feat(*): add wall/ceiling surface pull and retune ball-ship materials

This commit is contained in:
Josh Creek
2026-07-20 19:33:28 +01:00
parent e23d780402
commit 46c8275523
7 changed files with 95 additions and 4 deletions
+32
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@@ -60,10 +60,42 @@ var _corner_visuals: Array[Dictionary] = []
func _ready() -> void:
add_to_group("arena_boundary")
_build_corner_curves()
_build_base_fillets()
# Wall+ceiling-only proximity force field ("artificial gravity" grav-plating,
# weaker than the floor's plain default gravity, which this deliberately
# leaves untouched). Ship and Ball each call this with their own
# strength/range so wall adherence and ceiling adherence can be tuned
# independently per body — see ship.gd/ball.gd. Quadratic falloff keeps a
# casual flyby near a wall almost force-free, concentrating the pull in
# roughly the last third of the range so it only bites once something is
# genuinely close to the surface.
func get_surface_pull(
global_pos: Vector3, wall_strength: float, wall_range: float,
ceiling_strength: float, ceiling_range: float
) -> Vector3:
var p := to_local(global_pos)
var pull := Vector3.ZERO
pull += Vector3(1, 0, 0) * _falloff(INNER_HALF_X - p.x, wall_range) * wall_strength
pull += Vector3(-1, 0, 0) * _falloff(INNER_HALF_X + p.x, wall_range) * wall_strength
# End walls are gated off inside the goal mouth — there is no physical
# wall there (see GOAL_MOUTH_HALF_WIDTH / _build_base_fillets), so a shot
# heading straight for the net doesn't feel a phantom sideways tug.
if abs(p.x) >= GOAL_MOUTH_HALF_WIDTH:
pull += Vector3(0, 0, 1) * _falloff(INNER_HALF_Z - p.z, wall_range) * wall_strength
pull += Vector3(0, 0, -1) * _falloff(INNER_HALF_Z + p.z, wall_range) * wall_strength
pull += Vector3.UP * _falloff(INNER_HEIGHT - p.y, ceiling_range) * ceiling_strength
return pull
func _falloff(dist: float, field_range: float) -> float:
var t: float = clamp(1.0 - dist / field_range, 0.0, 1.0)
return t * t
func _process(_delta: float) -> void:
# The translucent field material tints everything behind it, so any face
# the camera has crossed to the outside of is hidden entirely — looking
+35
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@@ -0,0 +1,35 @@
class_name Ball
extends RigidBody3D
# Physics ball. Floor gravity is untouched (gravity_scale in ball.tscn); this
# only adds the wall/ceiling "surface pull" (see ArenaBoundary.get_surface_pull)
# so the ball can cling near a wall for dribbling or hang against the ceiling
# for ceiling shots, plus a safety speed clamp (the ball previously had none).
@export_group("Surface Pull")
@export var wall_pull_strength = 4.0 # Weaker than the ship's — assist, not adherence
@export var wall_pull_range = 2.0
@export var ceiling_pull_strength = 5.5 # Stays below the ball's effective gravity (0.8 * 9.8)
@export var ceiling_pull_range = 2.0
# Kept close to ship_observations.gd's BALL_SPEED_SCALE (30.0) so this feature
# doesn't push ball velocity further out of the range trained policies expect.
const MAX_SPEED := 32.0
var _boundary: ArenaBoundary
func _ready() -> void:
_boundary = get_tree().get_first_node_in_group("arena_boundary")
func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
if _boundary:
var pull := _boundary.get_surface_pull(
global_position, wall_pull_strength, wall_pull_range,
ceiling_pull_strength, ceiling_pull_range
)
state.apply_central_force(pull * mass)
if state.linear_velocity.length() > MAX_SPEED:
state.linear_velocity = state.linear_velocity.normalized() * MAX_SPEED
+1
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@@ -0,0 +1 @@
uid://da7cgcp5pt1ld
+20
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@@ -19,6 +19,12 @@ extends RigidBody3D
@export var drag_coefficient = 0.98 # Linear drag (air resistance)
@export var angular_drag = 0.95 # Rotational drag
@export_group("Surface Pull")
@export var wall_pull_strength = 6.0 # Wall grav-plating strength (m/s^2-equivalent)
@export var wall_pull_range = 3.0 # Metres from a wall where pull begins
@export var ceiling_pull_strength = 11.5 # Ceiling grav-plating strength; nets above gravity so a ship can hold a ceiling
@export var ceiling_pull_range = 3.0 # Metres from the ceiling where pull begins
# Accent colours per team, applied to the nose and tail fin meshes so the
# two sides are tellable apart at a glance.
const TEAM_COLORS := {
@@ -34,6 +40,7 @@ var team: int = 0:
var controller: ShipController
var _current_action: ShipAction = ShipAction.new()
var _boundary: ArenaBoundary
# Instrument signals for efficient data distribution
signal speed_changed(speed: float)
@@ -74,6 +81,8 @@ func _ready():
_apply_team_color()
_boundary = get_tree().get_first_node_in_group("arena_boundary")
func _apply_team_color() -> void:
if not is_inside_tree():
@@ -112,6 +121,7 @@ func _integrate_forces(state):
# === TRANSLATION (Movement) ===
apply_thruster_forces(state, _current_action)
apply_surface_pull(state)
# === ROTATION (Turning) ===
apply_rotation_forces(state, _current_action.rotation)
@@ -153,6 +163,16 @@ func apply_thruster_forces(state: PhysicsDirectBodyState3D, action: ShipAction):
state.apply_central_force(world_thrust)
func apply_surface_pull(state: PhysicsDirectBodyState3D) -> void:
if _boundary == null:
return
var pull := _boundary.get_surface_pull(
global_position, wall_pull_strength, wall_pull_range,
ceiling_pull_strength, ceiling_pull_range
)
state.apply_central_force(pull * mass)
func apply_rotation_forces(state: PhysicsDirectBodyState3D, rotation_input: Vector3):
if rotation_input.length() < 0.01:
return