Basic platformer with rope
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extends Path3D
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# Script by Elijah Martin/Palin_drome
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@export_range(3,200,1) var number_of_segments = 10
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@export_range(3,50,1) var mesh_sides = 6
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@export var cable_thickness = 0.1
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@export_range(0.0, 0.99, 0.01) var joint_bias_or_stiffness = 0.2
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@export_range(0.0, 64.0, 0.1) var max_impulse = 2.0
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@export_range(0.0, 100.0, 0.1,"0 to disable to 100 to make completely stable") var physics_dampening = 0.5
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@export var cable_segment_mass = 2.0
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@export var fixed_start_point = true
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@export var fixed_end_point = true
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@export var rigidbody_attached_to_start : RigidBody3D
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@export var rigidbody_attached_to_end : RigidBody3D
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@export var material : Material
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@onready var mesh := $CSGPolygon3D
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@onready var distance = curve.get_baked_length()
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# instances
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var segments : Array[RigidBody3D]
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var joints : Array[PinJoint3D]
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var curve_points : Array
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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# store position and rotation
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var rotation_buffer = rotation
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rotation = Vector3(0,0,0)
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var position_buffer = position
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position = Vector3(0,0,0)
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# Duplicate the curve to ensure its unique and resets properly on reloads, avoiding drift due to re-adding the position_buffer
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var cloned_curve = curve.duplicate() # Duplicate curve
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curve = cloned_curve # Assign it as the active curve of the Path3D
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# CSG Mesh shape array
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var myShape : PackedVector2Array
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for i in (number_of_segments+1):
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curve_points.append(curve.sample_baked((distance*(i))/(number_of_segments), true))
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curve.clear_points()
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# create cable segments
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for i in number_of_segments:
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# create rigidbodies
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segments.append(RigidBody3D.new())
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self.add_child(segments[i])
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# position rigidbodies between the joints
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segments[i].position = curve_points[i] + (curve_points[i+1] - curve_points[i])/2
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# create collision shape 3Ds
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segments[i].add_child(CollisionShape3D.new())
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# add capsule shape
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segments[i].get_child(0).shape = CapsuleShape3D.new()
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segments[i].get_child(0).shape.radius = cable_thickness
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segments[i].get_child(0).shape.height = (curve_points[i+1]-curve_points[i]).length()
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# small offset added to prevent Vector UP
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segments[i].look_at_from_position(curve_points[i] + (curve_points[i+1] - curve_points[i])/2 + Vector3(0.001, 0, -0.001), curve_points[i+1])
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segments[i].rotation.x += PI/2
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segments[i].linear_damp = physics_dampening
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segments[i].mass = cable_segment_mass
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# create pin joints
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# attach joints to rigidbodies path
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if i == 0 && fixed_start_point:
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#joints.append(ConeTwistJoint3D.new())
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joints.append(PinJoint3D.new())
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self.add_child(joints[i])
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joints[i].position = curve_points[i]
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joints[i].set_param(PinJoint3D.PARAM_BIAS, joint_bias_or_stiffness)
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joints[i].set_param(PinJoint3D.PARAM_IMPULSE_CLAMP, max_impulse)
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else:
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#joints.append(ConeTwistJoint3D.new())
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joints.append(PinJoint3D.new())
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self.add_child(joints[i])
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joints[i].position = curve_points[i]
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joints[i].node_a = segments[i-1].get_path()
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joints[i].node_b = segments[i].get_path()
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#add new curve points
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curve.add_point(curve_points[i])
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curve.add_point(curve_points[number_of_segments])
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# setup mesh array
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for i in mesh_sides:
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myShape.append(Vector2(sin(2*PI*(i+1)/mesh_sides), cos(2*PI*(i+1)/mesh_sides)) * cable_thickness)
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# setup mesh
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mesh.polygon = myShape
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if material != null:
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mesh.material = material
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# restore position and rotation
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rotation = rotation_buffer
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# lock joints and segments position and rotation
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for segment in segments:
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segment.top_level = true
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segment.position += position_buffer
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for joint in joints:
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joint.top_level = true
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joint.position += position_buffer
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# set rotation and position to 0
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# fix start point
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rotation = Vector3(0,0,0)
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if fixed_start_point:
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joints[0].node_b = segments[0].get_path()
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if fixed_end_point:
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#joints.append(ConeTwistJoint3D.new())
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joints.append(PinJoint3D.new())
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self.add_child(joints[-1])
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joints[-1].position = curve_points[-1] + position_buffer
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joints[-1].node_a = segments[number_of_segments - 1].get_path()
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# attach rigid bodies if they exist
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if rigidbody_attached_to_start != null:
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joints[0].node_b = rigidbody_attached_to_start.get_path()
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if rigidbody_attached_to_end != null:
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if fixed_end_point == false:
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joints.append(PinJoint3D.new())
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self.add_child(joints[-1])
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joints[-1].position = curve_points[-1] + position_buffer
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joints[-1].node_a = segments[-1].get_path()
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joints[-1].node_b = rigidbody_attached_to_end.get_path()
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func _physics_process(_delta: float) -> void:
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# update curve positions
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for p in (curve.point_count):
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if p < (number_of_segments):
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# get the first segment and subtract it's basis * distance to point at the endpoint
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curve.set_point_position(p, segments[p].position + segments[p].transform.basis.y * segments[p].get_child(0).shape.height/2)
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else:
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# get the last segment and add it's basis * distance to point at the endpoint
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curve.set_point_position(p, segments[p-1].position - segments[p-1].transform.basis.y * segments[p-1].get_child(0).shape.height/2)
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