue
var hit_position: Vector2 = hit.get("position", Vector2.ZERO)
if hit_position.y < top_y - RECOVERY_PROBE_TOLERANCE or hit_position.y > bottom_y + RECOVERY_PROBE_TOLERANCE:
continue
var distance := absf(hit_position.y - bottom_y)
if distance < best_distance:
best_distance = distance
best_y = hit_position.y
return best_y
func _stance_weight(leg_name: String) -> float:
if not _walking or _rig._anim_player == null:
return 1.0
var phase: float = fmod(_rig._anim_player.get_current_animation_position(), WALK_CYCLE_DURATION)
var right_weight: float = 0.5 + 0.5 * cos(TAU * phase / WALK_CYCLE_DURATION)
return right_weight if leg_name == "Right_Leg" else 1.0 - right_weight
func _update_terrain_following(delta: float) -> void:
if not terrain_following_enabled or _rig.state != StickmanRig.RigState.ANIMATED or _leg_base_markers.size() != 2:
terrain_pelvis_offset = 0.0
return
_rig._set_limb_mods_enabled(true)
var center_world: Vector2 = _rig.to_global(NAV_AGENT_LOCAL_POS)
var center_probe: Dictionary = _probe_terrain_fan(center_world, TERRAIN_CENTER_PROBE_OFFSETS)
var center_delta: float = (center_probe["world_pos"] as Vector2).y - center_world.y if bool(center_probe.get("valid", false)) else INF
var center_supported: bool = bool(center_probe.get("valid", false)) and absf(center_delta) <= TERRAIN_SUPPORT_RANGE
var center_surface_y: float = (center_probe["world_pos"] as Vector2).y if bool(center_probe.get("valid", false)) else INF
var solved: Dictionary = {}
for leg_name: String in ["Left_Leg", "Right_Leg"]:
var base: Marker2D = _leg_base_markers[leg_name] as Marker2D
var target: Marker2D = _rig._get_ik_marker(leg_name)
if base == null or target == null:
continue
var base_world: Vector2 = base.global_position
var probe: Dictionary = _probe_terrain_fan(base_world, TERRAIN_FOOT_PROBE_OFFSETS)
var probe_delta: float = (probe["world_pos"] as Vector2).y - base_world.y if bool(probe.get("valid", false)) else INF
var within_reach: bool = absf(probe_delta) <= PELVIS_MAX_OFFSET
if within_reach and center_supported:
within_reach = (probe["world_pos"] as Vector2).y <= center_surface_y + TERRAIN_MAX_FOOT_SURFACE_DROP
var stance: float = _stance_weight(leg_name)
var contact: Dictionary = foot_contacts[leg_name]
if stance >= 0.5 and bool(probe.get("valid", false)) and within_reach:
if not bool(contact.get("locked", false)):
contact = {"valid": true, "locked": true, "world_pos": probe["world_pos"], "normal": probe["normal"]}
elif (contact.get("world_pos", base_world) as Vector2).distance_to(probe["world_pos"]) > 2.0:
contact["world_pos"] = probe["world_pos"]
elif stance < 0.5 or not within_reach:
contact = {"valid": bool(probe.get("valid", false)), "locked": false}
foot_contacts[leg_name] = contact
var floor_world: Vector2 = contact.get("world_pos", base_world) as Vector2 if bool(contact.get("locked", false)) else probe.get("world_pos", base_world) as Vector2
solved[leg_name] = {"base_marker": base, "floor": floor_world, "surface": probe.get("world_pos", base_world) if within_reach else base_world, "surface_valid": bool(probe.get("valid", false)) and within_reach, "weight": stance, "target": target}
if terrain_motion == TerrainMotion.LANDING_IMPACT:
_update_landing_impact(delta)
return
if terrain_motion == TerrainMotion.AIRBORNE:
_update_airborne(delta, solved)
return
if not center_supported:
_enter_airborne(_last_grounded_walk_velocity_x)
_update_airborne(delta, solved)
return
terrain_pelvis_offset = lerpf(0.0, clampf(center_delta, -PELVIS_MAX_OFFSET, PELVIS_MAX_OFFSET), 1.0 - exp(-PELVIS_RESPONSE * delta))
terrain_motion = TerrainMotion.GROUNDED
terrain_air_velocity = Vector2.ZERO
_resume_walk_animation()
_rig.global_position.y += terrain_pelvis_offset
for leg_name: String in solved:
var item: Dictionary = solved[leg_name]
var base_after: Vector2 = (item["base_marker"] as Marker2D).global_position
var weight: float = float(item["weight"])
var surface: Vector2 = item["surface"] as Vector2
if bool(item["surface_valid"]):
weight = maxf(weight, smoothstep(0.0, 1.0, 1.0 - clampf((surface.y - base_after.y) / TERRAIN_FOOT_GUARD_HEIGHT, 0.0, 1.0)))
var wanted: Vector2 = base_after
wanted.y = lerpf(base_after.y, (item["floor"] as Vector2).y, weight)
if bool(item["surface_valid"]) and wanted.y > surface.y:
wanted.y = surface.y
(item["target"] as Marker2D).global_position = wanted
func _enter_airborne(horizontal_velocity: float) -> void:
if terrain_motion != TerrainMotion.AIRBORNE:
air_pose_base.clear()
for marker_name: String in ["Left_Hand", "Right_Hand", "Left_Leg", "Right_Leg"]:
var marker: Marker2D = _rig._get_ik_marker(marker_name)
if marker != null:
air_pose_base[marker_name] = marker.position
_air_time = 0.0
air_pose_weight = 0.0
_air_entry_root_y = _rig.global_position.y
air_fall_distance = 0.0
terrain_motion = TerrainMotion.AIRBORNE
terrain_air_velocity = Vector2(horizontal_velocity, 0.0)
if _walking and _rig._anim_player != null and _rig._anim_player.is_playing():
_rig._anim_player.pause()
_terrain_paused_walk_animation = true
_reset_foot_contacts()
func _update_airborne(delta: float, solved: Dictionary) -> void:
terrain_air_velocity.x *= exp(-AIR_DRAG_X * delta)
terrain_air_velocity.y = minf(terrain_air_velocity.y + TERRAIN_GRAVITY * delta, TERRAIN_MAX_FALL_SPEED)
_rig.global_position += _sweep_airborne_horizontal_motion(Vector2(terrain_air_velocity.x * delta, 0.0))
_rig.global_position.y += terrain_air_velocity.y * delta
air_fall_distance = maxf(air_fall_distance, _rig.global_position.y - _air_entry_root_y)
_air_time += delta
_apply_air_pose(delta)
var center_world: Vector2 = _rig.to_global(NAV_AGENT_LOCAL_POS)
var center_probe: Dictionary = _probe_terrain_fan(center_world, TERRAIN_CENTER_PROBE_OFFSETS)
var landing_delta: float = (center_probe["world_pos"] as Vector2).y - center_world.y if bool(center_probe.get("valid", false)) else INF
if bool(center_probe.get("valid", false)) and terrain_air_velocity.y >= 0.0 and landing_delta >= -TERRAIN_SUPPORT_RANGE and landing_delta <= TERRAIN_SUPPORT_RANGE + terrain_air_velocity.y * delta:
_rig.global_position.y += landing_delta
var speed: float = maxf(terrain_air_velocity.y, 0.0)
terrain_air_velocity = Vector2.ZERO
if air_fall_distance >= HARD_LANDING_MIN_FALL_HEIGHT:
_begin_landing(speed, center_probe, solved)
else:
_restore_air_pose()
terrain_motion = TerrainMotion.GROUNDED
_resume_walk_animation()
func _apply_air_pose(delta: float) -> void:
if air_pose_base.is_empty():
return
var speed: float = maxf(terrain_air_velocity.y, 0.0)
air_pose_weight = lerpf(air_pose_weight, smoothstep(AIR_POSE_START_SPEED, AIR_POSE_FULL_SPEED, speed), 1.0 - exp(-AIR_POSE_RESPONSE * delta))
var forward_weight: float = smoothstep(AIR_HAND_FORWARD_START_SPEED, AIR_HAND_FORWARD_FULL_SPEED, speed)
var phase: float = TAU * AIR_FLAIL_HZ * _air_time
for marker_name: String in air_pose_base:
var marker: Marker2D = _rig._get_ik_marker(marker_name)
if marker == null:
continue
var base: Vector2 = air_pose_base[marker_name]
var local_phase: float = phase + (PI if marker_name.begins_with("Right") else 0.0)
var offset: Vector2
if marker_name.ends_with("Hand"):
offset = Vector2(AIR_HAND_FORWARD * forward_weight, -AIR_HAND_LIFT * air_pose_weight) + Vector2(sin(local_phase) * AIR_HAND_FLAIL_AMPLITUDE.x, cos(local_phase) * AIR_HAND_FLAIL_AMPLITUDE.y) * air_pose_weight
marker.position = base + offset
else:
offset = Vector2(sin(local_phase) * AIR_FOOT_FLAIL_AMPLITUDE.x, cos(local_phase) * AIR_FOOT_FLAIL_AMPLITUDE.y)
marker.position = base + offset * air_pose_weight
func _sweep_airborne_horizontal_motion(motion: Vector2) -> Vector2:
if is_zero_approx(motion.x):
return motion
var space_state: PhysicsDirectSpaceState2D = _rig.get_world_2d().direct_space_state
if space_state == null:
return motion
var safe_fraction: float = 1.0
var excluded: Array[RID] = []
for own_proxy: AnimatableBody2D in collision_bodies.values():
if own_proxy != null and is_instance_valid(own_proxy):
var own_rid: RID = own_proxy.get_rid()
if own_rid.is_valid():
excluded.append(own_rid)
for proxy: AnimatableBody2D in collision_bodies.values():
if proxy == null or not is_instance_valid(proxy):
continue
var shape_node: CollisionShape2D = proxy.get_node_or_null(NodePath("CollisionShape2D")) as CollisionShape2D
if shape_node == null or shape_node.shape == null:
continue
var query := PhysicsShapeQueryParameters2D.new()
query.shape = shape_node.shape
query.transform = shape_node.global_transform
query.motion = motion
query.collision_mask = COLLISION_LAYER
query.exclude = excluded
var cast: PackedFloat32Array = space_state.cast_motion(query)
if cast.size() >= 1:
safe_fraction = minf(safe_fraction, cast[0])
if safe_fraction < 0.9999:
terrain_air_velocity.x = 0.0
return motion * safe_fraction
func _begin_landing(_impact_speed: float, center_probe: Dictionary, _solved: Dictionary) -> void:
terrain_motion = TerrainMotion.LANDING_IMPACT
_landing_elapsed = 0.0
var weight: float = clampf(inverse_lerp(HARD_LANDING_MIN_FALL_HEIGHT, HARD_LANDING_MAX_FALL_HEIGHT, air_fall_distance), 0.0, 1.0)
landing_compression = lerpf(LANDING_COMPRESSION_MIN, LANDING_COMPRESSION_MAX, weight)
_landing_hand_drop = lerpf(LANDING_HAND_DROP_MIN, LANDING_HAND_DROP_MAX, weight)
var torso: Marker2D = _rig._get_ik_marker("Torso")
if torso != null: _landing_torso_base = torso.position
_landing_hand_start.clear(); _landing_contacts.clear()
for hand_name: String in ["Left_Hand", "Right_Hand"]:
var hand: Marker2D = _rig._get_ik_marker(hand_name)
if hand != null: _landing_hand_start[hand_name] = hand.position
var center_y: float = (center_probe.get("world_pos", _rig.global_position) as Vector2).y
for leg_name: String in ["Left_Leg", "Right_Leg"]:
var target: Marker2D = _rig._get_ik_marker(leg_name)
if target == null: continue
var base: Marker2D = _leg_base_markers.get(leg_name) as Marker2D
var probe: Dictionary = _probe_terrain_fan(base.global_position if base != null else target.global_position, TERRAIN_FOOT_PROBE_OFFSETS)
var contact: Vector2 = probe["world_pos"] as Vector2 if bool(probe.get("valid", false)) else Vector2(target.global_position.x, center_y)
_landing_contacts[leg_name] = contact; target.global_position = contact
func _update_landing_impact(delta: float) -> void:
_landing_elapsed += delta
var total: float = LANDING_COMPRESS_DURATION + LANDING_RECOVER_DURATION
var offset: float = landing_compression * (1.0 - pow(1.0 - clampf(_landing_elapsed / LANDING_COMPRESS_DURATION, 0.0, 1.0), 2.0)) if _landing_elapsed <= LANDING_COMPRESS_DURATION else landing_compression * cos(clampf((_landing_elapsed - LANDING_COMPRESS_DURATION) / LANDING_RECOVER_DURATION, 0.0, 1.0) * PI * 0.5)
var torso: Marker2D = _rig._get_ik_marker("Torso")
if torso != null: torso.position = _landing_torso_base + Vector2.DOWN * offset
for leg_name: String in _landing_contacts:
var target: Marker2D = _rig._get_ik_marker(leg_name)
if target != null: target.global_position = _landing_contacts[leg_name]
for hand_name: String in _landing_hand_start:
var hand: Marker2D = _rig._get_ik_marker(hand_name)
if hand != null: hand.position = (_landing_hand_start[hand_name] as Vector2).lerp(air_pose_base.get(hand_name, _landing_hand_start[hand_name]), clampf(_landing_elapsed / total, 0.0, 1.0)) + Vector2.DOWN * _landing_hand_drop * offset / maxf(landing_compression, 0.0001)
if _landing_elapsed >= total: _finish_landing_impact()
func _finish_landing_impact() -> void:
var torso: Marker2D = _rig._get_ik_marker("Torso")
if torso != null: torso.position = _landing_torso_base
_restore_air_pose(); _landing_contacts.clear(); _landing_hand_start.clear(); _landing_elapsed = 0.0; landing_compression = 0.0; _landing_hand_drop = 0.0; terrain_motion = TerrainMotion.GROUNDED
_resume_walk_animation()
func _cancel_landing_impact(restore_pose: bool) -> void:
if terrain_motion == TerrainMotion.LANDING_IMPACT and restore_pose:
var torso: Marker2D = _rig._get_ik_marker("Torso")
if torso != null: torso.position = _landing_torso_base
_landing_contacts.clear(); _landing_hand_start.clear(); _landing_elapsed = 0.0; landing_compression = 0.0; _landing_hand_drop = 0.0
func _restore_air_pose() -> void:
for marker_name: String in air_pose_base:
var marker: Marker2D = _rig._get_ik_marker(marker_name)
if marker != null: marker.position = air_pose_base[marker_name]
air_pose_base.clear(); air_pose_weight = 0.0; _air_time = 0.0; _air_entry_root_y = 0.0; air_fall_distance = 0.0
func _resume_walk_animation() -> void:
if _terrain_paused_walk_animation and _walking and _rig._anim_player != null:
_rig._anim_player.play()
_terrain_paused_walk_animation = false
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class_name StickmanRagdoll
extends Node
## Owns procedural ragdoll physics. StickmanRig remains the public state facade.
signal recovery_requested()
signal rest_state_changed(at_rest: bool)
signal state_transition_requested(next_state: int)
const CONTAINER_NAME: StringName = &"RagdollBodyContainer"
const LIMB_RADIUS: float = 8.0
const TORSO_RADIUS: float = 12.0
const HEAD_RADIUS: float = 100.0
const VISUAL_COLOR: Color = Color(0.445488, 0.445488, 0.445488)
const CIRCLE_SEGMENTS: int = 32
const REST_LINEAR_THRESHOLD: float = 5.0
const REST_ANGULAR_THRESHOLD: float = 0.1
const STABILIZATION_DELAY: float = 0.1
const TARGET_SOFTNESS: float = 0.2
const GROUND_PROBE_START_OFFSET := 50.0
const GROUND_PROBE_END_OFFSET := 1500.0
const GROUND_PROBE_TOLERANCE := 200.0
const GROUND_PROBE_X_OFFSETS: Array[float] = [0.0, 25.0, -25.0, 50.0, -50.0, 100.0, -100.0]
const STAND_UP_DURATION := 2.0
const STAND_POSE: Dictionary = {
"Torso": {"pos": Vector2(0, 10), "rot": 0.0},
"Head": {"pos": Vector2(100, -614), "rot": 0.0},
"Left_Hand": {"pos": Vector2(90, 110), "rot": 0.0},
"Right_Hand": {"pos": Vector2(-90, 110), "rot": 0.0},
"Left_Leg": {"pos": Vector2(-110, 380), "rot": 0.0},
"Right_Leg": {"pos": Vector2(110, 390), "rot": 0.0},
}
const IK_TARGET_PATHS: Dictionary = {
"Torso": "IK_Targets/Torso", "Head": "IK_Targets/Head",
"Left_Hand": "IK_Targets/Left_Hand", "Right_Hand": "IK_Targets/Right_Hand",
"Left_Leg": "IK_Targets/Left_Leg", "Right_Leg": "IK_Targets/Right_Leg",
}
const LIMB_BONE_PATHS: Dictionary = {
"LeftArm": ["Torso/LeftUpperArm", "Torso/LeftUpperArm/LeftLowerArm"],
"RightArm": ["Torso/RightUpperArm", "Torso/RightUpperArm/RightLowerArm"],
"LeftLeg": ["Torso/LeftUpperLeg", "Torso/LeftUpperLeg/LeftLowerLeg"],
"RightLeg": ["Torso/RightUpperLeg", "Torso/RightUpperLeg/RightLowerLeg"],
}
const LIMB_BODY_KEYS: Dictionary = {
"LeftArm": ["left_upper_arm", "left_lower_arm"],
"RightArm": ["right_upper_arm", "right_lower_arm"],
"LeftLeg": ["left_upper_leg", "left_lower_leg"],
"RightLeg": ["right_upper_leg", "right_lower_leg"],
}
const RECOVERY_LEG_SIDE_FORCE: Dictionary = {
StickmanRig.FacingProfile.FORWARD: {}, StickmanRig.FacingProfile.LEFT: {}, StickmanRig.FacingProfile.RIGHT: {},
}
const RECOVERY_JOINT_PATH: Dictionary = {
StickmanRig.FacingProfile.FORWARD: {}, StickmanRig.FacingProfile.LEFT: {}, StickmanRig.FacingProfile.RIGHT: {},
}
const BODIES: Array[Dictionary] = [
{ "key": "torso", "kind": "bone", "node_path": "Torso", "visual_path": "Body/Body", "radius": TORSO_RADIUS, "mass": 8.0, "linear_damp": 1.0, "angular_damp": 4.0 },
{ "key": "head", "kind": "visual", "node_path": "Body/Head", "visual_path": "Body/Head", "radius": HEAD_RADIUS, "mass": 2.0, "linear_damp": 0.5, "angular_damp": 2.0 },
{ "key": "left_upper_arm", "kind": "bone", "node_path": "Torso/LeftUpperArm", "visual_path": "Body/LeftUpperArm", "radius": LIMB_RADIUS, "mass": 1.5, "linear_damp": 0.5, "angular_damp": 3.0 }, { "key": "left_lower_arm", "kind": "bone", "node_path": "Torso/LeftUpperArm/LeftLowerArm", "visual_path": "Body/LeftLowerArm", "radius": LIMB_RADIUS, "mass": 1.0, "linear_damp": 0.5, "angular_damp": 3.0 },
{ "key": "right_upper_arm", "kind": "bone", "node_path": "Torso/RightUpperArm", "visual_path": "Body/RightUpperArm", "radius": LIMB_RADIUS, "mass": 1.5, "linear_damp": 0.5, "angular_damp": 3.0 }, { "key": "right_lower_arm", "kind": "bone", "node_path": "Torso/RightUpperArm/RightLowerArm", "visual_path": "Body/RightLowerArm", "radius": LIMB_RADIUS, "mass": 1.0, "linear_damp": 0.5, "angular_damp": 3.0 },
{ "key": "left_upper_leg", "kind": "bone", "node_path": "Torso/LeftUpperLeg", "visual_path": "Body/LeftUpperLeg", "radius": LIMB_RADIUS, "mass": 2.0, "linear_damp": 0.5, "angular_damp": 3.0 }, { "key": "left_lower_leg", "kind": "bone", "node_path": "Torso/LeftUpperLeg/LeftLowerLeg", "visual_path": "Body/LeftLowerLeg", "radius": LIMB_RADIUS, "mass": 1.5, "linear_damp": 0.5, "angular_damp": 3.0 },
{ "key": "right_upper_leg", "kind": "bone", "node_path": "Torso/RightUpperLeg", "visual_path": "Body/RightUpperLeg", "radius": LIMB_RADIUS, "mass": 2.0, "linear_damp": 0.5, "angular_damp": 3.0 }, { "key": "right_lower_leg", "kind": "bone", "node_path": "Torso/RightUpperLeg/RightLowerLeg", "visual_path": "Body/RightLowerLeg", "radius": LIMB_RADIUS, "mass": 1.5, "linear_damp": 0.5, "angular_damp": 3.0 },
]
const JOINTS: Array[Dictionary] = [
{ "child": "head", "parent": "torso", "pin": "Torso/Head", "limit": "neck" }, { "child": "left_upper_arm", "parent": "torso", "pin": "Torso/LeftUpperArm", "limit": "shoulder" }, { "child": "left_lower_arm", "parent": "left_upper_arm", "pin": "Torso/LeftUpperArm/LeftLowerArm", "limit": "cw" }, { "child": "right_upper_arm", "parent": "torso", "pin": "Torso/RightUpperArm", "limit": "shoulder" }, { "child": "right_lower_arm", "parent": "right_upper_arm", "pin": "Torso/RightUpperArm/RightLowerArm", "limit": "ccw" }, { "child": "left_upper_leg", "parent": "torso", "pin": "Torso/LeftUpperLeg", "limit": "shoulder" }, { "child": "left_lower_leg", "parent": "left_upper_leg", "pin": "Torso/LeftUpperLeg/LeftLowerLeg", "limit": "ccw" }, { "child": "right_upper_leg", "parent": "torso", "pin": "Torso/RightUpperLeg", "limit": "shoulder" }, { "child": "right_lower_leg", "parent": "right_upper_leg", "pin": "Torso/RightUpperLeg/RightLowerLeg", "limit": "cw" },
]
## Per-profile elbow/knee limits retained from the monolithic rig. The component
## owns these construction settings because it creates the PinJoint2D network.
const JOINT_BAND_LIMITS: Dictionary = {
StickmanRig.FacingProfile.FORWARD: {
"left_lower_arm": { "lower": -150.0, "upper": 5.0 }, "right_lower_arm": { "lower": -150.0, "upper": 5.0 },
"left_lower_leg": { "lower": -5.0, "upper": 150.0 }, "right_lower_leg": { "lower": -5.0, "upper": 150.0 },
},
StickmanRig.FacingProfile.LEFT: {
"left_lower_arm": { "lower": 60.0, "upper": 100.0 }, "right_lower_arm": { "lower": -150.0, "upper": 5.0 },
"left_lower_leg": { "lower": -100.0, "upper": -90.0 }, "right_lower_leg": { "lower": -5.0, "upper": 150.0 },
},
StickmanRig.FacingProfile.RIGHT: {
"left_lower_arm": { "lower": -100.0, "upper": -60.0 }, "right_lower_arm": { "lower": -150.0, "upper": 5.0 },
"left_lower_leg": { "lower": 90.0, "upper": 100.0 }, "right_lower_leg": { "lower": -5.0, "upper": 150.0 },
},
}
var _rig: StickmanRig = null
var _locomotion: StickmanLocomotion = null
var _skeleton: Skeleton2D = null
var _body_container: Node2D = null
var _anim_player: AnimationPlayer = null
var _torso_bone: Bone2D = null
var _head_bone: Bone2D = null
var _head_look_at: SkeletonModification2DLookAt = null
var _limb_bones: Dictionary = {}
var _bend_modifications: Dictionary = {}
var _root: Node2D = null
var _bodies: Dictionary = {}
var _previous_position: Vector2 = Vector2.ZERO
var _previous_rotation: float = 0.0
var _linear_velocity: Vector2 = Vector2.ZERO
var _angular_velocity: float = 0.0
var _rest_timer: float = 0.0
var _stabilize_timer: float = 0.0
var _at_rest: bool = false
var _captured_pose: Dictionary = {}
var _captured_landing_center := Vector2.ZERO
var _captured_ground_y := 0.0
var _stand_up_tween: Tween = null
var _stand_up_generation := 0
var _recovery_bones: Array[Dictionary] = []
var _pre_ragdoll_state: Dictionary = {}
var _probe_top_y := 0.0
var _probe_bottom_y := 0.0
var _probe_exclude: Array[RID] = []
var _spawn_pose: Dictionary = {}
var _spawn_limb_rotations: Dictionary = {}
func configure(rig: StickmanRig, locomotion: StickmanLocomotion) -> void:
_rig = rig
_locomotion = locomotion
func initialize(skeleton: Skeleton2D) -> void:
_skeleton = skeleton
_body_container = _rig.get_node_or_null(NodePath("Body")) as Node2D
_anim_player = _rig.get_node_or_null(NodePath("AnimationPlayer")) as AnimationPlayer
if _skeleton != null:
_torso_bone = _skeleton.get_node_or_null(NodePath("Torso")) as Bone2D
_head_bone = _skeleton.get_node_or_null(NodePath("Torso/Head")) as Bone2D
_resolve_limb_bones()
var stack: SkeletonModificationStack2D = _skeleton.modification_stack
if stack != null:
for index: int in stack.modification_count:
var modification: SkeletonModification2D = stack.get_modification(index)
if modification is SkeletonModification2DLookAt:
_head_look_at = modification as SkeletonModification2DLookAt
elif modification is SkeletonModification2DTwoBoneIK:
var ik := modification as SkeletonModification2DTwoBoneIK
for joint: String in LIMB_BONE_PATHS:
if ik.joint_two_bone2d_node == NodePath(String((LIMB_BONE_PATHS[joint] as Array)[1])):
_bend_modifications[joint] = ik
break
_previous_position = _rig.global_position
_previous_rotation = _rig.global_rotation
func _resolve_limb_bones() -> void:
_limb_bones.clear()
for joint: String in LIMB_BONE_PATHS:
var paths: Array = LIMB_BONE_PATHS[joint]
var upper := _skeleton.get_node_or_null(NodePath(String(paths[0]))) as Bone2D
var lower := _skeleton.get_node_or_null(NodePath(String(paths[1]))) as Bone2D
if upper != null and lower != null:
_limb_bones[joint] = {"upper": upper, "lower": lower}
func tick_pre_movement(delta: float, rig_state: int, rest_timeout: float, auto_recover: bool) -> void:
if _rig == null: return
if delta > 0.0:
_linear_velocity = (_rig.global_position - _previous_position) / delta
_angular_velocity = wrapf(_rig.global_rotation - _previous_rotation, -PI, PI) / delta
_previous_position = _rig.global_position
_previous_rotation = _rig.global_rotation
if rig_state != StickmanRig.RigState.RAGDOLL: return
var torso: RigidBody2D = _bodies.get("torso") as RigidBody2D
if torso == null or not is_instance_valid(torso): return
var resting: bool = torso.sleeping or (torso.linear_velocity.length() <= REST_LINEAR_THRESHOLD and absf(torso.angular_velocity) <= REST_ANGULAR_THRESHOLD)
if resting != _at_rest: _at_rest = resting; rest_state_changed.emit(resting)
if not resting: _rest_timer = 0.0; _stabilize_timer = 0.0; return
if not auto_recover: _rest_timer = 0.0; return
_rest_timer += delta
if _rest_timer >= rest_timeout:
_stabilize_timer += delta
if _stabilize_timer >= STABILIZATION_DELAY: recovery_requested.emit()
func build() -> bool:
if _rig == null or _skeleton == null: return false
var parent: Node = _rig.get_parent()
if parent == null: parent = _rig.get_tree().current_scene
if parent == null: return false
_root = Node2D.new(); _root.name = CONTAINER_NAME; parent.add_child(_root); _bodies.clear()
for entry: Dictionary in BODIES: _build_body(entry)
for entry: Dictionary in JOINTS: _build_joint(entry)
var torso: RigidBody2D = _bodies.get("torso") as RigidBody2D
if torso != null: torso.linear_velocity = _linear_velocity; torso.angular_velocity = _angular_velocity
reset_rest_state()
return torso != null
func destroy() -> void:
if _root != null and is_instance_valid(_root): _root.name = StringName(str(CONTAINER_NAME) + "_retired"); _root.queue_free()
_root = null; _bodies.clear(); reset_rest_state()
func get_bodies() -> Dictionary: return _bodies
func is_at_rest() -> bool: return _at_rest
func reset_rest_state() -> void: _at_rest = false; _rest_timer = 0.0; _stabilize_timer = 0.0
func apply_velocity_boost(velocity: Vector2) -> void:
for body: RigidBody2D in _bodies.values():
if body != null and is_instance_valid(body): body.apply_central_impulse(velocity * body.mass)
func enter_ragdoll() -> bool:
if _rig == null or _skeleton == null or _body_container == null:
push_warning("StickmanRagdoll: cannot enter ragdoll; missing rig nodes.")
return false
_capture_pre_ragdoll_state()
if _locomotion != null:
_locomotion.clear_impact_reactions()
_locomotion.set_collision_bodies_enabled(false)
_locomotion.cancel_walk(false)
if _anim_player != null and is_instance_valid(_anim_player):
_anim_player.stop(true)
if not build():
return false
_body_container.visible = false
_body_container.modulate.a = 1.0
if _skeleton.modification_stack != null:
_skeleton.modification_stack.enabled = false
reset_rest_state()
return true
func request_recovery() -> bool:
if _rig == null or _rig.state != StickmanRig.RigState.RAGDOLL:
return false
_capture_ragdoll_pose()
destroy()
_reanchor_root_to_landing()
state_transition_requested.emit(StickmanRig.RigState.RECOVERING)
_snap_skeleton_to_pose()
if _locomotion != null:
_locomotion.set_collision_bodies_enabled(true)
_play_stand_up()
return true
func cancel_recovery() -> void:
_stand_up_generation += 1
if _stand_up_tween != null and _stand_up_tween.is_valid():
_stand_up_tween.kill()
_stand_up_tween = null
func snap_to_standing(previous_state: int) -> void:
if _locomotion != null:
_locomotion.set_terrain_following_enabled(false)
if previous_state == StickmanRig.RigState.RAGDOLL:
destroy()
elif previous_state == StickmanRig.RigState.RECOVERING:
cancel_recovery()
if _locomotion != null:
_locomotion.clear_impact_reactions(true)
_rig._hide_speech()
_restore_standing_markers(false)
_rearm_ik_stack()
_set_limb_mods_enabled(true)
if previous_state == StickmanRig.RigState.ANIMATED:
_rig._apply_head_lookat_mirror_mode()
else:
_restore_head_lookat_state()
_recovery_bones.clear()
reset_rest_state()
_clear_recovery_capture()
if _locomotion != null:
_locomotion.set_collision_bodies_enabled(true)
if _body_container != null:
_body_container.visible = true
_body_container.modulate.a = 1.0
_rig._apply_idle_limb_solver_mode(_spawn_limb_rotations)
if previous_state != StickmanRig.RigState.ANIMATED:
state_transition_requested.emit(StickmanRig.RigState.ANIMATED)
func initialize_spawn_pose_from_skeleton() -> void:
if _rig == null:
return
var skeleton := _rig.get_node_or_null(NodePath("Skeleton2D")) as Skeleton2D
if skeleton == null:
push_warning("StickmanRagdoll: cannot initialize spawn pose; missing Skeleton2D.")
return
var pose: Dictionary = {}
var torso := skeleton.get_node_or_null(NodePath("Torso")) as Bone2D
if torso != null:
pose["Torso"] = {"pos": _rig.to_local(torso.global_position), "rot": torso.rotation}
var head := skeleton.get_node_or_null(NodePath("Torso/Head")) as Bone2D
if head != null:
var head_tip := head.to_global(Vector2(maxf(head.length, 1.0), 0.0).rotated(deg_to_rad(head.bone_angle)))
pose["Head"] = {"pos": _rig.to_local(head_tip), "rot": 0.0}
var endpoints: Dictionary = {
"Left_Hand": "Torso/LeftUpperArm/LeftLowerArm", "Right_Hand": "Torso/RightUpperArm/RightLowerArm",
"Left_Leg": "Torso/LeftUpperLeg/LeftLowerLeg", "Right_Leg": "Torso/RightUpperLeg/RightLowerLeg",
}
for marker_name: String in endpoints:
var bone := skeleton.get_node_or_null(NodePath(String(endpoints[marker_name]))) as Bone2D
if bone == null:
return
var endpoint := bone.to_global(Vector2(bone.length, 0.0).rotated(deg_to_rad(bone.bone_angle)))
pose[marker_name] = {"pos": _rig.to_local(endpoint), "rot": 0.0}
if pose.size() != IK_TARGET_PATHS.size():
return
for marker_name: String in pose:
var marker := _rig.get_node_or_null(NodePath(String(IK_TARGET_PATHS[marker_name]))) as Marker2D
if marker == null:
return
var target: Dictionary = pose[marker_name]
marker.position = target.get("pos", marker.position)
marker.rotation = target.get("rot", marker.rotation)
if marker_name == "Left_Leg" or marker_name == "Right_Leg":
var base_marker := _rig.get_node_or_null(NodePath("AnimationTargets/%s_Base" % marker_name)) as Marker2D
if base_marker != null:
base_marker.position = marker.position
_spawn_pose = pose.duplicate(true)
_spawn_limb_rotations.clear()
for joint: String in LIMB_BONE_PATHS:
var pair: Array = LIMB_BONE_PATHS[joint]
var upper := skeleton.get_node_or_null(NodePath(String(pair[0]))) as Bone2D
var lower := skeleton.get_node_or_null(NodePath(String(pair[1]))) as Bone2D
if upper != null and lower != null:
_spawn_limb_rotations[joint] = {"upper": upper.rotation, "lower": lower.rotation}
func get_spawn_limb_rotations() -> Dictionary:
return _spawn_limb_rotations
func get_captured_pose() -> Dictionary:
return _captured_pose
func _capture_pre_ragdoll_state() -> void:
_pre_ragdoll_state.clear()
var markers: Dictionary = {}
for marker_name: String in STAND_POSE:
var marker := _get_ik_marker(marker_name)
if marker != null:
markers[marker_name] = {"pos": marker.position, "rot": marker.rotation}
_pre_ragdoll_state["markers"] = markers
var rotations: Dictionary = {}
for joint: String in _limb_bones:
var pair: Dictionary = _limb_bones[joint]
var upper := pair.get("upper") as Bone2D
var lower := pair.get("lower") as Bone2D
rotations[joint] = {"upper": upper.rotation if upper != null else 0.0, "lower": lower.rotation if lower != null else 0.0}
_pre_ragdoll_state["limb_rotations"] = rotations
_pre_ragdoll_state["head_rotation"] = _head_bone.rotation if _head_bone != null else 0.0
_pre_ragdoll_state["facing_profile"] = int(_rig.facing_profile)
var bends: Dictionary = {}
for joint: String in StickmanRig.BEND_JOINTS:
bends[joint] = _rig.get_joint_bend_flipped(joint)
_pre_ragdoll_state["bends"] = bends
_pre_ragdoll_state["head_lookat_enabled"] = _head_look_at.enabled if _head_look_at != null else false
var leg_sides: Dictionary = {}
for leg_joint: String in ["LeftLeg", "RightLeg"]:
var pair: Dictionary = _limb_bones.get(leg_joint, {})
var upper := pair.get("upper") as Bone2D
var lower := pair.get("lower") as Bone2D
var marker := _get_ik_marker("Left_Leg" if leg_joint == "LeftLeg" else "Right_Leg")
if upper == null or lower == null or marker == null:
continue
var side := (marker.global_position - upper.global_position).cross(lower.global_position - upper.global_position)
leg_sides[leg_joint] = {"side": 1.0 if side >= 0.0 else -1.0, "flag": _rig.get_joint_bend_flipped(leg_joint)}
_pre_ragdoll_state["leg_sides"] = leg_sides
var torso_entry_rot := 0.0
var torso_marker := _get_ik_marker("Torso")
if torso_marker != null:
torso_entry_rot = torso_marker.rotation
var spine_entry_rel := 0.0
if _head_bone != null and _torso_bone != null:
spine_entry_rel = (_head_bone.global_position - _torso_bone.global_position).angle() - _rig.global_rotation
_pre_ragdoll_state["torso_chain_offset"] = _chain_angle_from_captured(spine_entry_rel) - torso_entry_rot
var head_entry_chain := torso_entry_rot + float(_pre_ragdoll_state.get("head_rotation", 0.0))
_pre_ragdoll_state["head_chain_offset"] = _chain_angle_from_captured(-_rig.global_rotation) - head_entry_chain
func _capture_ragdoll_pose() -> void:
_captured_pose.clear()
_captured_landing_center = Vector2.ZERO
_captured_ground_y = 0.0
var top_y := INF
var bottom_y := -INF
var exclude_rids: Array[RID] = []
for key: String in _bodies:
var body := _bodies[key] as RigidBody2D
if body == null or not is_instance_valid(body):
continue
var half := float(body.get_meta("half_height", 0.0))
var radius := float(body.get_meta("radius", 0.0))
var extent := half + radius
top_y = minf(top_y, body.global_position.y - extent)
bottom_y = maxf(bottom_y, body.global_position.y + extent)
exclude_rids.append(body.get_rid())
_captured_pose[key] = {"pos": _rig.to_local(body.global_position), "rot": body.global_rotation - _rig.global_rotation, "half": half}
var torso := _bodies.get("torso") as RigidBody2D
if torso != null and is_instance_valid(torso):
_captured_landing_center = torso.global_position
_captured_ground_y = _probe_ground_y(torso.global_position.x, top_y, bottom_y, exclude_rids)
if is_equal_approx(_captured_ground_y, bottom_y):
_captured_ground_y = torso.global_position.y + float(torso.get_meta("radius", 0.0))
_probe_top_y = top_y
_probe_bottom_y = bottom_y
_probe_exclude = exclude_rids
func _probe_ground_y(world_x: float, top_y: float, bottom_y: float, exclude: Array[RID]) -> float:
if _locomotion != null:
return _locomotion.probe_ground_y(world_x, top_y, bottom_y, exclude)
var best_y := bottom_y
var space_state := _rig.get_world_2d().direct_space_state
if space_state == null:
return best_y
var best_dist := INF
for offset: float in GROUND_PROBE_X_OFFSETS:
var query := PhysicsRayQueryParameters2D.create(Vector2(world_x + offset, top_y - GROUND_PROBE_START_OFFSET), Vector2(world_x + offset, bottom_y + GROUND_PROBE_END_OFFSET))
query.collision_mask = 1
query.exclude = exclude
var hit := space_state.intersect_ray(query)
if hit.is_empty():
continue
var y := (hit.get("position", Vector2.ZERO) as Vector2).y
if y < top_y - GROUND_PROBE_TOLERANCE or y > bottom_y + GROUND_PROBE_TOLERANCE:
continue
var distance := absf(y - bottom_y)
if distance < best_dist:
best_dist = distance
best_y = y
return best_y
func _reanchor_root_to_landing() -> void:
if not _captured_pose.has("torso"):
return
var feet_world := Vector2(_captured_landing_center.x, _captured_ground_y)
var old_root := _rig.global_position
var foot_offset := _locomotion.get_foot_offset() if _locomotion != null else Vector2(0.0, -385.0)
_rig.global_position = feet_world + foot_offset
var shift := old_root - _rig.global_position
var local_shift := _rig.to_local(shift) - _rig.to_local(Vector2.ZERO)
for key: String in _captured_pose:
var entry: Dictionary = _captured_pose[key]
entry["pos"] = entry.get("pos", Vector2.ZERO) + local_shift
func _clear_recovery_capture() -> void:
_captured_pose.clear()
_captured_landing_center = Vector2.ZERO
_captured_ground_y = 0.0
_pre_ragdoll_state.clear()
_probe_top_y = 0.0
_probe_bottom_y = 0.0
_probe_exclude.clear()
func _chain_angle_from_captured(captured_rel: float) -> float:
return -captured_rel if _rig.facing_profile == StickmanRig.FacingProfile.LEFT else captured_rel
func _wrap_toward(value: float, target: float) -> float:
return target + wrapf(value - target, -PI, PI)
func _natural_joint_target(current: float, target: float, offset: float) -> float:
var a := wrapf(current + offset, -PI, PI)
var b := wrapf(target + offset, -PI, PI)
var delta := wrapf(b - a, -PI, PI)
if a * b < 0.0 and absf(a) + absf(b) > PI:
delta += TAU if delta < 0.0 else -TAU
return current + delta
func _set_limb_mods_enabled(enabled: bool) -> void:
for joint: String in StickmanRig.BEND_JOINTS:
var modification := _bend_modifications.get(joint) as SkeletonModification2DTwoBoneIK
if modification != null and is_instance_valid(modification):
modification.enabled = enabled
func _restore_head_lookat_state() -> void:
if _head_look_at != null and is_instance_valid(_head_look_at):
_head_look_at.enabled = bool(_pre_ragdoll_state.get("head_lookat_enabled", false))
func _rearm_ik_stack() -> void:
if _skeleton == null or not is_instance_valid(_skeleton):
return
var stack: SkeletonModificationStack2D = _skeleton.modification_stack
if stack != null:
if not stack.get_is_setup():
stack.setup()
stack.enabled = true
_skeleton.set_process_internal(true)
var torso_marker := _get_ik_marker("Torso")
if torso_marker != null:
var driver := torso_marker.get_node_or_null("RemoteTransform2D") as RemoteTransform2D
if driver != null:
driver.update_position = true
driver.update_rotation = true
driver.update_scale = true
func _restore_standing_markers(use_spawn_pose: bool = true) -> void:
var pose := _spawn_pose if use_spawn_pose and not _spawn_pose.is_empty() else STAND_POSE
for marker_name: String in pose:
var marker := _get_ik_marker(marker_name)
if marker == null:
continue
var target: Dictionary = pose[marker_name]
marker.position = target.get("pos", marker.position)
if marker_name == "Torso":
marker.rotation = target.get("rot", marker.rotation)
func _get_ik_marker(marker_name: String) -> Marker2D:
if _rig == null:
return null
var path := String(IK_TARGET_PATHS.get(marker_name, ""))
return _rig.get_node_or_null(NodePath(path)) as Marker2D if not path.is_empty() else null
func _set_marker_from_body(marker_name: String, body_key: String) -> void:
var marker := _get_ik_marker(marker_name)
var pose: Dictionary = _captured_pose.get(body_key, {})
if marker == null or pose.is_empty():
return
var direction := Vector2.from_angle(float(pose.get("rot", 0.0)) + _rig.global_rotation)
var center_world := _rig.to_global(pose.get("pos", Vector2.ZERO))
marker.position = _rig.to_local(center_world + direction * float(pose.get("half", 0.0)))
func _snap_skeleton_to_pose() -> void:
_recovery_bones.clear()
var pre_markers: Dictionary = _pre_ragdoll_state.get("markers", {})
var pre_limb_rotations: Dictionary = _pre_ragdoll_state.get("limb_rotations", {})
var pre_head_rotation := float(_pre_ragdoll_state.get("head_rotation", 0.0))
var torso_chain_offset := float(_pre_ragdoll_state.get("torso_chain_offset", 0.0))
var head_chain_offset := float(_pre_ragdoll_state.get("head_chain_offset", 0.0))
var theta_t := 0.0
var torso_marker := _get_ik_marker("Torso")
if torso_marker != null:
var torso_pose: Dictionary = _captured_pose.get("torso", {})
if not torso_pose.is_empty():
var torso_rel := float(torso_pose.get("rot", 0.0))
var spine_dir := Vector2.from_angle(torso_rel + _rig.global_rotation)
var center_world := _rig.to_global(torso_pose.get("pos", Vector2.ZERO))
torso_marker.position = _rig.to_local(center_world - spine_dir * float(torso_pose.get("half", 0.0)))
var raw_rotation := _chain_angle_from_captured(torso_rel) - torso_chain_offset
var pre_torso_rotation := float((pre_markers.get("Torso", {}) as Dictionary).get("rot", raw_rotation))
theta_t = wrapf(_wrap_toward(raw_rotation, pre_torso_rotation), -PI, PI)
torso_marker.rotation = theta_t
var head_marker := _get_ik_marker("Head")
var head_pose: Dictionary = _captured_pose.get("head", {})
if head_marker != null and not head_pose.is_empty():
head_marker.position = head_pose.get("pos", head_marker.position)
_set_marker_from_body("Left_Hand", "left_lower_arm")
_set_marker_from_body("Right_Hand", "right_lower_arm")
_set_marker_from_body("Left_Leg", "left_lower_leg")
_set_marker_from_body("Right_Leg", "right_lower_leg")
for marker_name: String in ["Left_Leg", "Right_Leg"]:
var marker := _get_ik_marker(marker_name)
var body_key := "left_lower_leg" if marker_name == "Left_Leg" else "right_lower_leg"
if marker == null or (_captured_pose.get(body_key, {}) as Dictionary).is_empty():
continue
var ankle_world := _rig.to_global(marker.position)
var ground_y := _probe_ground_y(ankle_world.x, _probe_top_y, _probe_bottom_y, _probe_exclude)
if ankle_world.y < ground_y:
ankle_world.y = ground_y
marker.position = _rig.to_local(ankle_world)
if not (_captured_pose.get("torso", {}) as Dictionary).is_empty():
for joint: String in LIMB_BONE_PATHS:
var pair: Dictionary = _limb_bones.get(joint, {})
var upper := pair.get("upper") as Bone2D
var lower := pair.get("lower") as Bone2D
if upper == null or lower == null:
continue
var keys: Array = LIMB_BODY_KEYS[joint]
var upper_pose: Dictionary = _captured_pose.get(keys[0], {})
var lower_pose: Dictionary = _captured_pose.get(keys[1], {})
if upper_pose.is_empty() or lower_pose.is_empty():
continue
var upper_chain := _chain_angle_from_captured(float(upper_pose.get("rot", 0.0)))
var lower_chain := _chain_angle_from_captured(float(lower_pose.get("rot", 0.0)))
var pre_pair: Dictionary = pre_limb_rotations.get(joint, {})
upper.rotation = _wrap_toward(upper_chain - theta_t - deg_to_rad(upper.bone_angle), float(pre_pair.get("upper", upper.rotation)))
lower.rotation = _wrap_toward(lower_chain - upper_chain + deg_to_rad(upper.bone_angle) - deg_to_rad(lower.bone_angle), float(pre_pair.get("lower", lower.rotation)))
upper.rotation = wrapf(upper.rotation, -PI, PI)
lower.rotation = wrapf(lower.rotation, -PI, PI)
if joint == "LeftLeg" or joint == "RightLeg":
continue
var target_upper := upper.rotation + wrapf(float(pre_pair.get("upper", upper.rotation)) - upper.rotation, -PI, PI)
var pre_lower := float(pre_pair.get("lower", lower.rotation))
var path_override := String((RECOVERY_JOINT_PATH.get(_rig.facing_profile, {}) as Dictionary).get(joint, ""))
var target_lower := lower.rotation + wrapf(pre_lower - lower.rotation, -PI, PI) if path_override == "shortest" else _natural_joint_target(lower.rotation, pre_lower, deg_to_rad(lower.bone_angle - upper.bone_angle))
_recovery_bones.append({"bone": upper, "target": target_upper})
_recovery_bones.append({"bone": lower, "target": target_lower})
if not head_pose.is_empty() and _head_bone != null:
var raw_head := _chain_angle_from_captured(float(head_pose.get("rot", 0.0))) - head_chain_offset - theta_t
_head_bone.rotation = wrapf(_wrap_toward(raw_head, pre_head_rotation), -PI, PI)
_recovery_bones.append({"bone": _head_bone, "target": _head_bone.rotation + wrapf(pre_head_rotation - _head_bone.rotation, -PI, PI)})
if _body_container != null:
_body_container.visible = true
_body_container.modulate.a = 1.0
_rearm_ik_stack()
_set_limb_mods_enabled(false)
if _head_look_at != null:
_head_look_at.enabled = false
for leg_joint: String in ["LeftLeg", "RightLeg"]:
var modification := _bend_modifications.get(leg_joint) as SkeletonModification2DTwoBoneIK
if modification == null:
continue
var entry: Dictionary = (_pre_ragdoll_state.get("leg_sides", {}) as Dictionary).get(leg_joint, {})
var forced: Dictionary = RECOVERY_LEG_SIDE_FORCE.get(_rig.facing_profile, {})
if forced.has(leg_joint):
modification.flip_bend_direction = bool(forced[leg_joint])
elif not entry.is_empty():
var upper_key := "left_upper_leg" if leg_joint == "LeftLeg" else "right_upper_leg"
var lower_key := "left_lower_leg" if leg_joint == "LeftLeg" else "right_lower_leg"
var up_pose: Dictionary = _captured_pose.get(upper_key, {})
var low_pose: Dictionary = _captured_pose.get(lower_key, {})
if not up_pose.is_empty() and not low_pose.is_empty():
var dir_u := Vector2.from_angle(float(up_pose.get("rot", 0.0)) + _rig.global_rotation)
var dir_l := Vector2.from_angle(float(low_pose.get("rot", 0.0)) + _rig.global_rotation)
var center_u := _rig.to_global(up_pose.get("pos", Vector2.ZERO))
var hip := center_u - dir_u * float(up_pose.get("half", 0.0))
var knee := center_u + dir_u * float(up_pose.get("half", 0.0))
var ankle := _rig.to_global(low_pose.get("pos", Vector2.ZERO)) + dir_l * float(low_pose.get("half", 0.0))
var captured_side := 1.0 if (ankle - hip).cross(knee - hip) >= 0.0 else -1.0
modification.flip_bend_direction = bool(entry.get("flag", false)) if captured_side == float(entry.get("side", captured_side)) else not bool(entry.get("flag", false))
modification.enabled = true
func _play_stand_up() -> void:
_stand_up_generation += 1
var generation := _stand_up_generation
var target_markers: Dictionary = _pre_ragdoll_state.get("markers", STAND_POSE)
_stand_up_tween = _tween_markers_to(target_markers, STAND_UP_DURATION)
for entry: Dictionary in _recovery_bones:
var bone := entry.get("bone") as Bone2D
if bone != null:
_stand_up_tween.tween_property(bone, "rotation", float(entry.get("target", bone.rotation)), STAND_UP_DURATION)
_stand_up_tween.finished.connect(_on_stand_up_finished.bind(generation))
func _tween_markers_to(target_pose: Dictionary, duration: float) -> Tween:
var tween := create_tween()
tween.set_parallel(true).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
for marker_name: String in target_pose:
var marker := _get_ik_marker(marker_name)
if marker == null:
continue
var target: Dictionary = target_pose[marker_name]
tween.tween_property(marker, "position", target.get("pos", marker.position), duration)
if marker_name == "Torso":
tween.tween_property(marker, "rotation", target.get("rot", marker.rotation), duration)
return tween
func _on_stand_up_finished(generation: int) -> void:
if generation != _stand_up_generation or _rig.state != StickmanRig.RigState.RECOVERING:
return
var recovered_rotations: Dictionary = _pre_ragdoll_state.get("limb_rotations", {})
_rig.set_facing_profile(int(_pre_ragdoll_state.get("facing_profile", int(_rig.facing_profile))))
var bends: Dictionary = _pre_ragdoll_state.get("bends", {})
for joint: String in StickmanRig.BEND_JOINTS:
if bends.has(joint):
_rig.set_joint_bend_flipped(joint, bool(bends[joint]))
_set_limb_mods_enabled(true)
_restore_head_lookat_state()
_recovery_bones.clear()
_rearm_ik_stack()
if _body_container != null:
_body_container.visible = true
_body_container.modulate.a = 1.0
if _locomotion != null:
_locomotion.set_collision_bodies_enabled(true)
_rig._apply_idle_limb_solver_mode(recovered_rotations)
state_transition_requested.emit(StickmanRig.RigState.ANIMATED)
func _build_body(entry: Dictionary) -> void:
var key: String = str(entry["key"]); var body := RigidBody2D.new(); body.name = "Ragdoll_" + key
body.mass = float(entry["mass"]); body.linear_damp = float(entry["linear_damp"]); body.angular_damp = float(entry["angular_damp"]); body.collision_layer = 1; body.collision_mask = 1
body.set_meta("stickman_rig", _rig); body.set_meta("part_name", key); body.set_meta("stickman_ragdoll_body", true)
var shape := CollisionShape2D.new()
if str(entry["kind"]) == "visual":
var visual := _rig.get_node_or_null(NodePath(str(entry["node_path"]))) as Node2D
if visual == null: return
var circle := CircleShape2D.new(); circle.radius = float(entry["radius"]); shape.shape = circle; body.add_child(shape); body.position = visual.global_position; body.set_meta("half_height", 0.0); body.set_meta("radius", float(entry["radius"]))
if not _clone_visuals(body, str(entry["visual_path"])): _add_circle(body, float(entry["radius"]))
else:
var bone := _skeleton.get_node_or_null(NodePath(str(entry["node_path"]))) as Bone2D
if bone == null: return
var origin: Vector2 = bone.global_position; var tip: Vector2
if key == "torso":
var head := _skeleton.get_node_or_null(NodePath("Torso/Head")) as Bone2D
if head == null: return
tip = head.global_position
else: tip = bone.to_global(Vector2(bone.length, 0.0).rotated(deg_to_rad(bone.bone_angle)))
var length: float = origin.distance_to(tip); var capsule := CapsuleShape2D.new(); capsule.height = length; capsule.radius = float(entry["radius"]); shape.shape = capsule; shape.rotation = -PI * 0.5; body.add_child(shape); body.position = (origin + tip) * 0.5; body.rotation = (tip - origin).angle(); body.set_meta("half_height", length * 0.5); body.set_meta("radius", float(entry["radius"]))
if not _clone_visuals(body, str(entry["visual_path"])): _add_capsule(body, length, float(entry["radius"]))
_root.add_child(body); _bodies[key] = body
func _build_joint(entry: Dictionary) -> void:
var child := _bodies.get(str(entry["child"])) as RigidBody2D; var parent := _bodies.get(str(entry["parent"])) as RigidBody2D; var bone := _skeleton.get_node_or_null(NodePath(str(entry["pin"]))) as Bone2D
if child == null or parent == null or bone == null: return
var pin := PinJoint2D.new(); pin.name = "RagdollPin_" + str(entry["child"]); pin.position = bone.global_position; _root.add_child(pin); pin.node_a = pin.get_path_to(parent); pin.node_b = pin.get_path_to(child); pin.softness = TARGET_SOFTNESS
_apply_joint_limits(pin, str(entry["limit"]), str(entry["child"]))
func _apply_joint_limits(pin: PinJoint2D, limit: String, child_key: String) -> void:
if limit == "shoulder":
pin.angular_limit_enabled = true; pin.angular_limit_lower = -deg_to_rad(160.0); pin.angular_limit_upper = deg_to_rad(160.0)
elif limit != "neck":
var profile: int = int(_rig.facing_profile) if _rig != null else StickmanRig.FacingProfile.FORWARD
var band: Dictionary = JOINT_BAND_LIMITS.get(profile, {}).get(child_key, {})
if band.is_empty(): band = { "lower": -5.0 if limit == "cw" else -150.0, "upper": 150.0 if limit == "cw" else 5.0 }
pin.angular_limit_enabled = true; pin.angular_limit_lower = deg_to_rad(float(band["lower"])); pin.angular_limit_upper = deg_to_rad(float(band["upper"]))
else: pin.angular_limit_enabled = false
func _clone_visuals(body: RigidBody2D, path: String) -> bool:
var source := _rig.get_node_or_null(NodePath(path)) as Node2D
if source == null: return false
var count: int = 0
for child: Node in source.get_children():
if child is Line2D:
var src := child as Line2D; var copy := Line2D.new(); var points := PackedVector2Array()
for point: Vector2 in src.points: points.append(body.to_local(src.to_global(point)))
copy.points = points; copy.width = src.width; copy.default_color = src.default_color; copy.begin_cap_mode = src.begin_cap_mode; copy.end_cap_mode = src.end_cap_mode; copy.joint_mode = src.joint_mode; copy.closed = src.closed; body.add_child(copy); count += 1
elif child is Polygon2D:
var src := child as Polygon2D; var copy := Polygon2D.new(); var points := PackedVector2Array()
for point: Vector2 in src.polygon: points.append(body.to_local(src.to_global(point)))
copy.polygon = points; copy.color = src.color; body.add_child(copy); count += 1
return count > 0
func _add_capsule(body: RigidBody2D, length: float, radius: float) -> void:
var line := Line2D.new(); line.points = PackedVector2Array([Vector2(-length * 0.5, 0.0), Vector2(length * 0.5, 0.0)]); line.width = radius * 2.0; line.default_color = VISUAL_COLOR; line.begin_cap_mode = Line2D.LINE_CAP_ROUND; line.end_cap_mode = Line2D.LINE_CAP_ROUND; body.add_child(line)
func _add_circle(body: RigidBody2D, radius: float) -> void:
var polygon := Polygon2D.new(); var points := PackedVector2Array()
for index: int in CIRCLE_SEGMENTS: points.append(Vector2.from_angle(TAU * float(index) / float(CIRCLE_SEGMENTS)) * radius)
polygon.polygon = points; polygon.color = Color.WHITE; body.add_child(polygon)
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uid://bihf4kx2qgr1o
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@@ -2,7 +2,7 @@ class_name StkRigAdapter
extends RefCounted
## StkRigAdapter - Standalone runtime adapter (Phase 8).
##
## Fits an instantiated master_rig.tscn to a loaded .stk dictionary: re-fits
## Fits an instantiated scenes/stickman_rig.tscn to a loaded .stk dictionary: re-fits
## the skeleton bone lengths, recalibrates the IK targets, and mounts the
## .stk vector shapes onto the rig's Body/ visual nodes in the rig's "hanging"
## convention (joint end at the local origin, far end along +Y). The
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@@ -1,7 +1,7 @@
extends Control
## TestHarness - Standalone runtime rig viewer / IK playground (Phase 9).
##
## Loads .stk files via StickmanFactory, spawns a master_rig.tscn instance into
## Loads .stk files via StickmanFactory, spawns a scenes/stickman_rig.tscn instance into
## a SubViewport, and provides a debug overlay (skeleton bones + IK handles)
## plus interactive IK-handle dragging. NOT wired into the editor — run
## standalone via F6 on res://scenes/test_harness.tscn.