During an RMB path-follow the body yaw locks to the leg direction (rig commit_body_to_motion, from interpolated velocity — immune to SetFacing interleaving between throttled steps). The mouse instead drives a layered look-at: LookAtModifier3D pair on Head (±70°) + spine_02 (±30° torso twist for looking far lateral/behind — past their sum the character physically cannot look further without turning). Forward axis measured from the armature rest pose (+Z), not guessed. Influence fades in/out on follow start/end. Pure client presentation per D-249; SetFacing still rides the wire, so the server vision cone follows the mouse while walking — the character looks where the player points. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
149 lines
6.4 KiB
GDScript
149 lines
6.4 KiB
GDScript
class_name SandboxConstants
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extends RefCounted
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## T-1088 locomotion sandbox — every feel/tuning knob in one file.
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## § references point at the T-1088 final design (see ticket). Proto-production:
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## values migrate to Phase-5 homes at the T-962 gate.
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##
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## Stance move intervals are deliberately NOT duplicated here — read
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## InputMapper.MOVE_INTERVAL_MS at runtime (single source, no drift; design §13.8).
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# -- Coordinate & scale (design §2) -------------------------------------------
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## D-066/D-222 — THE convention: one sim TilePosition step = one 0.5 m subtile.
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## All sandbox positions and speeds are metres. See SandboxSpace for conversions.
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const SUBTILE_M := 0.5
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# -- Greybox walls + cutaway (design §3, §8) -----------------------------------
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## Wall height in metres — walls shorter than the ~1.7 m character read wrong.
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const WALL_H := 2.5
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## Cutaway stub height (m) camera-side walls drop to.
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const CUT_HEIGHT := 0.75
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## Cutaway sightline-corridor half-width (m) — character is 1 subtile wide;
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## this covers them plus margin. Corridor length is pitch-derived per frame.
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const CUT_CORRIDOR_HALF_W := 1.4
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## Cutaway smoothstep falloff band (m) at the corridor edges.
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const CUT_BAND := 0.75
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## Cutaway mode default: 0 = sightline corridor, 1 = bottom walls low, 2 = both.
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## User verdict (live session 2026-07-06): "both" — known interiors open at a
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## glance AND the corridor punches through unexplored exterior walls. C cycles.
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const CUTAWAY_MODE := 2
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# -- Locomotion interpolation (design §4) --------------------------------------
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# Stance intervals: NOT duplicated — read InputMapper.MOVE_INTERVAL_MS at runtime.
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## Leg-speed clamp for multi-tile latest-wins deltas: close within ~one interval.
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const CATCHUP_MAX_FACTOR := 3.0
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## 5 subtiles — matches the 2D TELEPORT_DISTANCE_THRESHOLD (main.gd:3). Beyond this,
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## snap all channels (position, yaw, camera, 0.0-blend anim reset).
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const SNAP_DIST_M := 2.5
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## Walk↔idle flicker hysteresis (§4.2): is_moving stays true until at-target this long.
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const IDLE_ENTER_DELAY_S := 0.18
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# -- Facing / turn smoothing (design §5, D-151) ---------------------------------
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## Yaw ease rate (1/s): yaw = lerp_angle(yaw, target, 1 - exp(-TURN_SHARPNESS * delta)).
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const TURN_SHARPNESS := 14.0
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## Per-stance yaw budget clamp, degrees/second.
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const TURN_BUDGET_DEG := {
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"Sprint": 1080.0,
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"Walk": 720.0,
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"Careful": 540.0,
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"Crouch": 420.0,
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"Idle": 600.0,
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}
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# -- Animation (design §6) -------------------------------------------------------
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## Gait table (§6.1) — the ONLY place animation clip strings live.
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## Clip names are the imported bare names: library "", "_Loop" stripped by the glTF
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## importer, case-sensitive (design-input §2.2). Careful = Walk_Formal (D-053 stance
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## readability at ortho distance; fallback if it reads "parade march": Walk at 0.6x —
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## one table cell). Jog_Fwd is the reserve if Sprint reads too aggressive at 2.5 m/s.
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const GAIT_CLIP := {
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"Sprint": {"idle": &"Idle", "moving": &"Sprint"},
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"Walk": {"idle": &"Idle", "moving": &"Walk"},
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"Careful": {"idle": &"Idle", "moving": &"Walk_Formal"},
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"Crouch": {"idle": &"Crouch_Idle", "moving": &"Crouch_Fwd"},
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}
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## Native clip ground speed (m/s) for cadence sync (§6.2):
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## speed_scale = clamp(rig_speed / NATIVE_MPS[clip], SPEED_SCALE_CLAMP.x, .y).
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## Initial guesses — tuned live against the DebugHud readout.
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const NATIVE_MPS := {"Walk": 1.4, "Walk_Formal": 1.2, "Sprint": 3.2, "Crouch_Fwd": 0.9}
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const SPEED_SCALE_CLAMP := Vector2(0.6, 1.8)
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## Cross-fade seconds by transition kind (§6.3); teleport is a hard cut — a
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## cross-map jump must not smear.
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const BLEND := {
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"idle_to_gait": 0.12,
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"gait_to_idle": 0.20,
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"gait_to_gait": 0.15,
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"crouch": 0.25,
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"teleport": 0.0,
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}
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# -- Camera (design §7; D-148, D-015, D-158) -------------------------------------
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## Pitch presets in degrees from horizontal — D-148 preset list is authoritative;
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## the spike's -45 iso preset is struck. T-key cycles (sanctioned dev affordance).
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const CAM_PITCH_PRESETS := [-30.0, -5.0, -80.0]
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const CAM_DIST := 30.0
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const CAM_ORTHO_SIZE := 9.0
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## Exponential pivot-follow rate (1/s) — deliberately the ONLY soft layer (§0).
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const CAM_FOLLOW_RATE := 6.0
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## Preset tilt lerp rate (1/s).
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const CAM_TILT_RATE := 3.0
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## Follow lookahead knob for the tuning pass (seconds of velocity lead).
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const LOOKAHEAD_S := 0.0
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# -- Scene (design §1.2) -----------------------------------------------------------
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## WorldRoot yaw — the single static D-148 map-rotation Transform3D. Set once in
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## locomotion_sandbox.tscn; sim coords stay axis-aligned inside WorldRoot and the
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## camera never rotates.
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const MAP_ROTATION_DEG := 45.0
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# -- Greybox tints (design §3.2) -----------------------------------------------------
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## Four-state visibility tint: Color values are used as instance color directly;
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## float values multiply albedo value (85% / 70%).
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const TINTS := {
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"forward": Color.WHITE,
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"peripheral": 0.85,
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"boundary": 0.70,
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"remembered": Color(0.42, 0.45, 0.52),
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}
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# -- Input (design §9) ---------------------------------------------------------------
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## Ground-plane deadzone (m) for the mouse facing provider — mirrors the 2D jitter guard.
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const MOUSE_AIM_DEADZONE_M := 0.1
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# -- Head/torso look-at during path-follow (T-1088 follow-facing) ---------------------
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## Head bone yaw limit (deg) for the mouse look-at while the body walks a path.
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const HEAD_LOOK_HEAD_LIMIT_DEG := 70.0
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## Torso (spine_02) contribution limit (deg) — engages when looking far lateral/behind.
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const HEAD_LOOK_TORSO_LIMIT_DEG := 30.0
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## Look-at influence fade in/out (s) on follow start/end.
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const HEAD_LOOK_FADE_S := 0.25
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## Aim point height above the mouse ground hit (m) — roughly eye level.
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const HEAD_LOOK_EYE_HEIGHT_M := 1.55
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# -- Path preview / click-to-move (T-1088 live-session item 2) ------------------------
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## Move-here marker fill on the hovered destination subtile — distinct accent,
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## semi-opaque so the floor tint reads through.
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const PATH_MARKER_COLOR := Color(0.30, 0.90, 1.0, 0.55)
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## Optimal-path line colour (tile-center strip from the character to the destination).
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const PATH_LINE_COLOR := Color(0.30, 0.90, 1.0, 0.90)
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## Marker sits this far above the floor plane (m) — clears grid-line z-fighting.
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const PATH_MARKER_Y := 0.02
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## Path line sits slightly higher than the marker so it reads on top of it.
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const PATH_LINE_Y := 0.06
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## RMB hold (ms) past which a right-click is a LONG-PRESS = go-there-then-crouch
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## (committed on release), below which it is the click/double-click gesture.
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const RMB_LONG_PRESS_MS := 400
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