- Added KINEMATIC_BLENDING_AND_RECOVERY.md to outline features for smooth transitions between kinematic and ragdoll states, including visual and physical blending, and ragdoll recovery. - Introduced KINEMATIC_TO_RAGDOLL.md detailing the objectives, scope, and core architecture for transitioning the stickman from kinematic to ragdoll mode. - Created KINEMATIC_TO_RAGDOLL_SPEC.md as an implementation specification, verifying codebase facts and correcting the initial plan based on Godot 4.4 source. - Enhanced StickmanRig with state management for animated and ragdoll modes, including momentum preservation and ragdoll construction. - Updated physics_test_harness to support toggling between kinematic and ragdoll states with user input.
629 lines
26 KiB
GDScript
629 lines
26 KiB
GDScript
class_name StickmanRig
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extends Node2D
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## StickmanRig - Runtime owner of facing direction and per-joint bone bend for
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## master_rig.tscn (Phase 9 / Task 4).
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##
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## Attached to the `Master` root node of master_rig.tscn. Owns the facing
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## preset, the four per-joint TwoBoneIK "Flip Bend Direction" flags, and the
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## Body/* draw order. Non-@tool: node resolution, flag writes and z-order
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## reordering run only at runtime (_ready + setters on a live instance).
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# ---------------------------------------------------------------------------
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# Enums
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# ---------------------------------------------------------------------------
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## Facing profiles. Values are used directly as facing-menu item ids in the
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## harness (0/1/2), so they must stay stable.
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enum FacingProfile { LEFT, RIGHT, FORWARD }
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## Per-joint bend direction. INVERTED == flip_bend_direction = true.
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enum BendDirection { NORMAL, INVERTED }
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## Rig physics mode. ANIMATED drives the skeleton + IK; RAGDOLL swaps in a
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## procedural RigidBody2D + PinJoint2D network (see _build_ragdoll).
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enum RigState { ANIMATED, RAGDOLL }
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# ---------------------------------------------------------------------------
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# Constants
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# ---------------------------------------------------------------------------
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const SKELETON_PATH := "Skeleton2D"
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const BODY_CONTAINER_PATH := "Body"
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## Bend joints (upper↔lower limb connectors) whose TwoBoneIK "Flip Bend
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## Direction" flag is user-controllable.
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const BEND_JOINTS: Array[String] = ["LeftArm", "RightArm", "LeftLeg", "RightLeg"]
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## Lower-bone NodePath (relative to Skeleton2D) per bend joint. Used both to
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## resolve the TwoBoneIK modification (via joint_two_bone2d_node) and to report
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## each joint's world position for hit-testing.
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const BEND_JOINT_BONE_PATHS: Dictionary = {
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"LeftArm": "Torso/LeftUpperArm/LeftLowerArm",
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"RightArm": "Torso/RightUpperArm/RightLowerArm",
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"LeftLeg": "Torso/LeftUpperLeg/LeftLowerLeg",
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"RightLeg": "Torso/RightUpperLeg/RightLowerLeg",
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}
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## flip_bend_direction value per facing profile, keyed by bend-joint name.
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const PROFILE_FLAGS: Dictionary = {
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FacingProfile.LEFT: { "LeftArm": false, "RightArm": false, "LeftLeg": true, "RightLeg": true },
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FacingProfile.RIGHT: { "LeftArm": true, "RightArm": true, "LeftLeg": false, "RightLeg": false },
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FacingProfile.FORWARD: { "LeftArm": false, "RightArm": true, "LeftLeg": true, "RightLeg": false },
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}
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## Body/* visual part node names in draw order (back-to-front) per profile.
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## First entry backmost, last frontmost. Upper limbs behind lower limbs; on the
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## far (behind-torso) side the arm pair draws behind the leg pair, on the near
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## side the arm pair draws in front; head always frontmost.
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const Z_ORDER_BY_PROFILE: Dictionary = {
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FacingProfile.FORWARD: [
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"Body",
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"LeftUpperLeg", "RightUpperLeg",
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"LeftLowerLeg", "RightLowerLeg",
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"LeftUpperArm", "RightUpperArm",
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"LeftLowerArm", "RightLowerArm",
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"Head",
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],
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FacingProfile.LEFT: [
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"LeftUpperArm", "LeftLowerArm",
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"LeftUpperLeg", "LeftLowerLeg",
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"Body",
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"RightUpperLeg", "RightLowerLeg",
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"RightUpperArm", "RightLowerArm",
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"Head",
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],
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FacingProfile.RIGHT: [
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"RightUpperArm", "RightLowerArm",
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"RightUpperLeg", "RightLowerLeg",
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"Body",
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"LeftUpperLeg", "LeftLowerLeg",
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"LeftUpperArm", "LeftLowerArm",
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"Head",
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],
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}
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# ---------------------------------------------------------------------------
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# Ragdoll constants
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# ---------------------------------------------------------------------------
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const ANIMATION_PLAYER_PATH := "AnimationPlayer"
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const RAGDOLL_CONTAINER_NAME := "RagdollBodyContainer"
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const RAGDOLL_LIMB_RADIUS := 8.0
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const RAGDOLL_TORSO_RADIUS := 12.0
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const RAGDOLL_HEAD_RADIUS := 100.0
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## Visual mesh colors: the rig's authored part color (gray Line2D limbs) and the
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## head's filled white circle. Collision shapes are invisible in-game, so each
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## ragdoll body gets a matching visible mesh (Line2D capsule / Polygon2D circle).
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const RAGDOLL_VISUAL_COLOR := Color(0.445488, 0.445488, 0.445488)
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const RAGDOLL_HEAD_VISUAL_COLOR := Color.WHITE
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const RAGDOLL_CIRCLE_SEGMENTS := 32
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## Ragdoll body definitions, ordered parent-before-child. `node_path` is
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## Skeleton2D-relative for bones and rig-root-relative for the head visual.
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## `kind` is "bone" (capsule along a Bone2D) or "visual" (circle at Body/Head).
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const RAGDOLL_BODIES: Array[Dictionary] = [
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{ "key": "torso", "kind": "bone", "node_path": "Torso", "parent": "", "shape": "capsule", "radius": RAGDOLL_TORSO_RADIUS, "mass": 8.0, "linear_damp": 1.0, "angular_damp": 4.0 },
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{ "key": "head", "kind": "visual", "node_path": "Body/Head", "parent": "torso", "shape": "circle", "radius": RAGDOLL_HEAD_RADIUS, "mass": 2.0, "linear_damp": 0.5, "angular_damp": 2.0 },
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{ "key": "left_upper_arm", "kind": "bone", "node_path": "Torso/LeftUpperArm", "parent": "torso", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 1.5, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "left_lower_arm", "kind": "bone", "node_path": "Torso/LeftUpperArm/LeftLowerArm", "parent": "left_upper_arm", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 1.0, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "right_upper_arm", "kind": "bone", "node_path": "Torso/RightUpperArm", "parent": "torso", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 1.5, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "right_lower_arm", "kind": "bone", "node_path": "Torso/RightUpperArm/RightLowerArm", "parent": "right_upper_arm", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 1.0, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "left_upper_leg", "kind": "bone", "node_path": "Torso/LeftUpperLeg", "parent": "torso", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 2.0, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "left_lower_leg", "kind": "bone", "node_path": "Torso/LeftUpperLeg/LeftLowerLeg", "parent": "left_upper_leg", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 1.5, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "right_upper_leg", "kind": "bone", "node_path": "Torso/RightUpperLeg", "parent": "torso", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 2.0, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "right_lower_leg", "kind": "bone", "node_path": "Torso/RightUpperLeg/RightLowerLeg", "parent": "right_upper_leg", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 1.5, "linear_damp": 0.5, "angular_damp": 3.0 },
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]
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## Ragdoll joint definitions: one PinJoint2D per non-root body, pinned at the
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## child bone's origin. `limit` selects the angular-limit band (neck free,
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## shoulder/hip ±160°, elbow/knee −5°..+150°, or its mirrored CCW variant).
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const RAGDOLL_JOINTS: Array[Dictionary] = [
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{ "child": "head", "parent": "torso", "pin_node_path": "Torso/Head", "limit": "neck" },
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{ "child": "left_upper_arm", "parent": "torso", "pin_node_path": "Torso/LeftUpperArm", "limit": "shoulder_hip" },
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{ "child": "left_lower_arm", "parent": "left_upper_arm", "pin_node_path": "Torso/LeftUpperArm/LeftLowerArm", "limit": "elbow_knee" },
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{ "child": "right_upper_arm", "parent": "torso", "pin_node_path": "Torso/RightUpperArm", "limit": "shoulder_hip" },
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{ "child": "right_lower_arm", "parent": "right_upper_arm", "pin_node_path": "Torso/RightUpperArm/RightLowerArm", "limit": "elbow_knee_ccw" },
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{ "child": "left_upper_leg", "parent": "torso", "pin_node_path": "Torso/LeftUpperLeg", "limit": "shoulder_hip" },
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{ "child": "left_lower_leg", "parent": "left_upper_leg", "pin_node_path": "Torso/LeftUpperLeg/LeftLowerLeg", "limit": "elbow_knee_ccw" },
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{ "child": "right_upper_leg", "parent": "torso", "pin_node_path": "Torso/RightUpperLeg", "limit": "shoulder_hip" },
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{ "child": "right_lower_leg", "parent": "right_upper_leg", "pin_node_path": "Torso/RightUpperLeg/RightLowerLeg", "limit": "elbow_knee" },
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]
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# ---------------------------------------------------------------------------
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# Exported controls
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# ---------------------------------------------------------------------------
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## Facing preset. Setting it overwrites the four per-joint bend values from
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## PROFILE_FLAGS and reorders Body/* children. Default FORWARD.
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@export var facing_profile: FacingProfile = FacingProfile.FORWARD:
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set(value):
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if facing_profile == value:
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return
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facing_profile = value
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if _nodes_ready:
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_apply_profile()
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## Per-joint bend direction (the actual flip_bend_direction source of truth).
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## Defaults match the FORWARD profile. Individually overridable after a profile
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## is applied (drifting away from the preset, matching the harness right-click).
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@export_group("Bend Direction")
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@export_enum("Normal", "Inverted") var left_arm_bend: int = BendDirection.NORMAL:
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set(value):
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left_arm_bend = value
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_set_joint_bend_inverted("LeftArm", value == BendDirection.INVERTED)
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@export_enum("Normal", "Inverted") var right_arm_bend: int = BendDirection.INVERTED:
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set(value):
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right_arm_bend = value
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_set_joint_bend_inverted("RightArm", value == BendDirection.INVERTED)
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@export_enum("Normal", "Inverted") var left_leg_bend: int = BendDirection.INVERTED:
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set(value):
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left_leg_bend = value
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_set_joint_bend_inverted("LeftLeg", value == BendDirection.INVERTED)
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@export_enum("Normal", "Inverted") var right_leg_bend: int = BendDirection.NORMAL:
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set(value):
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right_leg_bend = value
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_set_joint_bend_inverted("RightLeg", value == BendDirection.INVERTED)
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# ---------------------------------------------------------------------------
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# Signals
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# ---------------------------------------------------------------------------
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## Emitted when the facing preset changes (after flags + z-order are applied).
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signal facing_profile_changed(profile: int)
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## Emitted when a single joint's bend direction changes. `flipped` is the new
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## flip_bend_direction value (true == inverted).
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signal bend_flag_changed(joint: String, flipped: bool)
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## Emitted when the rig's ANIMATED/RAGDOLL state changes. `new_state` carries
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## the RigState enum value.
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signal state_changed(new_state: int)
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# ---------------------------------------------------------------------------
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# Internal state
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# ---------------------------------------------------------------------------
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var _nodes_ready: bool = false
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var _skeleton: Skeleton2D = null
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var _body_container: Node2D = null
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var _bend_joint_bones: Dictionary = {} # { String : Bone2D } (lower bones)
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var _bend_modifications: Dictionary = {} # { String : SkeletonModification2DTwoBoneIK }
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# ---------------------------------------------------------------------------
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# Rig state (ANIMATED / RAGDOLL)
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# ---------------------------------------------------------------------------
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var state: RigState = RigState.ANIMATED
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var _ragdoll_root: Node2D = null
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var _ragdoll_bodies: Dictionary = {} # { String : RigidBody2D }
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var _anim_player: AnimationPlayer = null
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var _prev_global_pos: Vector2 = Vector2.ZERO
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var _prev_global_rot: float = 0.0
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var _cached_linear_velocity: Vector2 = Vector2.ZERO
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var _cached_angular_velocity: float = 0.0
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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# Resolve all runtime node references.
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_skeleton = get_node_or_null(NodePath(SKELETON_PATH)) as Skeleton2D
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if _skeleton == null:
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push_warning("StickmanRig: missing '%s' node in rig." % SKELETON_PATH)
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_body_container = get_node_or_null(NodePath(BODY_CONTAINER_PATH)) as Node2D
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if _body_container == null:
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push_warning("StickmanRig: missing '%s' node in rig." % BODY_CONTAINER_PATH)
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_anim_player = get_node_or_null(NodePath(ANIMATION_PLAYER_PATH)) as AnimationPlayer
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if _anim_player == null:
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push_warning("StickmanRig: missing '%s' node in rig." % ANIMATION_PLAYER_PATH)
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_resolve_bend_modifications()
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# Enable the modification stack (IK solves only at runtime).
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if _skeleton != null:
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var stack: SkeletonModificationStack2D = _skeleton.modification_stack
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if stack != null:
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stack.enabled = true
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else:
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push_warning("StickmanRig: Skeleton2D has no modification_stack assigned.")
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# Apply the authored/default profile once: writes the four mod flags from the
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# current var values, reorders Body/* children, and emits the profile signal.
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# _nodes_ready is set first so the per-joint setters route their mod updates
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# + signal emissions through the live apply path (during instantiation the
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# setters only stored values).
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_nodes_ready = true
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_apply_profile()
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_prev_global_pos = global_position
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_prev_global_rot = global_rotation
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func _physics_process(delta: float) -> void:
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_track_momentum(delta)
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func _track_momentum(delta: float) -> void:
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if delta > 0.0:
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_cached_linear_velocity = (global_position - _prev_global_pos) / delta
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_cached_angular_velocity = wrapf(global_rotation - _prev_global_rot, -PI, PI) / delta
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_prev_global_pos = global_position
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_prev_global_rot = global_rotation
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# ---------------------------------------------------------------------------
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# Public API
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# ---------------------------------------------------------------------------
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func set_facing_profile(profile: int) -> void:
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if not PROFILE_FLAGS.has(profile):
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push_warning("StickmanRig: unknown facing profile %d; ignored." % profile)
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return
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facing_profile = profile
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func get_facing_profile() -> int:
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return int(facing_profile)
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func set_joint_bend_flipped(joint: String, flipped: bool) -> void:
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match joint:
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"LeftArm":
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left_arm_bend = BendDirection.INVERTED if flipped else BendDirection.NORMAL
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"RightArm":
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right_arm_bend = BendDirection.INVERTED if flipped else BendDirection.NORMAL
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"LeftLeg":
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left_leg_bend = BendDirection.INVERTED if flipped else BendDirection.NORMAL
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"RightLeg":
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right_leg_bend = BendDirection.INVERTED if flipped else BendDirection.NORMAL
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_:
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push_warning("StickmanRig: unknown bend joint '%s'; ignored." % joint)
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func get_joint_bend_flipped(joint: String) -> bool:
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match joint:
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"LeftArm":
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return left_arm_bend == BendDirection.INVERTED
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"RightArm":
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return right_arm_bend == BendDirection.INVERTED
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"LeftLeg":
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return left_leg_bend == BendDirection.INVERTED
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"RightLeg":
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return right_leg_bend == BendDirection.INVERTED
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_:
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push_warning("StickmanRig: unknown bend joint '%s'." % joint)
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return false
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func get_bend_joints() -> Array[String]:
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return BEND_JOINTS
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func get_bend_joint_global_position(joint: String) -> Vector2:
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var bone := _bend_joint_bones.get(joint) as Bone2D
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if bone == null or not is_instance_valid(bone):
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push_warning("StickmanRig: unknown or missing bend joint '%s'." % joint)
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return Vector2.ZERO
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return bone.global_position
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func is_in_ragdoll() -> bool:
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return state == RigState.RAGDOLL
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func set_ragdoll(enabled: bool) -> void:
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if enabled and not is_in_ragdoll():
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_enter_ragdoll()
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elif not enabled and is_in_ragdoll():
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_exit_ragdoll()
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func toggle_ragdoll() -> void:
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set_ragdoll(not is_in_ragdoll())
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## Applies the same velocity delta to every ragdoll body via a mass-scaled
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## central impulse, preserving the ragdoll's internal structure. No-op outside
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## RAGDOLL mode. Used by the physics harness "Knock Up" button.
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func apply_ragdoll_velocity_boost(velocity: Vector2) -> void:
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if not is_in_ragdoll():
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return
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for key: String in _ragdoll_bodies:
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var body := _ragdoll_bodies[key] as RigidBody2D
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if body != null and is_instance_valid(body):
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body.apply_central_impulse(velocity * body.mass)
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# ---------------------------------------------------------------------------
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# Internal resolution / apply
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# ---------------------------------------------------------------------------
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func _resolve_bend_modifications() -> void:
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_bend_joint_bones.clear()
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_bend_modifications.clear()
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if _skeleton == null:
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return
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for joint: String in BEND_JOINTS:
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var path: String = BEND_JOINT_BONE_PATHS[joint]
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var bone := _skeleton.get_node_or_null(NodePath(path)) as Bone2D
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if bone != null and is_instance_valid(bone):
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_bend_joint_bones[joint] = bone
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else:
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push_warning("StickmanRig: missing bend-joint bone '%s'." % path)
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var stack: SkeletonModificationStack2D = _skeleton.modification_stack
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if stack == null:
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return
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for i: int in stack.modification_count:
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var mod := stack.get_modification(i)
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if not (mod is SkeletonModification2DTwoBoneIK):
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continue
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var ik := mod as SkeletonModification2DTwoBoneIK
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for joint: String in BEND_JOINTS:
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if ik.joint_two_bone2d_node == NodePath(BEND_JOINT_BONE_PATHS[joint]):
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_bend_modifications[joint] = ik
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break
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for joint: String in BEND_JOINTS:
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if not _bend_modifications.has(joint):
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push_warning("StickmanRig: missing TwoBoneIK modification for bend joint '%s'." % joint)
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## Writes the four per-joint bend vars from PROFILE_FLAGS (through their setters,
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## so the live mods stay in sync), reorders Body/* children, then emits
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## facing_profile_changed.
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func _apply_profile() -> void:
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var flags: Dictionary = PROFILE_FLAGS.get(facing_profile, PROFILE_FLAGS[FacingProfile.FORWARD])
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left_arm_bend = BendDirection.INVERTED if bool(flags.get("LeftArm", false)) else BendDirection.NORMAL
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right_arm_bend = BendDirection.INVERTED if bool(flags.get("RightArm", false)) else BendDirection.NORMAL
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left_leg_bend = BendDirection.INVERTED if bool(flags.get("LeftLeg", false)) else BendDirection.NORMAL
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right_leg_bend = BendDirection.INVERTED if bool(flags.get("RightLeg", false)) else BendDirection.NORMAL
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_apply_body_z_order()
|
||
_apply_head_flip()
|
||
facing_profile_changed.emit(int(facing_profile))
|
||
|
||
func _apply_head_flip() -> void:
|
||
var head := get_node_or_null("Skeleton2D/Torso/Head") as Node2D
|
||
var pivot := get_node_or_null("Skeleton2D/Torso/Head/Pivot") as Node2D
|
||
if pivot != null:
|
||
var is_left := (facing_profile == FacingProfile.LEFT)
|
||
if is_left:
|
||
# Mirror local X and invert double the bone's rotation to mirror in world space
|
||
pivot.scale = Vector2(-1.0, 1.0)
|
||
pivot.rotation = -1.0 * head.rotation
|
||
else:
|
||
pivot.scale = Vector2(1.0, 1.0)
|
||
pivot.rotation = 0.0
|
||
|
||
## Per-joint setter notify: updates the resolved TwoBoneIK mod's
|
||
## flip_bend_direction and emits bend_flag_changed. No-op before _ready (the
|
||
## setter only stored the backing value during instantiation).
|
||
func _set_joint_bend_inverted(joint: String, inverted: bool) -> void:
|
||
if not _nodes_ready:
|
||
return
|
||
var mod: SkeletonModification2DTwoBoneIK = _bend_modifications.get(joint) as SkeletonModification2DTwoBoneIK
|
||
if mod != null:
|
||
mod.flip_bend_direction = inverted
|
||
bend_flag_changed.emit(joint, inverted)
|
||
|
||
|
||
## Task 2 algorithm: walk the profile's ordered part names back-to-front and
|
||
## move_child(part, count - 1) each existing part; unknown/extra children stay
|
||
## at the back; missing parts skipped silently.
|
||
func _apply_body_z_order() -> void:
|
||
if _body_container == null or not is_instance_valid(_body_container):
|
||
return
|
||
var order: Array = Z_ORDER_BY_PROFILE.get(facing_profile, Z_ORDER_BY_PROFILE[FacingProfile.FORWARD])
|
||
for part_name: String in order:
|
||
var part := _body_container.get_node_or_null(NodePath(part_name))
|
||
if part != null:
|
||
_body_container.move_child(part, _body_container.get_child_count() - 1)
|
||
|
||
# ---------------------------------------------------------------------------
|
||
# Ragdoll translation (kinematic -> physics)
|
||
# ---------------------------------------------------------------------------
|
||
|
||
func _enter_ragdoll() -> void:
|
||
if _skeleton == null or _body_container == null:
|
||
push_warning("StickmanRig: cannot enter ragdoll; missing rig nodes.")
|
||
return
|
||
# Freeze the kinematic puppet: disable IK, stop animation, hide visuals.
|
||
if _skeleton.modification_stack != null:
|
||
_skeleton.modification_stack.enabled = false
|
||
if _anim_player != null and is_instance_valid(_anim_player):
|
||
_anim_player.stop()
|
||
_body_container.visible = false
|
||
_build_ragdoll()
|
||
state = RigState.RAGDOLL
|
||
state_changed.emit(int(state))
|
||
|
||
|
||
func _exit_ragdoll() -> void:
|
||
_destroy_ragdoll()
|
||
if _body_container != null and is_instance_valid(_body_container):
|
||
_body_container.visible = true
|
||
if _skeleton != null and is_instance_valid(_skeleton):
|
||
if _skeleton.modification_stack != null:
|
||
_skeleton.modification_stack.enabled = true
|
||
if _anim_player != null and is_instance_valid(_anim_player):
|
||
_anim_player.stop()
|
||
state = RigState.ANIMATED
|
||
state_changed.emit(int(state))
|
||
|
||
|
||
func _build_ragdoll() -> void:
|
||
var parent: Node = get_parent()
|
||
if parent == null:
|
||
parent = get_tree().current_scene
|
||
if parent == null:
|
||
push_warning("StickmanRig: cannot reparent ragdoll container; no parent or current scene.")
|
||
return
|
||
|
||
_ragdoll_root = Node2D.new()
|
||
_ragdoll_root.name = RAGDOLL_CONTAINER_NAME
|
||
parent.add_child(_ragdoll_root)
|
||
|
||
_ragdoll_bodies.clear()
|
||
for entry: Dictionary in RAGDOLL_BODIES:
|
||
_build_ragdoll_body(entry)
|
||
for entry: Dictionary in RAGDOLL_JOINTS:
|
||
_build_ragdoll_joint(entry)
|
||
|
||
var torso := _ragdoll_bodies.get("torso") as RigidBody2D
|
||
if torso != null:
|
||
torso.linear_velocity = _cached_linear_velocity
|
||
torso.angular_velocity = _cached_angular_velocity
|
||
|
||
|
||
func _build_ragdoll_body(entry: Dictionary) -> void:
|
||
var key: String = 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.gravity_scale = 1.0
|
||
body.lock_rotation = false
|
||
body.freeze = false
|
||
body.collision_layer = 1
|
||
body.collision_mask = 1
|
||
|
||
var shape := CollisionShape2D.new()
|
||
shape.name = "CollisionShape2D"
|
||
|
||
if entry["kind"] == "visual":
|
||
var visual := get_node_or_null(NodePath(entry["node_path"])) as Node2D
|
||
if visual == null or not is_instance_valid(visual):
|
||
push_warning("StickmanRig: missing ragdoll visual node '%s'." % entry["node_path"])
|
||
body.queue_free()
|
||
return
|
||
var circle := CircleShape2D.new()
|
||
circle.radius = float(entry["radius"])
|
||
shape.shape = circle
|
||
body.add_child(shape)
|
||
body.position = visual.global_position
|
||
body.rotation = 0.0
|
||
_add_ragdoll_visual_circle(body, float(entry["radius"]), RAGDOLL_HEAD_VISUAL_COLOR)
|
||
else:
|
||
var bone := _skeleton.get_node_or_null(NodePath(entry["node_path"])) as Bone2D
|
||
if bone == null or not is_instance_valid(bone):
|
||
push_warning("StickmanRig: missing ragdoll bone '%s'." % entry["node_path"])
|
||
body.queue_free()
|
||
return
|
||
var origin: Vector2 = bone.global_position
|
||
var tip: Vector2
|
||
if key == "torso":
|
||
var head_bone := _skeleton.get_node_or_null(NodePath("Torso/Head")) as Bone2D
|
||
if head_bone == null or not is_instance_valid(head_bone):
|
||
push_warning("StickmanRig: missing Head bone for torso ragdoll body.")
|
||
body.queue_free()
|
||
return
|
||
tip = head_bone.global_position
|
||
else:
|
||
# A Bone2D's length runs along its local +X rotated by `bone_angle`
|
||
# (stored in degrees). to_global(Vector2(length, 0)) alone ignores
|
||
# bone_angle, so rotate the tip vector by it to reach the real
|
||
# far-end joint (which coincides with the child bone's origin).
|
||
tip = bone.to_global(Vector2(bone.length, 0.0).rotated(deg_to_rad(bone.bone_angle)))
|
||
var length: float = origin.distance_to(tip)
|
||
var midpoint: Vector2 = (origin + tip) * 0.5
|
||
var capsule := CapsuleShape2D.new()
|
||
capsule.height = length
|
||
capsule.radius = float(entry["radius"])
|
||
shape.shape = capsule
|
||
# CapsuleShape2D spans local +Y, but a Bone2D's length runs along local
|
||
# +X: rotate the shape -90° so the capsule aligns with the body's +X,
|
||
# which we point along the bone's origin->tip direction below.
|
||
shape.rotation = -PI / 2.0
|
||
body.add_child(shape)
|
||
body.position = midpoint
|
||
body.rotation = (tip - origin).angle()
|
||
_add_ragdoll_visual_capsule(body, length, float(entry["radius"]), RAGDOLL_VISUAL_COLOR)
|
||
|
||
_ragdoll_root.add_child(body)
|
||
_ragdoll_bodies[key] = body
|
||
|
||
|
||
## Visible capsule mesh (Line2D with round caps) spanning the body's local +X,
|
||
## which `_build_ragdoll_body` already aligns with the bone's origin->tip
|
||
## direction. Collision shapes never render in-game, so this is what the player
|
||
## actually sees in RAGDOLL mode.
|
||
func _add_ragdoll_visual_capsule(body: RigidBody2D, length: float, radius: float, color: Color) -> void:
|
||
var line := Line2D.new()
|
||
line.name = "VisualCapsule"
|
||
line.points = PackedVector2Array([Vector2(-length * 0.5, 0.0), Vector2(length * 0.5, 0.0)])
|
||
line.width = radius * 2.0
|
||
line.default_color = color
|
||
line.begin_cap_mode = Line2D.LINE_CAP_ROUND
|
||
line.end_cap_mode = Line2D.LINE_CAP_ROUND
|
||
line.joint_mode = Line2D.LINE_JOINT_ROUND
|
||
body.add_child(line)
|
||
|
||
|
||
## Visible filled circle for the head body, matching the authored head circle.
|
||
func _add_ragdoll_visual_circle(body: RigidBody2D, radius: float, color: Color) -> void:
|
||
var poly := Polygon2D.new()
|
||
poly.name = "VisualCircle"
|
||
var points := PackedVector2Array()
|
||
for i: int in RAGDOLL_CIRCLE_SEGMENTS:
|
||
var angle: float = TAU * float(i) / float(RAGDOLL_CIRCLE_SEGMENTS)
|
||
points.append(Vector2(cos(angle), sin(angle)) * radius)
|
||
poly.polygon = points
|
||
poly.color = color
|
||
body.add_child(poly)
|
||
|
||
|
||
func _build_ragdoll_joint(entry: Dictionary) -> void:
|
||
var child_key: String = entry["child"]
|
||
var parent_key: String = entry["parent"]
|
||
var child_body := _ragdoll_bodies.get(child_key) as RigidBody2D
|
||
var parent_body := _ragdoll_bodies.get(parent_key) as RigidBody2D
|
||
if child_body == null or parent_body == null:
|
||
return
|
||
var pin_bone := _skeleton.get_node_or_null(NodePath(entry["pin_node_path"])) as Bone2D
|
||
if pin_bone == null or not is_instance_valid(pin_bone):
|
||
push_warning("StickmanRig: missing pin bone '%s' for ragdoll joint '%s'." % [entry["pin_node_path"], child_key])
|
||
return
|
||
|
||
var pin := PinJoint2D.new()
|
||
pin.name = "RagdollPin_" + child_key
|
||
pin.position = pin_bone.global_position
|
||
_ragdoll_root.add_child(pin)
|
||
pin.node_a = pin.get_path_to(parent_body)
|
||
pin.node_b = pin.get_path_to(child_body)
|
||
pin.softness = 0.0
|
||
_apply_ragdoll_joint_limits(pin, entry["limit"])
|
||
|
||
|
||
func _apply_ragdoll_joint_limits(pin: PinJoint2D, limit: String) -> void:
|
||
match limit:
|
||
"elbow_knee":
|
||
# Fold (natural bend) toward +CW, resist hyperextension past -5°.
|
||
pin.angular_limit_enabled = true
|
||
pin.angular_limit_lower = -deg_to_rad(5.0)
|
||
pin.angular_limit_upper = deg_to_rad(150.0)
|
||
"elbow_knee_ccw":
|
||
# Mirrored limb: its natural bend folds -CCW (the rig's TwoBoneIK
|
||
# bend flag for this limb is inverted), so the large allowance goes
|
||
# on the negative side and hyperextension is capped at +5°.
|
||
pin.angular_limit_enabled = true
|
||
pin.angular_limit_lower = -deg_to_rad(150.0)
|
||
pin.angular_limit_upper = deg_to_rad(5.0)
|
||
"shoulder_hip":
|
||
pin.angular_limit_enabled = true
|
||
pin.angular_limit_lower = -deg_to_rad(160.0)
|
||
pin.angular_limit_upper = deg_to_rad(160.0)
|
||
_:
|
||
pin.angular_limit_enabled = false
|
||
|
||
|
||
func _destroy_ragdoll() -> void:
|
||
if _ragdoll_root != null and is_instance_valid(_ragdoll_root):
|
||
_ragdoll_root.queue_free()
|
||
_ragdoll_root = null
|
||
_ragdoll_bodies.clear()
|