fix: resolve merge conflicts, keep test-branch rope physics
The merge of main into test (fd39db8) was committed with conflict markers
still in the files, leaving rope_tether.gd and 3dlevel.tscn unparseable
while git reported a clean tree.
Both sides were competing full implementations of the tether rather than
overlapping edits, so every hunk had to go one way. Kept the test side:
elastic leash, kinematic tautening, haul drag and the mid-chain snap.
Dropped main's _constrain/_haul/_damp/_snap port and its tension_start,
pull_speed and snap_length exports. The two scene hunks followed from the
same choice, since the rope node's properties name exports that exist on
only one side.
Also drops rope_diag.gd, which came in with that commit and drives the
discarded API (can_snap, taut_margin).
Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
co-authored by
Claude Opus 5
parent
fd39db872b
commit
9c99d5f3ce
@@ -42,7 +42,6 @@ var attach_end : PhysicsBody3D
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## at all times and the leash is an explicit force instead.
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@export var max_length := 20.0
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<<<<<<< HEAD
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## Leash spring: metres per second squared of pull per metre of stretch, plus
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## damping on the separation speed. Applied as acceleration, so it behaves the
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## same whether an endpoint is a CharacterBody3D or a RigidBody3D.
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@@ -86,11 +85,6 @@ var attach_end : PhysicsBody3D
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## winch, high values like the rope is weightless. Reeling out is not rate
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## limited — see _reel.
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@export var reel_speed := 6.0
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=======
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## How fast total length changes, in metres per second. Low values feel like a
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## winch, high values like the rope is weightless.
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@export var reel_speed := 8.0
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>>>>>>> main
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## Constrain segments to the X-Y plane (linear Z, angular X and Y).
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@export var plane_lock_z := true
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@@ -98,85 +92,10 @@ var attach_end : PhysicsBody3D
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@export_flags_3d_physics var segment_collision_layer := 4
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@export_flags_3d_physics var segment_collision_mask := 1
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<<<<<<< HEAD
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# Fraction of the endpoint gap the rope keeps in hand at minimum. `slack` is the
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# resting sag; this is only the floor that keeps the chain off dead taut when
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# slack is turned down to nothing.
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const TAUT_MARGIN := 0.02
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=======
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# --- Pull / tension / snap ---------------------------------------------------
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#
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# Ported from the 2D Verlet rope. That rope integrated its own points, so it
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# could resolve stretch by moving them directly; here the rope body is solved by
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# the physics server, so only the *anchor* half of that logic carries over: the
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# players get pulled, damped and finally launched. `max_length` is shared with
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# the reel, which is exactly right — the reel stops paying out rope there, so
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# that is the gap at which the rope runs out and starts pulling back.
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## Note: the reference script's `reel_speed` is this — how fast the rope hauls
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## the players together. Ours was already taken by the rope's own length change,
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## so the anchor-pulling rate is `pull_speed`.
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@export_group("Tension")
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## Gap at which strain starts registering for visuals. Below max_length, so the
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## rope reads as straining before it actually starts pulling.
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@export var tension_start := 16.0
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## Fraction of its nominal length the rope gives before it is genuinely straight,
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## soaked up by compliant pin joints and the two end anchors.
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##
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## 0.12 is the measured sweet spot on a 6m/12-segment rope: sag at the moment
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## pull engages falls from 0.73m at 0.02 to 0.41m here. Past ~0.18 it gets worse
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## again — the extra span opens the joints further, which adds back the path
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## length it was meant to take up. Retune if segment count or joint softness
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## changes; those move the curve.
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@export_range(0.0, 0.5, 0.005) var taut_margin := 0.12
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## Metres per second the rope hauls the players together while over-stretched.
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@export var pull_speed := 6.0
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## How the pull is split. 0.5 moves both equally; 0.0 moves only attach_end.
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@export_range(0.0, 1.0, 0.01) var pull_bias := 0.5
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## Fraction of velocity-away-from-the-rope killed per tick while taut.
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@export_range(0.0, 1.0, 0.01) var damping := 0.2
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## Hard break distance, and how fast sustained over-stretch accumulates toward a
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## break. The rope snaps on whichever arrives first.
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@export var snap_length := 34.0
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@export var snap_tension := 1.0
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@export var tension_rise := 1.5
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@export var tension_fall := 2.0
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## Speed kicked into each player when the rope lets go.
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@export var snap_impulse := 19.0
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## Seconds the two dead halves dangle and fade before being freed.
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@export var snap_fade := 0.6
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## Off makes the rope an unbreakable leash: it still pulls, never snaps.
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@export var can_snap := true
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signal became_taut
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signal became_slack
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signal rope_snapped
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signal tension_changed(amount)
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## True while the gap exceeds max_length and the rope is actively hauling.
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var taut := false
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## True once the rope has broken. It stays broken until reset().
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var snapped := false
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## Accumulated over-stretch. Reaching snap_tension breaks the rope.
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var tension := 0.0
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## 0..1 strain for visuals and camera shake. Driven by whichever of raw distance
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## or accumulated tension is further along.
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var strain_amt := 0.0
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var _emitted_strain := -1.0
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var _break_time := 0.0
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var _halves : Array[Path3D] = []
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>>>>>>> main
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# The base script zeroes `position` and bakes it into child positions, so keep
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# our own copy to place the end joint we add.
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@@ -212,7 +131,6 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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<<<<<<< HEAD
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if _snapped:
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# Nothing left to reel, tension or leash. Both halves just hang off their
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# player, so all that is left is drawing them.
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@@ -223,20 +141,11 @@ func _physics_process(delta: float) -> void:
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_apply_elastic(delta)
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_apply_tautness(delta)
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_update_timer()
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=======
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if snapped:
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_update_break(delta)
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return
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if dynamic_length:
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_reel(delta)
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_constrain(delta)
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>>>>>>> main
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# Base script redraws the CSG curve from the segment transforms and capsule
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# heights, so it has to run after the resize.
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super(delta)
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<<<<<<< HEAD
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func _on_snap_timer_timeout() -> void:
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snap()
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@@ -323,121 +232,10 @@ func _target_length() -> float:
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# real error to correct and they push it right back off the line.
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var effective_slack := lerpf(slack, TAUT_MARGIN, _taut_ramp())
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return maxf(_endpoint_span() * (1.0 + effective_slack), min_length)
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=======
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## Pull the players together while the gap exceeds the rope, accumulate strain,
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## and break the rope when it has taken too much.
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func _constrain(delta: float) -> void:
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if attach_start == null or attach_end == null:
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return
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var v := attach_end.global_position - attach_start.global_position
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if plane_lock_z:
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v.z = 0.0
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var dist := v.length()
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if dist < 0.001:
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return
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var stretch := dist - _taut_distance()
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var now_taut := stretch > 0.0
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if now_taut != taut:
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taut = now_taut
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if taut:
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became_taut.emit()
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else:
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became_slack.emit()
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# Tension only builds while genuinely over-stretched, and bleeds off the rest
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# of the time, so a rope that is repeatedly yanked breaks but one held at a
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# steady hard stretch does not break instantly.
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if stretch > 0.0:
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var s := clampf(stretch / maxf(snap_length - max_length, 0.001), 0.0, 1.0)
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tension += tension_rise * s * delta
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else:
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tension = move_toward(tension, 0.0, tension_fall * delta)
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var dist_strain := clampf(
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(dist - tension_start) / maxf(snap_length - tension_start, 0.001), 0.0, 1.0)
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strain_amt = maxf(dist_strain, tension / maxf(snap_tension, 0.001))
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_emit_strain()
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if now_taut:
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var dir := v / dist
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var pull := minf(stretch, pull_speed * delta)
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_haul(attach_start, dir * pull * pull_bias)
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_haul(attach_end, -dir * pull * (1.0 - pull_bias))
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if damping > 0.0:
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_damp(attach_start, -dir)
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_damp(attach_end, dir)
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if can_snap and (tension >= snap_tension or dist >= snap_length):
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_snap()
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# How far apart the rope can actually hold the players, which is *not* the
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# length the reel commands. Pin joints are compliant: measured on the stock
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# settings the interior joints open ~0.29m and the two end anchors another
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# ~0.14m on a 6m rope, so the rope keeps roughly `taut_margin` in hand past its
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# nominal length. Pulling at nominal starts hauling while the rope still droops.
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#
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# This deliberately does not measure the rope's live path. That was tried and it
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# feeds back: compliant joints stretch to meet whatever the gap is, so measured
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# reach chases the span, `stretch` never turns positive and the rope never pulls
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# at all. The allowance has to be a value the current stretch cannot influence.
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func _taut_distance() -> float:
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return _rope_length * (1.0 + taut_margin)
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func _emit_strain() -> void:
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if absf(strain_amt - _emitted_strain) > 0.01:
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_emitted_strain = strain_amt
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tension_changed.emit(strain_amt)
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# Position is moved rather than velocity added, matching the reference: the pull
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# has to survive the player's own _physics_process, which rewrites velocity.x
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# from input every tick and would swallow a velocity nudge.
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func _haul(body: PhysicsBody3D, delta_pos: Vector3) -> void:
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var rigid := body as RigidBody3D
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if rigid != null:
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rigid.apply_central_impulse(delta_pos / maxf(get_physics_process_delta_time(), 0.001))
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else:
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body.global_position += delta_pos
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# Kill only the component of velocity heading away from the rope, so the rope
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# resists being stretched without deadening movement along it.
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func _damp(body: PhysicsBody3D, away: Vector3) -> void:
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var character := body as CharacterBody3D
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if character != null:
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var along := character.velocity.dot(away)
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if along > 0.0:
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character.velocity -= away * along * damping
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return
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var rigid := body as RigidBody3D
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if rigid != null:
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var along := rigid.linear_velocity.dot(away)
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if along > 0.0:
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rigid.linear_velocity -= away * along * damping
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## Length the rope wants to be for the current endpoint gap.
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##
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## Divided by the compliance allowance rather than set to the gap directly. The
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## chain can reach `taut_margin` past whatever length it is told to be, so
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## commanding exactly the gap leaves that surplus hanging as droop at every
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## distance — which is what made the rope look slack however hard it was pulled.
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## Commanding the gap *minus* the stretch it is going to gain means its real
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## reach lands on the gap, and the rope hangs straight.
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func _target_length() -> float:
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if attach_start == null or attach_end == null:
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return maxf(distance, min_length)
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var span := attach_start.global_position.distance_to(attach_end.global_position)
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return clampf(span / (1.0 + taut_margin), min_length, max_length)
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>>>>>>> main
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func _reel(delta: float) -> void:
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var previous := _rope_length
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<<<<<<< HEAD
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var target := _target_length()
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if target > _rope_length:
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# Out is instant. Rate-limiting this direction is what lets the gap outrun
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@@ -450,15 +248,6 @@ func _reel(delta: float) -> void:
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# it is here so that a slack of 0 still cannot produce a chain shorter than the
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# straight-line gap.
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_rope_length = maxf(_rope_length, _endpoint_span() * (1.0 + TAUT_MARGIN))
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=======
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# Both directions are rate limited. Paying out instantly was what made the
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# rope feel permanently slack: the commanded length would sit exactly on the
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# gap, and since the chain can reach `taut_margin` beyond what it is told to
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# be, that surplus had nowhere to go and hung as droop no matter how hard the
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# players pulled. Trailing the gap instead means a pull faster than
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# `reel_speed` eats the surplus and the rope comes up taut.
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_rope_length = move_toward(_rope_length, _target_length(), reel_speed * delta)
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>>>>>>> main
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if absf(_rope_length - previous) > 0.0001:
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_set_segment_length(_rope_length / float(number_of_segments))
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@@ -744,173 +533,9 @@ func _wire_endpoints() -> void:
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end_joint.set_param(PinJoint3D.PARAM_IMPULSE_CLAMP, max_impulse)
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joints.append(end_joint)
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<<<<<<< HEAD
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func _update_timer() -> void:
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var stretched = is_equal_approx(tension_ratio(), 1.0)
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if stretched and $SnapTimer.is_stopped():
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$SnapTimer.start()
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elif !stretched:
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$SnapTimer.stop()
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=======
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## Break the rope: kick the players apart and split the chain in two.
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##
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## The reference had to hand-integrate the two dead halves after a break. Here
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## the halves are still pin-jointed rigid bodies with one loose end, so the
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## physics server drapes them for free — all that is needed is to drop the
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## middle joint and give each half its own tube to draw into.
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func _snap() -> void:
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var dir := attach_end.global_position - attach_start.global_position
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if plane_lock_z:
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dir.z = 0.0
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dir = dir.normalized() if dir.length() > 0.001 else Vector3.RIGHT
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_kick(attach_start, -dir * snap_impulse)
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_kick(attach_end, dir * snap_impulse)
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_split_chain()
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snapped = true
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taut = false
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tension = 0.0
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strain_amt = 0.0
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_emit_strain()
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rope_snapped.emit()
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func _kick(body: PhysicsBody3D, impulse: Vector3) -> void:
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var character := body as CharacterBody3D
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if character != null:
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character.velocity += impulse
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return
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var rigid := body as RigidBody3D
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if rigid != null:
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rigid.apply_central_impulse(impulse * rigid.mass)
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# Free the middle joint so the chain parts, then hand each half its own path and
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# tube. The single shared tube cannot be reused: its curve would still run
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# through both halves and stretch a band of geometry across the break.
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func _split_chain() -> void:
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var mid := int(segments.size() / 2.0)
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# joints[i] bridges segments[i-1] and segments[i], so joints[mid] is the one
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# holding the two halves together.
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if mid > 0 and mid < joints.size():
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var seam := joints[mid]
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joints.remove_at(mid)
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seam.queue_free()
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mesh.visible = false
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_halves.clear()
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_halves.append(_make_half(0, mid - 1))
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_halves.append(_make_half(mid, segments.size() - 1))
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_break_time = 0.0
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_update_break(0.0)
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# A Path3D + CSGPolygon3D pair covering segments[lo..hi], mirroring the settings
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# of the main tube so the halves look like the rope they came from.
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func _make_half(lo: int, hi: int) -> Path3D:
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var path := Path3D.new()
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path.top_level = true
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path.curve = Curve3D.new()
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path.set_meta("lo", lo)
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path.set_meta("hi", hi)
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add_child(path)
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var tube := CSGPolygon3D.new()
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tube.polygon = mesh.polygon
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tube.mode = mesh.mode
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tube.path_interval_type = mesh.path_interval_type
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tube.path_interval = mesh.path_interval
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tube.path_rotation = mesh.path_rotation
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tube.path_local = mesh.path_local
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tube.path_continuous_u = mesh.path_continuous_u
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tube.path_joined = mesh.path_joined
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tube.smooth_faces = mesh.smooth_faces
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tube.calculate_tangents = mesh.calculate_tangents
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# The rope material is an opaque resource shared with anything else using it,
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# so the fade gets its own transparent copy rather than mutating the original.
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if material != null:
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var faded := material.duplicate() as StandardMaterial3D
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if faded != null:
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faded.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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tube.material = faded
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path.add_child(tube)
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# path_node resolves relative to the CSG node, so it can only be set once the
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# tube is actually in the tree under the path.
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tube.path_node = tube.get_path_to(path)
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return path
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func _update_break(delta: float) -> void:
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_break_time += delta
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var alpha := clampf(1.0 - _break_time / maxf(snap_fade, 0.001), 0.0, 1.0)
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for path in _halves:
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if not is_instance_valid(path):
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continue
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_trace_half(path)
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var tube := path.get_child(0) as CSGPolygon3D
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var mat := tube.material as StandardMaterial3D
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if mat != null:
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mat.albedo_color.a = alpha
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if _break_time >= snap_fade:
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_clear_rope()
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# Same endpoint math the base script uses for the main curve: a capsule's +Y end
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# is the one nearer the rope start, so the run is every segment's near end plus
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# the far end of the last one.
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func _trace_half(path: Path3D) -> void:
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var lo : int = path.get_meta("lo")
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var hi : int = path.get_meta("hi")
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var c := path.curve
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c.clear_points()
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for i in range(lo, hi + 1):
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var seg := segments[i]
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var half_h : float = seg.get_child(0).shape.height * 0.5
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c.add_point(seg.position + seg.transform.basis.y * half_h)
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var last := segments[hi]
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var last_half : float = last.get_child(0).shape.height * 0.5
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c.add_point(last.position - last.transform.basis.y * last_half)
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# Tear down every body, joint and tube the rope owns. A snapped rope should stop
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# costing physics once it has finished falling.
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func _clear_rope() -> void:
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for path in _halves:
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if is_instance_valid(path):
|
||||
path.queue_free()
|
||||
_halves.clear()
|
||||
for joint in joints:
|
||||
if is_instance_valid(joint):
|
||||
joint.queue_free()
|
||||
joints.clear()
|
||||
for segment in segments:
|
||||
if is_instance_valid(segment):
|
||||
segment.queue_free()
|
||||
segments.clear()
|
||||
curve_points.clear()
|
||||
|
||||
|
||||
## Rebuild the rope from scratch after a snap.
|
||||
func reset() -> void:
|
||||
_clear_rope()
|
||||
snapped = false
|
||||
taut = false
|
||||
tension = 0.0
|
||||
strain_amt = 0.0
|
||||
_emitted_strain = -1.0
|
||||
_break_time = 0.0
|
||||
if mesh != null:
|
||||
mesh.visible = true
|
||||
# The base _ready() bakes `position` into the segments and then zeroes it, so
|
||||
# the offset has to be put back before rebuilding or the new rope spawns at
|
||||
# the parent's origin instead of the rope's.
|
||||
position = _origin_offset
|
||||
curve = Curve3D.new()
|
||||
_fit_curve_to_endpoints()
|
||||
super._ready()
|
||||
_apply_plane_lock()
|
||||
_wire_endpoints()
|
||||
_rope_length = _target_length()
|
||||
>>>>>>> main
|
||||
|
||||
Reference in New Issue
Block a user