542 lines
22 KiB
GDScript
542 lines
22 KiB
GDScript
extends "res://addons/pinjoint-ropephysics/path_3d_rope.gd"
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## Tether variant of the pinjoint rope.
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##
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## Adds two things the base addon does not do:
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## - endpoints can be any PhysicsBody3D (the addon only exports RigidBody3D,
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## and its `rigidbody_attached_to_start` path overwrites node_b instead of
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## setting node_a, which pins the body to world space rather than to the rope)
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## - every segment is locked to the X-Y plane so the rope behaves as a 2D rope
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##
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## Expects to be a direct child of an untransformed parent: the base addon bakes
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## its own local `position` into the segment/joint positions and zeroes the node.
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## Bodies the two rope ends pin to. NodePath rather than a typed node export so
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## the value resolves reliably when set from a .tscn instance override.
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@export var attach_start_path : NodePath
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@export var attach_end_path : NodePath
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var attach_start : PhysicsBody3D
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var attach_end : PhysicsBody3D
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## Extra rope length as a fraction of the gap between the two endpoints.
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## 0.0 is dead taut (pin joints will fight); ~0.15 gives a natural sag.
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@export var slack := 0.15
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## Reel the rope in and out so its length keeps tracking the endpoint gap,
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## instead of staying fixed at whatever it was when the level loaded.
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@export var dynamic_length := true
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## Stops the rope collapsing into a stub when the players stand on top of each
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## other.
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@export var min_length := 2.0
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## Rest length of the leash, in metres. Past this the tether pulls the endpoints
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## back together with a spring.
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##
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## This is deliberately NOT a cap on the rope geometry. The endpoints are
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## CharacterBody3D, which is kinematic and therefore infinitely massive to the
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## solver: a pin joint anchored to one pulls on the rope and never on the player.
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## Cap the chain and the terminal segment gets whipped by correction impulses
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## nothing ever absorbs, which is the violent wiggle. So the chain is kept slack
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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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## 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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## Stiffness has to beat Player.friction (which zeroes horizontal velocity when
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## there is no input) before a grounded player will slide at all.
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@export var elastic_stiffness := 60.0
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@export var elastic_damping := 8.0
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## Safety valve so a runaway stretch cannot fling a body across the level.
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@export var max_pull_accel := 200.0
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## Drag on the rate the two endpoints separate at while the rope is taut, per
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## second, so towing the other player feels heavy. Ramps in over the same
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## taut_range as the tautening. This is the knob for how much a player is slowed
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## by dragging their partner; elastic_stiffness is the leash itself.
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@export var haul_drag := 10.0
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## How hard the rope is drawn straight once the leash engages. 0 leaves it
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## hanging; 1 snaps it onto the line between the endpoints.
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##
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## Needed because the chain can never be dead taut on its own. Its length has to
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## stay above the gap or the pin joints are over-constrained, and a hanging chain
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## sags by roughly L*sqrt(3*excess/8) — even a 2% excess drapes ~9% of the span,
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## which reads as a slack rope no matter how hard the players pull. So tension is
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## faked: the segments are moved onto the straight line directly. That
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## configuration satisfies every pin joint exactly, so unlike a real tension load
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## it costs the solver nothing.
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@export_range(0.0, 1.0, 0.01) var taut_pull := 0.5
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## Stretch past max_length, in metres, at which the rope is drawn fully taut.
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@export var taut_range := 1.0
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## Hard backstop, as a multiple of max_length. The spring cannot win against code
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## that writes velocity outright — a launcher, a moving platform, a bug — and an
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## endpoint dragged far enough turns the rope into a handful of enormous capsules
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## that thrash. Past this distance the endpoints get moved back directly. Normal
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## play never reaches it.
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@export var hard_stretch := 2.0
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## How fast the rope reels *in*, in metres per second. Low values feel like a
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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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## 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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@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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# 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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# 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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var _origin_offset := Vector3.ZERO
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# Total rope length right now: snaps up to _target_length(), eases down to it.
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var _rope_length := 0.0
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## Fired once, when the rope parts. Carries the world position of the break, for
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## whoever wants to put a sound or a puff of frayed cable there.
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signal snapped(at_position: Vector3)
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var _snapped := false
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# Index of the first segment of the tail half, once the rope has parted.
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var _split_index := -1
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# The tail half gets its own Path3D to draw along. See _split_mesh.
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var _tail_path : Path3D
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func _ready() -> void:
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attach_start = get_node_or_null(attach_start_path) as PhysicsBody3D
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attach_end = get_node_or_null(attach_end_path) as PhysicsBody3D
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_origin_offset = position
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_fit_curve_to_endpoints()
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super()
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_apply_plane_lock()
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_wire_endpoints()
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_rope_length = _target_length()
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var snap_timer := get_node_or_null("SnapTimer") as Timer
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# Guarded: the signal may also have been wired up in the editor.
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if snap_timer != null and not snap_timer.timeout.is_connected(_on_snap_timer_timeout):
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snap_timer.timeout.connect(_on_snap_timer_timeout)
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func _physics_process(delta: float) -> void:
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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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_redraw_halves()
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return
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if dynamic_length:
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_reel(delta)
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_apply_elastic(delta)
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_apply_tautness(delta)
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_update_timer()
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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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func _on_snap_timer_timeout() -> void:
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snap()
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## Break the rope at its midpoint. Each half stays pinned to its own player and
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## falls slack; the leash, the reel and the tautening all stop, so from here the
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## players are untethered. Idempotent.
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func snap() -> void:
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if _snapped or segments.size() < 2:
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return
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_snapped = true
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# joints[0] pins segment 0 to attach_start, and joints[i] for i in 1..N-1
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# bridges segments i-1 and i. So the joint in the middle of the chain is
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# joints[N/2], and freeing it is what actually parts the rope.
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@warning_ignore("integer_division")
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_split_index = segments.size() / 2
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var broken := joints[_split_index]
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var break_point := broken.global_position
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joints.remove_at(_split_index)
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broken.queue_free()
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# Hand the weight back. _apply_tautness may have left the segments weightless
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# to hold a straight line, and it is never going to run again to undo that.
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for segment in segments:
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segment.gravity_scale = 1.0
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_split_mesh()
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snapped.emit(break_point)
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# One Path3D drew the whole chain. Left alone, the CSG would keep bridging the
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# two halves with a length of rope stretched across the gap, so the tail gets a
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# path of its own and the original curve is cut back to the head.
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func _split_mesh() -> void:
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var tail_curve := Curve3D.new()
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for i in segments.size() - _split_index + 1:
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tail_curve.add_point(Vector3.ZERO)
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_tail_path = Path3D.new()
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_tail_path.curve = tail_curve
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add_child(_tail_path)
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# Duplicated rather than built from scratch: the polygon is generated in the
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# base script's _ready, and the CSG carries a dozen path_* settings off the
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# scene that all have to match for the two halves to look like one rope.
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var tail_mesh := mesh.duplicate() as CSGPolygon3D
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_tail_path.add_child(tail_mesh)
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tail_mesh.path_node = tail_mesh.get_path_to(_tail_path)
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# Cut the head back. Curves run one point per segment plus one to cap the end.
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while curve.point_count > _split_index + 1:
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curve.remove_point(curve.point_count - 1)
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_redraw_halves()
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func _redraw_halves() -> void:
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_write_curve(curve, 0, _split_index - 1)
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if _tail_path != null:
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_write_curve(_tail_path.curve, _split_index, segments.size() - 1)
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# The base script's curve update, over a range instead of the whole chain: a
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# point at each segment's +Y cap, plus one more for the last segment's -Y cap.
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func _write_curve(target: Curve3D, first: int, last: int) -> void:
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for i in last - first + 1:
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var segment := segments[first + i]
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var half := (segment.get_child(0).shape as CapsuleShape3D).height * 0.5
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target.set_point_position(i, segment.position + segment.transform.basis.y * half)
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var final := segments[last]
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var final_half := (final.get_child(0).shape as CapsuleShape3D).height * 0.5
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target.set_point_position(
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last - first + 1, final.position - final.transform.basis.y * final_half
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)
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## Length the rope wants to be for the current endpoint gap. Unbounded above:
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## the geometry follows the players wherever they go and _apply_elastic is what
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## stops them going far.
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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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# Give up the resting sag as the leash engages. Straightening the segments is
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# not enough on its own: while the chain is longer than the gap the joints have
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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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func _reel(delta: float) -> void:
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var previous := _rope_length
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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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# the chain, and a chain shorter than the gap is the whole failure mode.
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_rope_length = target
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else:
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# In is the winch, so the rope visibly takes up its own slack.
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_rope_length = move_toward(_rope_length, target, reel_speed * delta)
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# Hard floor. Instant reel-out already covers this while `slack` is positive;
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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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if absf(_rope_length - previous) > 0.0001:
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_set_segment_length(_rope_length / float(number_of_segments))
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# The leash. See max_length for why this is a force and not a joint constraint.
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func _apply_elastic(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 to_end := attach_end.global_position - attach_start.global_position
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var span := to_end.length()
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if span <= max_length or span < 0.001:
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return
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var axis := to_end / span
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# Damp separation only. Damping the closing speed too would fight the spring
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# on the way back in and leave the players stuck at full stretch.
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var separation := maxf(_separation_speed(), 0.0)
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var accel := clampf(
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elastic_stiffness * (span - max_length) + elastic_damping * separation,
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0.0,
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max_pull_accel
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)
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var pull := axis * accel * delta
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_add_velocity(attach_start, pull)
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_add_velocity(attach_end, -pull)
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_apply_haul_drag(axis, delta)
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var limit := max_length * hard_stretch
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if span > limit:
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_clamp_span(axis, span - limit, separation)
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# Weight. The spring alone does not read as hauling: Player re-accelerates to
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# move_speed every frame at `accel`, so a player towing a planted partner still
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# runs at full speed and the rope looks weightless. Drag on the outward part of
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# their velocity is what makes the load felt.
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#
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# Only the outward part, so being towed is never slowed and neither is running
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# back toward the other player. And no scaling by who is heavier: the resistance
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# comes out of the ramp, which only stays high while the far end is actually
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# refusing to follow.
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func _apply_haul_drag(axis: Vector3, delta: float) -> void:
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if haul_drag <= 0.0:
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return
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var drag := clampf(haul_drag * _stretch_ramp() * delta, 0.0, 1.0)
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if drag <= 0.0:
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return
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# Braked on their own outward speed, not on the separation rate. Separation is
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# the wrong signal: a hauler towing a partner who is keeping up has no
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# separation at all, and that is the case this exists for. Stretch is the right
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# signal, because stretch is what the rope's tension is proportional to.
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#
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# axis runs start -> end, so outward is -axis for the start and +axis for the
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# end. Only whoever is moving outward pays, which sorts out who is hauling and
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# who is being towed without having to ask.
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var out_start := _velocity_of(attach_start).dot(-axis)
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if out_start > 0.0:
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_add_velocity(attach_start, axis * (out_start * drag))
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var out_end := _velocity_of(attach_end).dot(axis)
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if out_end > 0.0:
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_add_velocity(attach_end, -axis * (out_end * drag))
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# Draw the chain onto the straight line between the endpoints as the leash takes
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# up. See taut_pull for why this is done by hand rather than by the solver.
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func _apply_tautness(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 ramp := _taut_ramp()
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# Take the weight off as the rope goes taut. Gravity is the only thing pulling
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# it off the line, and a weightless chain holds the pose for free instead of
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# being dragged back down between frames. Written unconditionally so the rope
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# gets its weight back the moment the leash lets go.
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for segment in segments:
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segment.gravity_scale = 1.0 - ramp
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if ramp <= 0.0:
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return
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var a := attach_start.global_position
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var b := attach_end.global_position
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var span := a.distance_to(b)
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# Per-frame lerp weight, corrected so the pull feels the same off 60 Hz.
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var blend := 1.0 - pow(1.0 - ramp * taut_pull, delta * 60.0)
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# Capsules run along local Y and +Y is the end nearer the rope's start, so the
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# straight-line pose points each segment's local Y from the end back to the
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# start. Only that axis is aimed: the addon bakes a PI/2 X-rotation into the
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# segments at spawn, so their local Z is not world Z, and building a fresh
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# basis instead of swinging the existing one puts the segment in a pose
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# axis_lock_angular_x/y forbid and the solver spends the frame undoing it.
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var y_axis := (a - b) / span
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var count := segments.size()
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for i in count:
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var segment := segments[i]
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var current := Quaternion(segment.global_basis.orthonormalized())
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# Shortest arc onto the line. Both vectors lie in the X-Y plane, so the
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# rotation is about world Z, which is the one axis left unlocked.
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var swing := Quaternion(segment.global_basis.y.normalized(), y_axis)
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# Segment i owns the slice [i, i+1] of the line and sits at its midpoint.
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var ideal := a.lerp(b, (float(i) + 0.5) / float(count))
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segment.global_transform = Transform3D(
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Basis(current.slerp(swing * current, blend)),
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segment.global_position.lerp(ideal, blend)
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)
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# Spin is the segment's own momentum fighting the pose it was just put in.
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segment.angular_velocity *= 1.0 - blend
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# Positional backstop. Moves the bodies rather than shortening the chain: a chain
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# shorter than the gap is the over-constrained case this whole design exists to
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# avoid, so the rope is never the thing that gives.
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func _clamp_span(axis: Vector3, excess: float, separation: float) -> void:
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var half := axis * (excess * 0.5)
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_move_endpoint(attach_start, half)
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_move_endpoint(attach_end, -half)
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# Cancel the outward velocity too, or they grind against the backstop and it
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# has to fire again every single frame.
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if separation > 0.0:
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var kill := axis * (separation * 0.5)
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_add_velocity(attach_start, kill)
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_add_velocity(attach_end, -kill)
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func _move_endpoint(body: PhysicsBody3D, motion: Vector3) -> void:
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if body is CharacterBody3D:
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# Swept, so the backstop cannot shove a player inside level geometry.
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(body as CharacterBody3D).move_and_collide(motion)
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else:
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body.global_position += motion
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## How loaded the tether is, 0 slack to 1 at full stretch. For camera shake, UI
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## and audio; read every frame, so keep it cheap.
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func tension_ratio() -> float:
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return (clampf(_stretch_ramp(), 0.8, 1) - 0.8) * 5
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## 0 while the rope hangs free, reaching 1 once the leash is stretched taut_range
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## past max_length. Drives both the tautening and the haul drag.
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func _stretch_ramp() -> float:
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# A parted rope pulls on nothing, so it reports no load either — otherwise the
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# players walk away and the camera buzzes forever off a rope that is gone.
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if _snapped or attach_start == null or attach_end == null:
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return 0.0
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var span := _endpoint_span()
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if span <= max_length:
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return 0.0
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return clampf((span - max_length) / maxf(taut_range, 0.001), 0.0, 1.0)
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## _stretch_ramp gated on the tautening being switched on at all.
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func _taut_ramp() -> float:
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if taut_pull <= 0.0:
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return 0.0
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return _stretch_ramp()
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func _endpoint_span() -> float:
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if attach_start == null or attach_end == null:
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return 0.0
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return attach_start.global_position.distance_to(attach_end.global_position)
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## Rate the gap is opening at, in metres per second. Negative while closing.
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func _separation_speed() -> float:
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if attach_start == null or attach_end == null:
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return 0.0
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var to_end := attach_end.global_position - attach_start.global_position
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if to_end.length() < 0.001:
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return 0.0
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return (_velocity_of(attach_end) - _velocity_of(attach_start)).dot(to_end.normalized())
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func _velocity_of(body: PhysicsBody3D) -> Vector3:
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if body is CharacterBody3D:
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return (body as CharacterBody3D).velocity
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if body is RigidBody3D:
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return (body as RigidBody3D).linear_velocity
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return Vector3.ZERO
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func _add_velocity(body: PhysicsBody3D, delta_v: Vector3) -> void:
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if body is CharacterBody3D:
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(body as CharacterBody3D).velocity += delta_v
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elif body is RigidBody3D:
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(body as RigidBody3D).linear_velocity += delta_v
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# Resize every capsule and re-anchor the pin joints bracketing it.
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#
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# Joint3D only derives its anchor points from the node transforms when the joint
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# is (re)configured on tree entry, so moving the joint nodes here would do
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# nothing — the anchors go straight to the physics server instead.
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#
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# Capsules run along local Y, and the base script's curve update shows +Y is the
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# end nearer the rope's start, so joint i sits at -Y on segment i-1 and +Y on
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# segment i.
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func _set_segment_length(segment_length: float) -> void:
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# CapsuleShape3D silently clamps height to its diameter; clamp here too so
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# the joint anchors match the shape the physics server actually has.
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var clamped := maxf(segment_length, cable_thickness * 2.0)
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var half := clamped * 0.5
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for segment in segments:
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var shape := segment.get_child(0).shape as CapsuleShape3D
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shape.height = clamped
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for i in joints.size():
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var rid := joints[i].get_rid()
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if i == 0:
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# node_b is the attached body, whose anchor must not move.
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PhysicsServer3D.pin_joint_set_local_a(rid, Vector3(0, half, 0))
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elif i < segments.size():
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PhysicsServer3D.pin_joint_set_local_a(rid, Vector3(0, -half, 0))
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PhysicsServer3D.pin_joint_set_local_b(rid, Vector3(0, half, 0))
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else:
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# Tail joint: node_a is the last segment, node_b the attached body.
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PhysicsServer3D.pin_joint_set_local_a(rid, Vector3(0, -half, 0))
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# Rebuild the curve as a sagging arc between the two endpoints so the rope
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# always spans wherever the players actually spawn.
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func _fit_curve_to_endpoints() -> void:
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if attach_start == null or attach_end == null:
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return
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var a := to_local(attach_start.global_position)
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var b := to_local(attach_end.global_position)
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var span := a.distance_to(b)
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if span < 0.001:
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return
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# Bow the spawn arc *upward*. A downward sag can start inside level geometry
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# (a rope between two grounded players dips below the floor), and segments
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# that spawn embedded tunnel straight through it. Starting high is always
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# clear, and gravity drapes the rope into place within a few frames.
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#
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# Curve points get zero tangents, so the baked path is the straight pair
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# a->mid->b: bowing by h gives a length of 2*sqrt((span/2)^2 + h^2). Solve
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# that for the length the reel is going to ask for anyway, so the rope does
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# not lurch on the first frame.
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var target := _target_length()
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var bow := 0.5 * sqrt(maxf(target * target - span * span, 0.0))
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var mid := (a + b) * 0.5 + Vector3(0, bow, 0)
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var fitted := Curve3D.new()
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# The scene's curve ships with a huge bake_interval, which would make
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# sample_baked() miss the midpoint entirely.
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fitted.bake_interval = maxf(span / float(number_of_segments) * 0.25, 0.05)
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fitted.add_point(a)
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fitted.add_point(mid)
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fitted.add_point(b)
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curve = fitted
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# `distance` is an @onready in the base script; recompute it explicitly so
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# the value is correct regardless of when that initializer runs.
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distance = curve.get_baked_length()
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func _apply_plane_lock() -> void:
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for segment in segments:
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segment.collision_layer = segment_collision_layer
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segment.collision_mask = segment_collision_mask
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segment.continuous_cd = true
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if plane_lock_z:
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segment.axis_lock_linear_z = true
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segment.axis_lock_angular_x = true
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segment.axis_lock_angular_y = true
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# The base script offsets look_at by (0.001, 0, -0.001) to dodge a
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# degenerate up vector, which nudges segments off the plane.
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segment.position.z = 0.0
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func _wire_endpoints() -> void:
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if attach_start != null:
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# node_b first: assigning node_a while node_b is still segments[0] would
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# briefly join the body to itself.
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joints[0].node_b = attach_start.get_path()
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joints[0].node_a = segments[0].get_path()
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if attach_end != null and not fixed_end_point:
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var end_joint := PinJoint3D.new()
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add_child(end_joint)
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end_joint.position = curve_points[-1] + _origin_offset
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end_joint.node_a = segments[-1].get_path()
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end_joint.node_b = attach_end.get_path()
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end_joint.set_param(PinJoint3D.PARAM_BIAS, joint_bias_or_stiffness)
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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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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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