Finally proper rope physics. Parity with 2D connectedplayers.

This commit is contained in:
ASOwnerYT
2026-07-26 01:54:47 +12:00
parent d66570169a
commit 7635ccd26c
4 changed files with 560 additions and 19 deletions
+167
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@@ -0,0 +1,167 @@
class_name CouchCamera
extends Camera3D
## Shared-screen camera: keeps every target framed, and shakes.
##
## The camera holds the orientation it was authored with in the scene. Only its
## distance along that view direction changes, so the shot keeps the angle and
## the lens it was composed with, and the players are what moves in frame.
@export var targets: Array[Node3D] = []
## Padding kept outside the outermost target, in metres. Not pixels: everything
## this camera measures is world space.
@export var margin := Vector2(2.0, 1.5)
## How close in and how far back the camera may pull to fit the group, in metres.
@export var min_distance := 4.0
@export var max_distance := 40.0
## Follow and zoom response, as exponential rates. Higher is snappier.
@export var fspeed := 6.0
@export var zspeed := 4.0
@export var auto_find := true
## Shifts the framed point, in metres, for composition. Zero centres the group.
@export var framing_offset := Vector3.ZERO
## Rope to take the sustained buzz from. Anything with a tension_ratio() -> float
## method will do.
@export var tether_path : NodePath
# Snap punch: an impulse that decays fast and sharp. Offsets are metres.
@export var punch_decay := 2.6
@export var punch_offset := 0.8
@export var punch_roll := 0.05
# Tension buzz: sustained, tracks the current tension, ramps in.
@export var tension_offset := 0.15
@export var tension_roll := 0.01
@export var tension_ramp := 12.0
var trauma := 0.0
var tension_shake := 0.0
var _tension_target := 0.0
var _tether : Node
# Authored view direction and roll. Framing moves the camera along _view_dir and
# nothing else, so the authored angle survives.
var _view_dir := Vector3.FORWARD
var _rest_roll := 0.0
# Smoothed framing. Seeded from the first solve rather than from the authored
# transform, so the level opens on the right shot instead of easing into it.
var _center := Vector3.ZERO
var _distance := 0.0
var _framed := false
func _ready() -> void:
make_current()
_view_dir = -global_transform.basis.z
_rest_roll = rotation.z
_tether = get_node_or_null(tether_path)
# Deferred: the camera is an earlier sibling than the players, so its _ready
# runs first, and joining the "players" group is something their _ready does.
# Searching the group here finds nothing at all.
_find_targets.call_deferred()
func _find_targets() -> void:
if not auto_find or not targets.is_empty():
return
for n in get_tree().get_nodes_in_group("players"):
if n is Node3D:
targets.append(n)
# Solve once right away, or the first frame is drawn from the authored
# transform and the shot pops as soon as _physics_process catches up.
_frame_targets(0.0)
## Add an impulse shake, 0-1. For hits, landings, deaths — anything that is a
## moment rather than a duration. Callers drive this; nothing does by default.
func add_trauma(amount: float) -> void:
trauma = clampf(trauma + amount, 0.0, 1.0)
## Set the sustained shake level, 0-1. Driven from the tether every frame when
## tether_path is set.
func set_tension(amount: float) -> void:
_tension_target = clampf(amount, 0.0, 1.0)
func _physics_process(d: float) -> void:
if _tether != null and _tether.has_method("tension_ratio"):
set_tension(_tether.tension_ratio())
_frame_targets(d)
_apply_shake(d)
func _frame_targets(d: float) -> void:
var live : Array[Vector3] = []
for t in targets:
if is_instance_valid(t):
live.append(t.global_position)
if live.is_empty():
return
var center := Vector3.ZERO
for p in live:
center += p
center = center / float(live.size()) + framing_offset
# Measure the group along the camera's own screen axes, so an authored tilt
# is accounted for instead of assuming the group spreads along world X-Y.
var right := global_transform.basis.x
var up := global_transform.basis.y
var half_w := margin.x
var half_h := margin.y
for p in live:
var v := p - center
half_w = maxf(half_w, absf(v.dot(right)) + margin.x)
half_h = maxf(half_h, absf(v.dot(up)) + margin.y)
# Solve for distance, not fov. fov is the authored look of the shot, and
# zooming by changing it warps the perspective as the players move. Godot's
# default keep_aspect is KEEP_HEIGHT, so fov is the vertical angle and the
# horizontal one follows from the viewport aspect.
var half_fov := tan(deg_to_rad(fov) * 0.5)
var vp := get_viewport().get_visible_rect().size
var aspect := vp.x / maxf(vp.y, 1.0)
var distance := clampf(
maxf(half_h / half_fov, half_w / (half_fov * aspect)),
min_distance,
max_distance
)
if _framed:
_center = _center.lerp(center, 1.0 - exp(-fspeed * d))
_distance = lerpf(_distance, distance, 1.0 - exp(-zspeed * d))
else:
_center = center
_distance = distance
_framed = true
global_position = _center - _view_dir * _distance
func _apply_shake(d: float) -> void:
var off := Vector2.ZERO
var roll := 0.0
tension_shake = move_toward(tension_shake, _tension_target, tension_ramp * d)
if tension_shake > 0.001:
var ts := tension_shake * tension_shake
off += Vector2(randf_range(-1, 1), randf_range(-1, 1)) * tension_offset * ts
roll += randf_range(-1, 1) * tension_roll * ts
if trauma > 0.0:
trauma = maxf(trauma - punch_decay * d, 0.0)
var s := trauma * trauma
off += Vector2(randf_range(-1, 1), randf_range(-1, 1)) * punch_offset * s
roll += randf_range(-1, 1) * punch_roll * s
# h_offset/v_offset shift the frustum, in metres, so they shake the image
# without disturbing the framing solved above.
h_offset = off.x
v_offset = off.y
rotation.z = _rest_roll + roll
+1
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uid://bvgm53qsm13tt
+370 -13
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@@ -21,20 +21,69 @@ var attach_end : PhysicsBody3D
## Extra rope length as a fraction of the gap between the two endpoints.
## 0.0 is dead taut (pin joints will fight); ~0.15 gives a natural sag.
@export_range(0.0, 1.0, 0.01) var slack := 0.15
@export var slack := 0.15
## Reel the rope in and out so its length keeps tracking the endpoint gap,
## instead of staying fixed at whatever it was when the level loaded.
@export var dynamic_length := true
## Bounds on total rope length, in metres. min_length stops the rope collapsing
## into a stub when the players stand on top of each other; max_length is the
## leash that eventually drags them back together.
## Stops the rope collapsing into a stub when the players stand on top of each
## other.
@export var min_length := 2.0
## Rest length of the leash, in metres. Past this the tether pulls the endpoints
## back together with a spring.
##
## This is deliberately NOT a cap on the rope geometry. The endpoints are
## CharacterBody3D, which is kinematic and therefore infinitely massive to the
## solver: a pin joint anchored to one pulls on the rope and never on the player.
## Cap the chain and the terminal segment gets whipped by correction impulses
## nothing ever absorbs, which is the violent wiggle. So the chain is kept slack
## at all times and the leash is an explicit force instead.
@export var max_length := 20.0
## How fast total length changes, in metres per second. Low values feel like a
## winch, high values like the rope is weightless.
## Leash spring: metres per second squared of pull per metre of stretch, plus
## damping on the separation speed. Applied as acceleration, so it behaves the
## same whether an endpoint is a CharacterBody3D or a RigidBody3D.
## Stiffness has to beat Player.friction (which zeroes horizontal velocity when
## there is no input) before a grounded player will slide at all.
@export var elastic_stiffness := 60.0
@export var elastic_damping := 8.0
## Safety valve so a runaway stretch cannot fling a body across the level.
@export var max_pull_accel := 200.0
## Drag on the rate the two endpoints separate at while the rope is taut, per
## second, so towing the other player feels heavy. Ramps in over the same
## taut_range as the tautening. This is the knob for how much a player is slowed
## by dragging their partner; elastic_stiffness is the leash itself.
@export var haul_drag := 10.0
## How hard the rope is drawn straight once the leash engages. 0 leaves it
## hanging; 1 snaps it onto the line between the endpoints.
##
## Needed because the chain can never be dead taut on its own. Its length has to
## stay above the gap or the pin joints are over-constrained, and a hanging chain
## sags by roughly L*sqrt(3*excess/8) — even a 2% excess drapes ~9% of the span,
## which reads as a slack rope no matter how hard the players pull. So tension is
## faked: the segments are moved onto the straight line directly. That
## configuration satisfies every pin joint exactly, so unlike a real tension load
## it costs the solver nothing.
@export_range(0.0, 1.0, 0.01) var taut_pull := 0.5
## Stretch past max_length, in metres, at which the rope is drawn fully taut.
@export var taut_range := 1.0
## Hard backstop, as a multiple of max_length. The spring cannot win against code
## that writes velocity outright — a launcher, a moving platform, a bug — and an
## endpoint dragged far enough turns the rope into a handful of enormous capsules
## that thrash. Past this distance the endpoints get moved back directly. Normal
## play never reaches it.
@export var hard_stretch := 2.0
## How fast the rope reels *in*, in metres per second. Low values feel like a
## winch, high values like the rope is weightless. Reeling out is not rate
## limited — see _reel.
@export var reel_speed := 6.0
## Constrain segments to the X-Y plane (linear Z, angular X and Y).
@@ -43,13 +92,28 @@ var attach_end : PhysicsBody3D
@export_flags_3d_physics var segment_collision_layer := 4
@export_flags_3d_physics var segment_collision_mask := 1
# Fraction of the endpoint gap the rope keeps in hand at minimum. `slack` is the
# resting sag; this is only the floor that keeps the chain off dead taut when
# slack is turned down to nothing.
const TAUT_MARGIN := 0.02
# The base script zeroes `position` and bakes it into child positions, so keep
# our own copy to place the end joint we add.
var _origin_offset := Vector3.ZERO
# Total rope length right now, eased toward _target_length() at reel_speed.
# Total rope length right now: snaps up to _target_length(), eases down to it.
var _rope_length := 0.0
## Fired once, when the rope parts. Carries the world position of the break, for
## whoever wants to put a sound or a puff of frayed cable there.
signal snapped(at_position: Vector3)
var _snapped := false
# Index of the first segment of the tail half, once the rope has parted.
var _split_index := -1
# The tail half gets its own Path3D to draw along. See _split_mesh.
var _tail_path : Path3D
func _ready() -> void:
attach_start = get_node_or_null(attach_start_path) as PhysicsBody3D
@@ -60,31 +124,320 @@ func _ready() -> void:
_apply_plane_lock()
_wire_endpoints()
_rope_length = _target_length()
var snap_timer := get_node_or_null("SnapTimer") as Timer
# Guarded: the signal may also have been wired up in the editor.
if snap_timer != null and not snap_timer.timeout.is_connected(_on_snap_timer_timeout):
snap_timer.timeout.connect(_on_snap_timer_timeout)
func _physics_process(delta: float) -> void:
if _snapped:
# Nothing left to reel, tension or leash. Both halves just hang off their
# player, so all that is left is drawing them.
_redraw_halves()
return
if dynamic_length:
_reel(delta)
_apply_elastic(delta)
_apply_tautness(delta)
_update_timer()
# Base script redraws the CSG curve from the segment transforms and capsule
# heights, so it has to run after the resize.
super(delta)
## Length the rope wants to be for the current endpoint gap.
func _on_snap_timer_timeout() -> void:
snap()
## Break the rope at its midpoint. Each half stays pinned to its own player and
## falls slack; the leash, the reel and the tautening all stop, so from here the
## players are untethered. Idempotent.
func snap() -> void:
if _snapped or segments.size() < 2:
return
_snapped = true
# joints[0] pins segment 0 to attach_start, and joints[i] for i in 1..N-1
# bridges segments i-1 and i. So the joint in the middle of the chain is
# joints[N/2], and freeing it is what actually parts the rope.
@warning_ignore("integer_division")
_split_index = segments.size() / 2
var broken := joints[_split_index]
var break_point := broken.global_position
joints.remove_at(_split_index)
broken.queue_free()
# Hand the weight back. _apply_tautness may have left the segments weightless
# to hold a straight line, and it is never going to run again to undo that.
for segment in segments:
segment.gravity_scale = 1.0
_split_mesh()
snapped.emit(break_point)
# One Path3D drew the whole chain. Left alone, the CSG would keep bridging the
# two halves with a length of rope stretched across the gap, so the tail gets a
# path of its own and the original curve is cut back to the head.
func _split_mesh() -> void:
var tail_curve := Curve3D.new()
for i in segments.size() - _split_index + 1:
tail_curve.add_point(Vector3.ZERO)
_tail_path = Path3D.new()
_tail_path.curve = tail_curve
add_child(_tail_path)
# Duplicated rather than built from scratch: the polygon is generated in the
# base script's _ready, and the CSG carries a dozen path_* settings off the
# scene that all have to match for the two halves to look like one rope.
var tail_mesh := mesh.duplicate() as CSGPolygon3D
_tail_path.add_child(tail_mesh)
tail_mesh.path_node = tail_mesh.get_path_to(_tail_path)
# Cut the head back. Curves run one point per segment plus one to cap the end.
while curve.point_count > _split_index + 1:
curve.remove_point(curve.point_count - 1)
_redraw_halves()
func _redraw_halves() -> void:
_write_curve(curve, 0, _split_index - 1)
if _tail_path != null:
_write_curve(_tail_path.curve, _split_index, segments.size() - 1)
# The base script's curve update, over a range instead of the whole chain: a
# point at each segment's +Y cap, plus one more for the last segment's -Y cap.
func _write_curve(target: Curve3D, first: int, last: int) -> void:
for i in last - first + 1:
var segment := segments[first + i]
var half := (segment.get_child(0).shape as CapsuleShape3D).height * 0.5
target.set_point_position(i, segment.position + segment.transform.basis.y * half)
var final := segments[last]
var final_half := (final.get_child(0).shape as CapsuleShape3D).height * 0.5
target.set_point_position(
last - first + 1, final.position - final.transform.basis.y * final_half
)
## Length the rope wants to be for the current endpoint gap. Unbounded above:
## the geometry follows the players wherever they go and _apply_elastic is what
## stops them going far.
func _target_length() -> float:
if attach_start == null or attach_end == null:
return maxf(distance, min_length)
var span := attach_start.global_position.distance_to(attach_end.global_position)
return clampf(span * (1.0 + slack), min_length, max_length)
# Give up the resting sag as the leash engages. Straightening the segments is
# not enough on its own: while the chain is longer than the gap the joints have
# real error to correct and they push it right back off the line.
var effective_slack := lerpf(slack, TAUT_MARGIN, _taut_ramp())
return maxf(_endpoint_span() * (1.0 + effective_slack), min_length)
func _reel(delta: float) -> void:
var previous := _rope_length
_rope_length = move_toward(_rope_length, _target_length(), reel_speed * delta)
var target := _target_length()
if target > _rope_length:
# Out is instant. Rate-limiting this direction is what lets the gap outrun
# the chain, and a chain shorter than the gap is the whole failure mode.
_rope_length = target
else:
# In is the winch, so the rope visibly takes up its own slack.
_rope_length = move_toward(_rope_length, target, reel_speed * delta)
# Hard floor. Instant reel-out already covers this while `slack` is positive;
# it is here so that a slack of 0 still cannot produce a chain shorter than the
# straight-line gap.
_rope_length = maxf(_rope_length, _endpoint_span() * (1.0 + TAUT_MARGIN))
if absf(_rope_length - previous) > 0.0001:
_set_segment_length(_rope_length / float(number_of_segments))
# The leash. See max_length for why this is a force and not a joint constraint.
func _apply_elastic(delta: float) -> void:
if attach_start == null or attach_end == null:
return
var to_end := attach_end.global_position - attach_start.global_position
var span := to_end.length()
if span <= max_length or span < 0.001:
return
var axis := to_end / span
# Damp separation only. Damping the closing speed too would fight the spring
# on the way back in and leave the players stuck at full stretch.
var separation := maxf(_separation_speed(), 0.0)
var accel := clampf(
elastic_stiffness * (span - max_length) + elastic_damping * separation,
0.0,
max_pull_accel
)
var pull := axis * accel * delta
_add_velocity(attach_start, pull)
_add_velocity(attach_end, -pull)
_apply_haul_drag(axis, delta)
var limit := max_length * hard_stretch
if span > limit:
_clamp_span(axis, span - limit, separation)
# Weight. The spring alone does not read as hauling: Player re-accelerates to
# move_speed every frame at `accel`, so a player towing a planted partner still
# runs at full speed and the rope looks weightless. Drag on the outward part of
# their velocity is what makes the load felt.
#
# Only the outward part, so being towed is never slowed and neither is running
# back toward the other player. And no scaling by who is heavier: the resistance
# comes out of the ramp, which only stays high while the far end is actually
# refusing to follow.
func _apply_haul_drag(axis: Vector3, delta: float) -> void:
if haul_drag <= 0.0:
return
var drag := clampf(haul_drag * _stretch_ramp() * delta, 0.0, 1.0)
if drag <= 0.0:
return
# Braked on their own outward speed, not on the separation rate. Separation is
# the wrong signal: a hauler towing a partner who is keeping up has no
# separation at all, and that is the case this exists for. Stretch is the right
# signal, because stretch is what the rope's tension is proportional to.
#
# axis runs start -> end, so outward is -axis for the start and +axis for the
# end. Only whoever is moving outward pays, which sorts out who is hauling and
# who is being towed without having to ask.
var out_start := _velocity_of(attach_start).dot(-axis)
if out_start > 0.0:
_add_velocity(attach_start, axis * (out_start * drag))
var out_end := _velocity_of(attach_end).dot(axis)
if out_end > 0.0:
_add_velocity(attach_end, -axis * (out_end * drag))
# Draw the chain onto the straight line between the endpoints as the leash takes
# up. See taut_pull for why this is done by hand rather than by the solver.
func _apply_tautness(delta: float) -> void:
if attach_start == null or attach_end == null:
return
var ramp := _taut_ramp()
# Take the weight off as the rope goes taut. Gravity is the only thing pulling
# it off the line, and a weightless chain holds the pose for free instead of
# being dragged back down between frames. Written unconditionally so the rope
# gets its weight back the moment the leash lets go.
for segment in segments:
segment.gravity_scale = 1.0 - ramp
if ramp <= 0.0:
return
var a := attach_start.global_position
var b := attach_end.global_position
var span := a.distance_to(b)
# Per-frame lerp weight, corrected so the pull feels the same off 60 Hz.
var blend := 1.0 - pow(1.0 - ramp * taut_pull, delta * 60.0)
# Capsules run along local Y and +Y is the end nearer the rope's start, so the
# straight-line pose points each segment's local Y from the end back to the
# start. Only that axis is aimed: the addon bakes a PI/2 X-rotation into the
# segments at spawn, so their local Z is not world Z, and building a fresh
# basis instead of swinging the existing one puts the segment in a pose
# axis_lock_angular_x/y forbid and the solver spends the frame undoing it.
var y_axis := (a - b) / span
var count := segments.size()
for i in count:
var segment := segments[i]
var current := Quaternion(segment.global_basis.orthonormalized())
# Shortest arc onto the line. Both vectors lie in the X-Y plane, so the
# rotation is about world Z, which is the one axis left unlocked.
var swing := Quaternion(segment.global_basis.y.normalized(), y_axis)
# Segment i owns the slice [i, i+1] of the line and sits at its midpoint.
var ideal := a.lerp(b, (float(i) + 0.5) / float(count))
segment.global_transform = Transform3D(
Basis(current.slerp(swing * current, blend)),
segment.global_position.lerp(ideal, blend)
)
# Spin is the segment's own momentum fighting the pose it was just put in.
segment.angular_velocity *= 1.0 - blend
# Positional backstop. Moves the bodies rather than shortening the chain: a chain
# shorter than the gap is the over-constrained case this whole design exists to
# avoid, so the rope is never the thing that gives.
func _clamp_span(axis: Vector3, excess: float, separation: float) -> void:
var half := axis * (excess * 0.5)
_move_endpoint(attach_start, half)
_move_endpoint(attach_end, -half)
# Cancel the outward velocity too, or they grind against the backstop and it
# has to fire again every single frame.
if separation > 0.0:
var kill := axis * (separation * 0.5)
_add_velocity(attach_start, kill)
_add_velocity(attach_end, -kill)
func _move_endpoint(body: PhysicsBody3D, motion: Vector3) -> void:
if body is CharacterBody3D:
# Swept, so the backstop cannot shove a player inside level geometry.
(body as CharacterBody3D).move_and_collide(motion)
else:
body.global_position += motion
## How loaded the tether is, 0 slack to 1 at full stretch. For camera shake, UI
## and audio; read every frame, so keep it cheap.
func tension_ratio() -> float:
return (clampf(_stretch_ramp(), 0.8, 1) - 0.8) * 5
## 0 while the rope hangs free, reaching 1 once the leash is stretched taut_range
## past max_length. Drives both the tautening and the haul drag.
func _stretch_ramp() -> float:
# A parted rope pulls on nothing, so it reports no load either — otherwise the
# players walk away and the camera buzzes forever off a rope that is gone.
if _snapped or attach_start == null or attach_end == null:
return 0.0
var span := _endpoint_span()
if span <= max_length:
return 0.0
return clampf((span - max_length) / maxf(taut_range, 0.001), 0.0, 1.0)
## _stretch_ramp gated on the tautening being switched on at all.
func _taut_ramp() -> float:
if taut_pull <= 0.0:
return 0.0
return _stretch_ramp()
func _endpoint_span() -> float:
if attach_start == null or attach_end == null:
return 0.0
return attach_start.global_position.distance_to(attach_end.global_position)
## Rate the gap is opening at, in metres per second. Negative while closing.
func _separation_speed() -> float:
if attach_start == null or attach_end == null:
return 0.0
var to_end := attach_end.global_position - attach_start.global_position
if to_end.length() < 0.001:
return 0.0
return (_velocity_of(attach_end) - _velocity_of(attach_start)).dot(to_end.normalized())
func _velocity_of(body: PhysicsBody3D) -> Vector3:
if body is CharacterBody3D:
return (body as CharacterBody3D).velocity
if body is RigidBody3D:
return (body as RigidBody3D).linear_velocity
return Vector3.ZERO
func _add_velocity(body: PhysicsBody3D, delta_v: Vector3) -> void:
if body is CharacterBody3D:
(body as CharacterBody3D).velocity += delta_v
elif body is RigidBody3D:
(body as RigidBody3D).linear_velocity += delta_v
# Resize every capsule and re-anchor the pin joints bracketing it.
#
# Joint3D only derives its anchor points from the node transforms when the joint
@@ -180,5 +533,9 @@ func _wire_endpoints() -> void:
end_joint.set_param(PinJoint3D.PARAM_IMPULSE_CLAMP, max_impulse)
joints.append(end_joint)
#func _physics_process(_delta: float) -> void:
#curve.bake_interval += 0.01
func _update_timer() -> void:
var stretched = is_equal_approx(tension_ratio(), 1.0)
if stretched and $SnapTimer.is_stopped():
$SnapTimer.start()
elif !stretched:
$SnapTimer.stop()