mirror of
https://github.com/jcreek/CosmicClash.git
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235 lines
7.7 KiB
GDScript
235 lines
7.7 KiB
GDScript
class_name Ship
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extends RigidBody3D
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@export_group("Movement")
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@export var thrust_power = 150.0 # Main thruster power
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@export var maneuvering_thrust = 75.0 # Side/vertical thruster power
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@export var vertical_thrust = 120.0 # Up/down thruster power
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@export var turbo_multiplier = 2.5 # Turbo boost multiplier
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@export var max_speed = 25.0 # Maximum velocity
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@export var rotation_power = 20.0 # Angular thrust power
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@export var max_angular_speed = 3.0 # Maximum rotation speed
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@export var drag_coefficient = 0.98 # Linear drag (air resistance)
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@export var angular_drag = 0.95 # Rotational drag
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@export_group("Camera")
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var camera_distance = 8.0
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var camera_height = 4.0
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var camera_smoothing = 10.0
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@onready var camera : Camera3D = get_node("Camera3D")
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@onready var ball = get_parent().get_node("Ball")
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@onready var timer_label = get_node("HUD/Control/TimerLabel")
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var ball_cam_enabled = true
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func _ready():
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mass = 5
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gravity_scale = 1.0
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# Set custom inertia for better rotation
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inertia = Vector3(1.0, 1.0, 1.0)
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# Create and apply low-friction physics material
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var ship_material = PhysicsMaterial.new()
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ship_material.friction = 0.1 # Very low friction
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ship_material.bounce = 0.2 # Slight bounce
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physics_material_override = ship_material
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# Make sure the RigidBody is completely free to move and rotate
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freeze = false
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lock_rotation = false
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# Ensure all axes can rotate
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axis_lock_angular_x = false
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axis_lock_angular_y = false
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axis_lock_angular_z = false
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var game_scene = get_parent()
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if game_scene and game_scene.has_signal("timer_updated"):
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game_scene.timer_updated.connect(_on_timer_updated)
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else:
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print("Game scene not found or doesn't have timer_updated signal")
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print("Ship physics configured - Mass: ", mass, " Gravity scale: ", gravity_scale, " Inertia: ", inertia)
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print("Rotation locks - X:", axis_lock_angular_x, " Y:", axis_lock_angular_y, " Z:", axis_lock_angular_z)
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func _input(event):
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if event.is_action_pressed("ui_accept"): # Enter key
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ball_cam_enabled = !ball_cam_enabled
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func _on_timer_updated(minutes: int, seconds: int):
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timer_label.text = "%02d:%02d" % [minutes, seconds]
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func _physics_process(delta):
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if camera:
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_update_camera(delta)
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func _update_camera(delta):
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if ball_cam_enabled and ball:
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_update_ball_cam(delta)
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else:
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_update_ship_cam(delta)
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func _update_ball_cam(delta):
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# In ball cam, camera positions itself so the ship is between camera and ball
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var ship_pos = global_transform.origin
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var ball_pos = ball.global_transform.origin
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# Calculate direction from ball to ship
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var ball_to_ship = (ship_pos - ball_pos).normalized()
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# Position camera behind the ship relative to the ball's position
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# This ensures the ship is always between the camera and ball
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var camera_target_pos = ship_pos + ball_to_ship * camera_distance + Vector3.UP * camera_height
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# Smoothly move camera to target position
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camera.global_transform.origin = camera.global_transform.origin.lerp(camera_target_pos, camera_smoothing * delta)
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# Make camera look at the ball
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if camera.global_transform.origin.distance_to(ball_pos) > 0.1:
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# Calculate direction to ball
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var camera_pos = camera.global_transform.origin
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var to_ball = (ball_pos - camera_pos).normalized()
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# Create look-at transform manually
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var camera_transform = Transform3D()
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camera_transform.origin = camera_pos
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camera_transform.basis = Basis.looking_at(to_ball, Vector3.UP)
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# Apply the rotation smoothly
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camera.global_transform.basis = camera.global_transform.basis.slerp(camera_transform.basis, camera_smoothing * delta)
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func _update_ship_cam(delta):
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# In ship cam, camera follows and looks in the same direction as the ship
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var ship_pos = global_transform.origin
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var ship_forward = -global_transform.basis.z
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# Position camera behind and above the ship
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var camera_target_pos = ship_pos - ship_forward * camera_distance + Vector3.UP * camera_height
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# Smoothly move camera
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camera.global_transform.origin = camera.global_transform.origin.lerp(camera_target_pos, camera_smoothing * delta)
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# Make camera look in the same direction as the ship
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var look_target = ship_pos + ship_forward * 10.0 # Look ahead of the ship
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camera.look_at(look_target, Vector3.UP)
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func _integrate_forces(state):
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# Get thruster input
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var thrust_input = get_thrust_input()
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var rotation_input = get_rotation_input()
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# === TRANSLATION (Movement) ===
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apply_thruster_forces(state, thrust_input)
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# === ROTATION (Turning) ===
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apply_rotation_forces(state, rotation_input)
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# === DRAG AND LIMITS ===
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apply_drag_and_limits(state, rotation_input)
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func get_thrust_input() -> Vector3:
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var thrust = Vector3.ZERO
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# Forward/Backward thrust (main engines)
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if Input.is_action_pressed("move_forward"):
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thrust.z += 1.0
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if Input.is_action_pressed("move_back"):
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thrust.z -= 1.0
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# Strafe thrusters (left/right)
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if Input.is_action_pressed("move_left"):
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thrust.x -= 1.0
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if Input.is_action_pressed("move_right"):
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thrust.x += 1.0
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# Vertical thrusters (up/down)
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if Input.is_action_pressed("move_up"):
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thrust.y += 1.0
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if Input.is_action_pressed("move_down"):
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thrust.y -= 1.0
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return thrust
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func get_rotation_input() -> Vector3:
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var rotation = Vector3.ZERO
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# Yaw (turn left/right around Y axis) - only use these if they exist
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if Input.is_action_pressed("turn_left"):
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rotation.y += 1.0
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if Input.is_action_pressed("turn_right"):
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rotation.y -= 1.0
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# Pitch (nose up/down around X axis)
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if Input.is_action_pressed("pitch_up"):
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rotation.x -= 1.0
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if Input.is_action_pressed("pitch_down"):
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rotation.x += 1.0
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# Roll (bank left/right around Z axis)
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if Input.is_action_pressed("roll_left"):
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rotation.z += 1.0
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if Input.is_action_pressed("roll_right"):
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rotation.z -= 1.0
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return rotation
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func apply_thruster_forces(state: PhysicsDirectBodyState3D, thrust_input: Vector3):
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if thrust_input.length() < 0.01:
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return
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# Convert thrust input to world space forces based on ship orientation
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var ship_basis = global_transform.basis
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var world_thrust = Vector3.ZERO
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# All thrusters should work relative to ship orientation
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# Forward/backward thrust (main engines)
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world_thrust += -ship_basis.z * thrust_input.z * thrust_power
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# Strafe thrust (left/right maneuvering thrusters)
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world_thrust += ship_basis.x * thrust_input.x * maneuvering_thrust
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# Vertical thrust (up/down thrusters relative to ship orientation)
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world_thrust += ship_basis.y * thrust_input.y * vertical_thrust
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# Check for turbo
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var is_turbo = Input.is_action_pressed("turbo") and thrust_input.z > 0
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if is_turbo:
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world_thrust *= turbo_multiplier
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# Apply the force
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state.apply_central_force(world_thrust)
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func apply_rotation_forces(state: PhysicsDirectBodyState3D, rotation_input: Vector3):
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if rotation_input.length() < 0.01:
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return
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# Apply torque for rotation - simple and effective
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var torque = Vector3(
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rotation_input.x * rotation_power, # Pitch
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rotation_input.y * rotation_power, # Yaw
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rotation_input.z * rotation_power # Roll
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)
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state.apply_torque(torque)
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func apply_drag_and_limits(state: PhysicsDirectBodyState3D, rotation_input: Vector3):
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# Linear drag (air resistance)
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state.linear_velocity *= drag_coefficient
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# Angular drag (rotational resistance) - more aggressive when not rotating
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if rotation_input.length() < 0.01:
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# More drag when not actively rotating to stop quicker
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state.angular_velocity *= 0.9
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else:
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# Normal drag when actively rotating
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state.angular_velocity *= angular_drag
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# Limit maximum speeds
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if state.linear_velocity.length() > max_speed:
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state.linear_velocity = state.linear_velocity.normalized() * max_speed
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if state.angular_velocity.length() > max_angular_speed:
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state.angular_velocity = state.angular_velocity.normalized() * max_angular_speed
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