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AiTechEye 2019-09-20 20:56:42 +02:00 committed by GitHub
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commit 8d3d40eae6
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8 changed files with 817 additions and 0 deletions

9
Skeleton.gd Normal file
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extends Skeleton
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
physical_bones_start_simulation()

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default_env.tres Normal file
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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
[resource]
background_mode = 2
background_sky = SubResource( 1 )

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main.tscn Normal file
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[gd_scene load_steps=5 format=2]
[ext_resource path="res://ragdoll.tscn" type="PackedScene" id=1]
[sub_resource type="CubeMesh" id=1]
[sub_resource type="SpatialMaterial" id=2]
albedo_color = Color( 0, 0.572549, 0.101961, 1 )
[sub_resource type="BoxShape" id=3]
[node name="Spatial" type="Spatial"]
[node name="Camera" type="Camera" parent="."]
transform = Transform( -0.062943, 0, -0.998017, 0, 1, 0, 0.998017, 0, -0.062943, -17.9709, 0.551251, 0 )
[node name="MeshInstance" type="MeshInstance" parent="."]
transform = Transform( 19.8469, 0, 0, 0, 1, 0, 0, 0, 14.3377, 0, -8.34317, 0 )
mesh = SubResource( 1 )
material/0 = SubResource( 2 )
[node name="StaticBody" type="StaticBody" parent="MeshInstance"]
[node name="CollisionShape" type="CollisionShape" parent="MeshInstance/StaticBody"]
shape = SubResource( 3 )
[node name="Scene Root" parent="." instance=ExtResource( 1 )]

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project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="Basic ragdoll"
run/main_scene="res://main.tscn"
config/icon="res://icon.png"
[rendering]
environment/default_environment="res://default_env.tres"

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[gd_scene load_steps=10 format=2]
[ext_resource path="res://untitled.dae" type="PackedScene" id=1]
[ext_resource path="res://Skeleton.gd" type="Script" id=2]
[sub_resource type="CapsuleShape" id=1]
radius = 0.1
height = 0.8
[sub_resource type="CapsuleShape" id=2]
radius = 0.1
height = 0.8
[sub_resource type="CapsuleShape" id=3]
radius = 0.1
height = 0.8
[sub_resource type="CapsuleShape" id=4]
radius = 0.1
height = 0.8
[sub_resource type="CapsuleShape" id=5]
radius = 0.329607
height = 2.63686
[sub_resource type="CapsuleShape" id=6]
radius = 0.0774984
height = 0.619987
[sub_resource type="CapsuleShape" id=7]
radius = 0.071445
height = 0.57156
[node name="Scene Root" index="0" instance=ExtResource( 1 )]
[node name="Skeleton" parent="Armature" index="0"]
script = ExtResource( 2 )
[node name="Physical Bone Bone" type="PhysicalBone" parent="Armature/Skeleton" index="1"]
editor/display_folded = true
transform = Transform( 1, 0, 0, 0, 0, -1, 0, 1, 0, 0, 0.5, 0 )
joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.5 )
body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.5 )
bone_name = "Bone"
[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone" index="0"]
shape = SubResource( 1 )
[node name="Physical Bone Bone001" type="PhysicalBone" parent="Armature/Skeleton" index="2"]
editor/display_folded = true
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -0.5 )
joint_type = 1
joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.5 )
body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.5 )
bone_name = "Bone.001"
joint_constraints/bias = 0.3
joint_constraints/damping = 1.0
joint_constraints/impulse_clamp = 0.0
[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone001" index="0"]
shape = SubResource( 2 )
[node name="Physical Bone Bone002" type="PhysicalBone" parent="Armature/Skeleton" index="3"]
editor/display_folded = true
transform = Transform( -1, 8.74228e-008, 0, 8.74228e-008, 1, 0, 0, 0, -1, 0, 1, 0.5 )
joint_type = 3
joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.5 )
body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.5 )
bone_name = "Bone.002"
joint_constraints/angular_limit_enabled = false
joint_constraints/angular_limit_upper = 90.0
joint_constraints/angular_limit_lower = -90.0
joint_constraints/angular_limit_bias = 0.3
joint_constraints/angular_limit_softness = 0.9
joint_constraints/angular_limit_relaxation = 1.0
[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone002" index="0"]
shape = SubResource( 3 )
[node name="Physical Bone Bone003" type="PhysicalBone" parent="Armature/Skeleton" index="4"]
editor/display_folded = true
transform = Transform( 1, 0, 0, 0, 0, -1, 0, 1, 0, 0, 1.5, 0 )
joint_type = 3
joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.5 )
body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.5 )
bone_name = "Bone.003"
joint_constraints/angular_limit_enabled = false
joint_constraints/angular_limit_upper = 90.0
joint_constraints/angular_limit_lower = -90.0
joint_constraints/angular_limit_bias = 0.3
joint_constraints/angular_limit_softness = 0.9
joint_constraints/angular_limit_relaxation = 1.0
[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone003" index="0"]
shape = SubResource( 4 )
[node name="Physical Bone Bone007" type="PhysicalBone" parent="Armature/Skeleton" index="5"]
editor/display_folded = true
transform = Transform( 1, -8.74228e-008, 0, 0, 0, 1, -8.74228e-008, -1, 0, 0, -0.648037, 0 )
joint_type = 3
joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.64804 )
body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -1.64804 )
bone_name = "Bone.007"
joint_constraints/angular_limit_enabled = false
joint_constraints/angular_limit_upper = 90.0
joint_constraints/angular_limit_lower = -90.0
joint_constraints/angular_limit_bias = 0.3
joint_constraints/angular_limit_softness = 0.9
joint_constraints/angular_limit_relaxation = 1.0
[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone007" index="0"]
shape = SubResource( 5 )
[node name="Physical Bone Bone008" type="PhysicalBone" parent="Armature/Skeleton" index="6"]
editor/display_folded = true
transform = Transform( 1, 6.6815e-022, 0, -6.6815e-022, 1, 0, 0, 7.64274e-015, 1, 0, -2.29607, -0.387492 )
joint_type = 3
joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.387492 )
body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.387492 )
bone_name = "Bone.008"
joint_constraints/angular_limit_enabled = false
joint_constraints/angular_limit_upper = 90.0
joint_constraints/angular_limit_lower = -90.0
joint_constraints/angular_limit_bias = 0.3
joint_constraints/angular_limit_softness = 0.9
joint_constraints/angular_limit_relaxation = 1.0
[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone008" index="0"]
shape = SubResource( 6 )
[node name="Physical Bone Bone009" type="PhysicalBone" parent="Armature/Skeleton" index="7"]
editor/display_folded = true
transform = Transform( -1, -6.3573e-008, 0, -6.3573e-008, 1, 0, 0, 7.64274e-015, -1, 0, -2.29607, 0.357225 )
joint_type = 4
joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.357225 )
body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.357225 )
bone_name = "Bone.009"
joint_constraints/linear_limit_upper = 1.0
joint_constraints/linear_limit_lower = -1.0
joint_constraints/linear_limit_softness = 1.0
joint_constraints/linear_limit_restitution = 0.7
joint_constraints/linear_limit_damping = 1.0
joint_constraints/angular_limit_upper = 0.0
joint_constraints/angular_limit_lower = 0.0
joint_constraints/angular_limit_softness = 1.0
joint_constraints/angular_limit_restitution = 0.7
joint_constraints/angular_limit_damping = 1.0
[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone009" index="0"]
shape = SubResource( 7 )

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