Soft grab (Nimso): ease the object into the hand (or the hand to the hold) before the weld

Light props (<= 6 kg) fly to the palm, static world / heavy things pull the hand; position only,
~0.1 s, never a snap. Welds no longer freeze a hover gap. Spike: 1 kg cube from 6 cm -> 1.5 mm,
bar from 5 cm -> 1.2 cm (contact slop on a curved hold).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
FoxyzandClaude Opus 5.5 committed 2026-10-02 20:28:40 +03:00
1 parent 83186f9676
commit 22159aa902
3 files changed
+198 -12

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+31 -12
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@@ -26,6 +26,7 @@ public partial class PropGrabber : Node
private readonly uint[] _grabSeq = new uint[2]; private readonly uint[] _grabSeq = new uint[2];
private readonly float[] _breakTimer = new float[2]; private readonly float[] _breakTimer = new float[2];
private readonly bool[] _gripPrev = new bool[2]; private readonly bool[] _gripPrev = new bool[2];
private readonly SoftGrab[] _easing = new SoftGrab[2]; // grabbed, being eased into the hand (no weld yet)
private uint _grabCount; private uint _grabCount;
public override void _Ready() public override void _Ready()
@@ -50,32 +51,50 @@ public partial class PropGrabber : Node
public override void _PhysicsProcess(double delta) public override void _PhysicsProcess(double delta)
{ {
float dt = (float)delta; float dt = (float)delta;
for (int hand = 0; hand < 2; hand++)
{
SoftGrab ease = _easing[hand];
if (ease == null)
continue;
if (!IsInstanceValid(ease.Target) || !IsInstanceValid(ease.Hand))
_easing[hand] = null;
else if (ease.Step(dt))
{
_easing[hand] = null;
Weld(hand == 0 ? _left : _right, hand, ease.Hand, ease.Target);
}
}
HoldUpdate(_left, 0, dt); HoldUpdate(_left, 0, dt);
HoldUpdate(_right, 1, dt); HoldUpdate(_right, 1, dt);
} }
private void Weld(XRController3D controller, int hand, RigidBody3D handBody, PhysicsBody3D prop)
{
_held[hand] = prop;
_grabSeq[hand] = _grabCount++;
Vector3 pivot = PalmPoint(handBody, hand);
_joints[hand] = MakeWeld(handBody, prop, pivot, RigidWeldBias);
_localAnchor[hand] = prop.GlobalTransform.AffineInverse() * pivot;
_arms?.SetHeld(hand, prop as RigidBody3D);
PlayerRig.SetHeld(controller, prop);
string what = prop is RigidBody3D rb ? $"{rb.Mass:0.###} kg" : "static world";
GD.Print($"PropGrabber: grabbed '{prop.Name}' ({what}, {(hand == 0 ? "left" : "right")}{(_held[1 - hand] == prop ? ", two-handed" : "")})");
}
private void UpdateHand(XRController3D controller, int hand) private void UpdateHand(XRController3D controller, int hand)
{ {
bool grip = controller.GetFloat("grip") > GripThreshold; bool grip = controller.GetFloat("grip") > GripThreshold;
int other = 1 - hand; int other = 1 - hand;
if (grip && !_gripPrev[hand] && _held[hand] == null) if (grip && !_gripPrev[hand] && _held[hand] == null && _easing[hand] == null)
{ {
PhysicsBody3D prop = FindProp(controller, hand); PhysicsBody3D prop = FindProp(controller, hand);
RigidBody3D handBody = PhysicsHands.GetBody(controller); RigidBody3D handBody = PhysicsHands.GetBody(controller);
if (prop != null && handBody != null) if (prop != null && handBody != null)
{ _easing[hand] = SoftGrab.Begin(handBody, hand, prop); // welded once it's in the hand (_PhysicsProcess)
_held[hand] = prop;
_grabSeq[hand] = _grabCount++;
Vector3 pivot = PalmPoint(handBody, hand);
_joints[hand] = MakeWeld(handBody, prop, pivot, RigidWeldBias);
_localAnchor[hand] = prop.GlobalTransform.AffineInverse() * pivot;
_arms?.SetHeld(hand, prop as RigidBody3D);
PlayerRig.SetHeld(controller, prop);
string what = prop is RigidBody3D rb ? $"{rb.Mass:0.###} kg" : "static world";
GD.Print($"PropGrabber: grabbed '{prop.Name}' ({what}, {(hand == 0 ? "left" : "right")}{(_held[other] == prop ? ", two-handed" : "")})");
}
} }
if (!grip)
_easing[hand] = null;
if (!grip && _held[hand] != null) if (!grip && _held[hand] != null)
{ {
+79
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@@ -119,6 +119,8 @@ public partial class RagdollSpike : Node3D
_phases.Add(("jump: a tap from a real crouch beats a standing tap", Rest, t => TickJump(0.45f, 0.05f), 4.5f, () => FinishJump(2))); _phases.Add(("jump: a tap from a real crouch beats a standing tap", Rest, t => TickJump(0.45f, 0.05f), 4.5f, () => FinishJump(2)));
_phases.Add(("looks down past vertical while crouched (body doesn't flip around)", Rest, TickLookDown, 5f, FinishLookDown)); _phases.Add(("looks down past vertical while crouched (body doesn't flip around)", Rest, TickLookDown, 5f, FinishLookDown));
_phases.Add(("stick crouch lowers the body and the view, and stands back up", Rest, TickStickCrouch, 6f, FinishStickCrouch)); _phases.Add(("stick crouch lowers the body and the view, and stands back up", Rest, TickStickCrouch, 6f, FinishStickCrouch));
_phases.Add(("soft grab: a 1 kg cube 6 cm off the palm is eased into the hand, then held", () => SetupSoftGrab(prop: true), TickSoftGrab, 3f, FinishSoftGrab));
_phases.Add(("soft grab: a bar 5 cm off the palm — the hand goes to it", () => SetupSoftGrab(prop: false), TickSoftGrab, 3f, FinishSoftGrab));
_phases.Add(("standing on a seesaw tips it (body weight reaches movable ground)", SetupSeesaw, _ => { }, 3f, FinishSeesaw)); _phases.Add(("standing on a seesaw tips it (body weight reaches movable ground)", SetupSeesaw, _ => { }, 3f, FinishSeesaw));
_phases.Add(("playground: swing board hangs, seesaw on its pivot, big plank grabbable", SetupPlayground, _ => { }, 2f, FinishPlayground)); _phases.Add(("playground: swing board hangs, seesaw on its pivot, big plank grabbable", SetupPlayground, _ => { }, 2f, FinishPlayground));
_phases.Add(("walks up an 18° ramp", () => SetupRamp(18f), _ => _stickVelocity = new Vector3(0f, 0f, -1.2f), 4f, () => FinishRamp(true))); _phases.Add(("walks up an 18° ramp", () => SetupRamp(18f), _ => _stickVelocity = new Vector3(0f, 0f, -1.2f), 4f, () => FinishRamp(true)));
@@ -782,6 +784,83 @@ public partial class RagdollSpike : Node3D
&& Mathf.Abs(_ragdoll.Pelvis.GlobalPosition.Y - _ragdoll.GroundY - _dropStand) < 0.05f; && Mathf.Abs(_ragdoll.Pelvis.GlobalPosition.Y - _ragdoll.GroundY - _dropStand) < 0.05f;
} }
// ---------------------------------------------------------------- soft grab
private PhysicsBody3D _sgTarget;
private SoftGrab _sg;
private ConeTwistJoint3D _sgWeld;
private float _sgGapAtWeld, _sgMaxSpeed, _sgHeldGap, _sgWeldTime;
private bool _sgProp;
private void SetupSoftGrab(bool prop)
{
Rest();
_sgProp = prop;
_sg = null;
_sgWeld = null;
_sgGapAtWeld = _sgHeldGap = -1f;
_sgMaxSpeed = 0f;
_sgWeldTime = -1f;
_sgTarget = null;
}
// Right controller held still in front; at 1.5 s the target appears off the palm and grip is pressed.
private void TickSoftGrab(float dt)
{
_measureFrom = float.MaxValue;
if (!_ragdoll.Built || _needBuild)
return;
RigidBody3D hand = _ragdoll.Hand(1);
if (_sgTarget == null && _t >= 1.5f)
{
Vector3 n = SoftGrab.PalmNormal(hand, 1);
Vector3 surface = SoftGrab.PalmSurface(hand, 1);
if (_sgProp)
{
RigidBody3D cube = MakeBox(Vector3.One * 0.08f, 1f, surface + n * (0.06f + 0.04f));
cube.GravityScale = 0f; // "floating" just for the setup instant; gravity back on at the weld
_sgTarget = cube;
}
else
{
StaticBody3D bar = new() { CollisionMask = 29, Position = surface + n * (0.05f + 0.025f) };
bar.AddChild(new CollisionShape3D { Shape = new CylinderShape3D { Radius = 0.025f, Height = 1f } });
_stage.AddChild(bar);
_sgTarget = bar;
}
return; // let the new body enter the space before querying it
}
if (_sgTarget == null)
return;
if (_sg == null && _sgWeld == null)
_sg = SoftGrab.Begin(hand, 1, _sgTarget);
if (_sg != null)
{
if (_sgTarget is RigidBody3D rb)
_sgMaxSpeed = Mathf.Max(_sgMaxSpeed, rb.LinearVelocity.Length());
_sgMaxSpeed = Mathf.Max(_sgMaxSpeed, hand.LinearVelocity.Length());
if (_sg.Step(dt))
{
_sgGapAtWeld = _sg.Gap;
_sgWeldTime = _t;
_sg = null;
_sgWeld = new ConeTwistJoint3D { Position = PropGrabber.PalmPoint(hand, 1), NodeA = hand.GetPath(), NodeB = _sgTarget.GetPath(), SwingSpan = 0f, TwistSpan = 0f, Bias = 0f, ExcludeNodesFromCollision = true };
_stage.AddChild(_sgWeld);
if (_sgTarget is RigidBody3D cube)
cube.GravityScale = 1f;
_ragdoll.SetHeld(1, _sgTarget);
}
}
}
private bool FinishSoftGrab()
{
float held = _sgTarget == null ? -1f : (SoftGrab.PalmSurface(_ragdoll.Hand(1), 1) - _sgTarget.GlobalPosition).Length() - (_sgProp ? 0.04f : 0.025f);
GD.Print($"RAGDOLL: soft grab ({(_sgProp ? "1 kg cube" : "static bar")}): welded after {(_sgWeldTime - 1.5f):F3} s with gap {_sgGapAtWeld:F4} m, fastest motion {_sgMaxSpeed:F2} m/s, held gap at the end {held:F3} m, snaps {NewSnaps}");
_ragdoll.SetHeld(1, null);
return _finite && NewSnaps == 0 && _sgWeldTime > 0f && _sgWeldTime - 1.5f < 0.25f && _sgGapAtWeld < (_sgProp ? 0.01f : 0.015f) && _sgMaxSpeed < 3.5f && held < 0.02f;
}
// ---------------------------------------------------------------- jump // ---------------------------------------------------------------- jump
private float _jumpStand, _jumpApex, _jumpEyeErr, _tapApex; private float _jumpStand, _jumpApex, _jumpEyeErr, _tapApex;
+88
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@@ -0,0 +1,88 @@
using Godot;
// Nimso's "soft grab" (NEXT GEN — No Jank): a grab never snaps and never welds across a gap — the
// grabbed thing is EASED into the hand first, then the weld locks the pose. Without it the weld
// froze whatever gap there was at the moment of the press: hands hovering next to bars and holds,
// props held a few centimetres off the palm (owner).
// The grip point is where the palm actually faces the object's surface (a short sphere cast along
// the palm normal, else toward the object's centre). Over EaseTime that surface point and the palm
// surface are brought together: a light prop flies into the hand, the hand goes to static world or
// anything too heavy to pull. Position only — the relative orientation is kept (no rotation snap).
public sealed class SoftGrab
{
public const float EaseTime = 0.1f; // s
public const float SettleGap = 0.004f; // m: close enough to weld
public const float MaxEaseSpeed = 3f; // m/s: a far grab takes a little longer instead of jerking
public const float LightMass = 6f; // kg: lighter props come to the hand, heavier things pull the hand
public readonly RigidBody3D Hand;
public readonly PhysicsBody3D Target;
public readonly int Side;
private readonly Vector3 _onTarget; // grip point, target-local
private float _t, _lastGap = float.MaxValue;
public float Gap => (PalmSurface(Hand, Side) - Target.GlobalTransform * _onTarget).Length();
private SoftGrab(RigidBody3D hand, int side, PhysicsBody3D target, Vector3 gripWorld)
{
Hand = hand;
Side = side;
Target = target;
_onTarget = target.GlobalTransform.AffineInverse() * gripWorld;
}
// The palm faces +X on the left hand, −X on the right (PropGrabber.PalmPoint).
public static Vector3 PalmNormal(RigidBody3D hand, int side) =>
hand.GlobalTransform.Basis.Orthonormalized().X * (side == 0 ? 1f : -1f);
public static Vector3 PalmSurface(RigidBody3D hand, int side) =>
hand.GlobalPosition + PalmNormal(hand, side) * (PlayerRagdoll.HandSize.X * 0.5f);
public static SoftGrab Begin(RigidBody3D hand, int side, PhysicsBody3D target)
{
Vector3 surface = PalmSurface(hand, side);
Vector3 grip = CastTo(hand, target, hand.GlobalPosition, PalmNormal(hand, side) * 0.14f)
?? CastTo(hand, target, surface, target.GlobalPosition - surface)
?? surface; // already touching/inside: weld where it is
return new SoftGrab(hand, side, target, grip);
}
private static Vector3? CastTo(RigidBody3D hand, PhysicsBody3D target, Vector3 from, Vector3 motion)
{
if (motion.LengthSquared() < 1e-8f)
return null;
PhysicsShapeQueryParameters3D q = new()
{
Shape = new SphereShape3D { Radius = 0.01f },
Transform = new Transform3D(Basis.Identity, from),
Motion = motion,
CollisionMask = 1,
};
q.Exclude = new Godot.Collections.Array<Rid> { hand.GetRid() };
Godot.Collections.Dictionary hit = hand.GetWorld3D().DirectSpaceState.GetRestInfo(q);
if (hit.Count == 0 || (ulong)hit["collider_id"] != target.GetInstanceId())
return null;
return (Vector3)hit["point"];
}
// Every physics tick until it returns true (then weld). Velocities are set, not forces: the ease
// is a short, exact move, and the solver still resolves contacts along the way.
public bool Step(float dt)
{
_t += dt;
Vector3 gap = PalmSurface(Hand, Side) - Target.GlobalTransform * _onTarget;
// Done when touching, or when it stopped closing (the palm is against the surface — contact
// slop leaves ~1 cm on curved holds — or the arm can't get there).
bool stalled = _t > EaseTime && _lastGap - gap.Length() < 0.0005f;
_lastGap = gap.Length();
if (gap.Length() < SettleGap || stalled || _t > EaseTime * 3f)
return true;
float remaining = Mathf.Max(EaseTime - _t, dt);
Vector3 close = (gap / remaining).LimitLength(MaxEaseSpeed);
if (Target is RigidBody3D body && !body.Freeze && body.Mass <= LightMass)
body.LinearVelocity = Hand.LinearVelocity + close;
else
Hand.LinearVelocity = (Target is RigidBody3D moving ? moving.LinearVelocity : Vector3.Zero) - close;
return false;
}
}