Body physics Stage 1: PhysicsTorso chase chest (30 kg PD + yaw servo), collision layers reworked (3=body, 4=hands, no self-collision), BodyRig visual-only, BodySpike regression (PASS 3x, all spikes green)
This commit is contained in:
1 parent
d46a742b66
commit
4fdfcfd928
11 files changed
+586
-83
No files matched your search
+7
-42
@@ -4,8 +4,6 @@ public partial class BodyRig : Node3D
|
||||
{
|
||||
private const float HeadBackOffset = 0.06f;
|
||||
private const float HeadSize = 0.15f;
|
||||
private const float TorsoDrop = 0.42f;
|
||||
private const float TorsoBackOffset = 0.06f;
|
||||
private const float ShoulderRise = 0.25f;
|
||||
private const float ReachBudgetMax = 0.25f;
|
||||
private const float ReachVerticalMin = -0.05f;
|
||||
@@ -17,16 +15,13 @@ public partial class BodyRig : Node3D
|
||||
private const float SoftIKFactor = 0.98f;
|
||||
private const float PoleHandWeight = 0.25f;
|
||||
private const float PoleSmoothRate = 10f;
|
||||
private const float TorsoYawHandsWeight = 0.6f;
|
||||
private const float TorsoYawForwardness = 0.3f;
|
||||
private const float TorsoYawSmoothRate = 12f;
|
||||
|
||||
private XRCamera3D _camera;
|
||||
private XRController3D _left;
|
||||
private XRController3D _right;
|
||||
private PhysicsTorso _torso;
|
||||
|
||||
private MeshInstance3D _headMesh;
|
||||
private MeshInstance3D _torsoMesh;
|
||||
private readonly MeshInstance3D[] _upperArmMeshes = new MeshInstance3D[2];
|
||||
private readonly MeshInstance3D[] _forearmMeshes = new MeshInstance3D[2];
|
||||
|
||||
@@ -37,7 +32,6 @@ public partial class BodyRig : Node3D
|
||||
private Vector3 _torsoOffset = Vector3.Zero;
|
||||
private Basis _yawBasis = Basis.Identity;
|
||||
private Basis _torsoBasis = Basis.Identity;
|
||||
private float _torsoYaw;
|
||||
private readonly Vector3[] _lastPole = new Vector3[2];
|
||||
|
||||
public override void _Ready()
|
||||
@@ -45,9 +39,9 @@ public partial class BodyRig : Node3D
|
||||
_camera = GetNode<XRCamera3D>("../XROrigin3D/XRCamera3D");
|
||||
_left = GetNode<XRController3D>("../XROrigin3D/LeftHand");
|
||||
_right = GetNode<XRController3D>("../XROrigin3D/RightHand");
|
||||
_torso = GetNode<PhysicsTorso>("../PhysicsTorso");
|
||||
|
||||
_headMesh = MakeMesh(new BoxMesh { Size = new Vector3(HeadSize, HeadSize, HeadSize) }, new Color(0.8f, 0.8f, 0.8f));
|
||||
_torsoMesh = MakeMesh(new BoxMesh { Size = new Vector3(0.22f, 0.5f, 0.13f) }, new Color(0.4f, 0.45f, 0.55f));
|
||||
_upperArmMeshes[0] = MakeMesh(new BoxMesh { Size = new Vector3(0.07f, 0.3f, 0.07f) }, new Color(0.3f, 0.3f, 0.33f));
|
||||
_upperArmMeshes[1] = MakeMesh(new BoxMesh { Size = new Vector3(0.07f, 0.3f, 0.07f) }, new Color(0.3f, 0.3f, 0.33f));
|
||||
_forearmMeshes[0] = MakeMesh(new BoxMesh { Size = new Vector3(0.06f, 0.3f, 0.06f) }, new Color(0.3f, 0.3f, 0.33f));
|
||||
@@ -67,7 +61,6 @@ public partial class BodyRig : Node3D
|
||||
private void SetRigVisible(bool visible)
|
||||
{
|
||||
_headMesh.Visible = visible;
|
||||
_torsoMesh.Visible = visible;
|
||||
foreach (MeshInstance3D m in _upperArmMeshes)
|
||||
m.Visible = visible;
|
||||
foreach (MeshInstance3D m in _forearmMeshes)
|
||||
@@ -86,15 +79,14 @@ public partial class BodyRig : Node3D
|
||||
return;
|
||||
Calibrate(headHeight);
|
||||
}
|
||||
if (_torso.Body == null)
|
||||
return;
|
||||
|
||||
Vector3 headPos = _camera.GlobalPosition - _yawBasis * Vector3.Forward * HeadBackOffset;
|
||||
_headMesh.GlobalTransform = new Transform3D(_yawBasis, headPos);
|
||||
|
||||
UpdateTorsoYaw(headPos, dt);
|
||||
|
||||
Vector3 torsoBack = _torsoBasis * Vector3.Back;
|
||||
Vector3 torsoCenter = headPos + Vector3.Down * TorsoDrop + torsoBack * TorsoBackOffset + _torsoOffset;
|
||||
_torsoMesh.GlobalTransform = new Transform3D(_torsoBasis, torsoCenter);
|
||||
_torsoBasis = _torso.Body.GlobalTransform.Basis;
|
||||
Vector3 torsoCenter = _torso.Body.GlobalPosition;
|
||||
|
||||
Vector3 topCenter = torsoCenter + Vector3.Up * ShoulderRise;
|
||||
Vector3 leftShoulder = topCenter - _torsoBasis.X * _shoulderHalfWidth;
|
||||
@@ -115,6 +107,7 @@ public partial class BodyRig : Node3D
|
||||
Vector3 horizontal = new(_torsoOffset.X, 0f, _torsoOffset.Z);
|
||||
horizontal = horizontal.LimitLength(ReachBudgetMax);
|
||||
_torsoOffset = new Vector3(horizontal.X, Mathf.Clamp(_torsoOffset.Y, ReachVerticalMin, ReachVerticalMax), horizontal.Z);
|
||||
_torso.ReachOffset = _torsoOffset;
|
||||
}
|
||||
|
||||
private void UpdateYawBasis()
|
||||
@@ -126,37 +119,9 @@ public partial class BodyRig : Node3D
|
||||
_yawBasis = Basis.LookingAt(fwd.Normalized(), Vector3.Up);
|
||||
}
|
||||
|
||||
private void UpdateTorsoYaw(Vector3 headPos, float delta)
|
||||
{
|
||||
float hmdYaw = YawOf(-_yawBasis.Z);
|
||||
RigidBody3D leftBody = PhysicsHands.GetBody(_left);
|
||||
RigidBody3D rightBody = PhysicsHands.GetBody(_right);
|
||||
float targetYaw = hmdYaw;
|
||||
if (leftBody != null && rightBody != null)
|
||||
{
|
||||
Vector3 toHands = (leftBody.GlobalPosition + rightBody.GlobalPosition) * 0.5f - headPos;
|
||||
Vector3 horizontal = new(toHands.X, 0f, toHands.Z);
|
||||
if (horizontal.LengthSquared() > 0.0001f)
|
||||
{
|
||||
float handsYaw = YawOf(horizontal.Normalized());
|
||||
float forwardness = Mathf.Clamp(horizontal.Dot(-_yawBasis.Z) / TorsoYawForwardness, 0f, 1f);
|
||||
targetYaw = Mathf.LerpAngle(hmdYaw, handsYaw, forwardness * TorsoYawHandsWeight);
|
||||
}
|
||||
}
|
||||
_torsoYaw = Mathf.LerpAngle(_torsoYaw, targetYaw, 1f - Mathf.Exp(-delta * TorsoYawSmoothRate));
|
||||
Vector3 fwd = new(-Mathf.Sin(_torsoYaw), 0f, -Mathf.Cos(_torsoYaw));
|
||||
_torsoBasis = Basis.LookingAt(fwd, Vector3.Up);
|
||||
}
|
||||
|
||||
private static float YawOf(Vector3 forward)
|
||||
{
|
||||
return Mathf.Atan2(-forward.X, -forward.Z);
|
||||
}
|
||||
|
||||
private void Calibrate(float headHeight)
|
||||
{
|
||||
_calibrated = true;
|
||||
_torsoYaw = YawOf(-_yawBasis.Z);
|
||||
float armTotal = Mathf.Clamp(headHeight * 0.46f, 0.5f, 0.72f);
|
||||
_upperLen = 0.5f * armTotal;
|
||||
_foreLen = 0.5f * armTotal;
|
||||
|
||||
@@ -0,0 +1,328 @@
|
||||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
|
||||
public partial class BodySpike : Node3D
|
||||
{
|
||||
private enum Phase { Settle, Pairs, Track, Yaw, Impact, Snap, Upright }
|
||||
|
||||
private const float PhaseSettle = 0.8f;
|
||||
private const float PhasePairs1 = 1.3f;
|
||||
private const float PhasePairs2 = 1.7f;
|
||||
private const float PhaseTrack = 3.5f;
|
||||
private const float PhaseYaw = 2f;
|
||||
private const float PhaseImpact = 2f;
|
||||
private const float PhaseSnap = 0.3f;
|
||||
private const float PhaseUpright = 2f;
|
||||
|
||||
private const float TrackPosLimit = 0.06f;
|
||||
private const float TrackSpeedLimit = 8f;
|
||||
private const float YawPeakLimitDeg = 15f;
|
||||
private const float YawSettleLimitDeg = 4f;
|
||||
private const float ImpactDipLimit = 0.2f;
|
||||
private const float RecoverLimit = 0.02f;
|
||||
private const float ImpactorMinDistLimit = 0.1f;
|
||||
private const float ImpactorSpeedAfterHitLimit = 1.5f;
|
||||
private const float SnapLimit = 0.05f;
|
||||
private const float UprightLimitDeg = 3f;
|
||||
private const float YawHoldLimitDeg = 5f;
|
||||
|
||||
private PhysicsTorso _torso;
|
||||
private Node3D _head;
|
||||
private RigidBody3D _ball;
|
||||
private RigidBody3D _handProbe;
|
||||
private RigidBody3D _prop;
|
||||
private RigidBody3D _impactor;
|
||||
|
||||
private Phase _phase = Phase.Settle;
|
||||
private float _phaseStart;
|
||||
private float _elapsed;
|
||||
private readonly List<string> _resultNames = new();
|
||||
private readonly List<bool> _resultOk = new();
|
||||
|
||||
private Vector3 _chestRef;
|
||||
private bool _chestStillDuringHandDrop;
|
||||
private float _chestDropDip;
|
||||
private float _maxTrackErr;
|
||||
private float _maxTrackSpeed;
|
||||
private float _maxYawErrAfterRamp;
|
||||
private float _yawErrEnd;
|
||||
private float _maxImpactDip;
|
||||
private float _minImpactorDist = float.MaxValue;
|
||||
private float _impactorTouchTime = -1f;
|
||||
private float _impactorSpeedAfterHit = -1f;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
BuildWorld();
|
||||
_head = new Node3D { Position = new Vector3(0f, 1.6f, 0f) };
|
||||
AddChild(_head);
|
||||
|
||||
_torso = new PhysicsTorso { HeadSource = _head };
|
||||
AddChild(_torso);
|
||||
GD.Print("BODY: body spike scene ready");
|
||||
}
|
||||
|
||||
private void BuildWorld()
|
||||
{
|
||||
StaticBody3D ground = new() { CollisionLayer = 1, CollisionMask = 0 };
|
||||
ground.AddChild(new CollisionShape3D
|
||||
{
|
||||
Shape = new BoxShape3D { Size = new Vector3(20f, 0.1f, 20f) },
|
||||
Position = new Vector3(0f, -0.05f, 0f),
|
||||
});
|
||||
AddChild(ground);
|
||||
|
||||
_ball = new RigidBody3D
|
||||
{
|
||||
Mass = 1f,
|
||||
Position = new Vector3(-2f, 0.4f, 0f),
|
||||
CollisionLayer = 1,
|
||||
CollisionMask = 1,
|
||||
PhysicsMaterialOverride = new PhysicsMaterial { Bounce = 0.2f, Friction = 0.8f },
|
||||
};
|
||||
_ball.AddChild(new CollisionShape3D { Shape = new SphereShape3D { Radius = 0.05f } });
|
||||
AddChild(_ball);
|
||||
|
||||
_handProbe = new RigidBody3D
|
||||
{
|
||||
Mass = 0.4f,
|
||||
Position = new Vector3(0f, 1.7f, 0.12f),
|
||||
CollisionLayer = 0b1000,
|
||||
CollisionMask = 0b1001,
|
||||
PhysicsMaterialOverride = new PhysicsMaterial { Bounce = 0f, Friction = 0.8f },
|
||||
};
|
||||
_handProbe.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(0.035f, 0.09f, 0.12f) } });
|
||||
AddChild(_handProbe);
|
||||
|
||||
_prop = new RigidBody3D
|
||||
{
|
||||
Mass = 2f,
|
||||
Position = new Vector3(0f, 1.9f, 0.12f),
|
||||
CollisionLayer = 1,
|
||||
CollisionMask = 0b1101,
|
||||
PhysicsMaterialOverride = new PhysicsMaterial { Bounce = 0.3f, Friction = 0.8f },
|
||||
};
|
||||
_prop.AddChild(new CollisionShape3D { Shape = new SphereShape3D { Radius = 0.06f } });
|
||||
AddChild(_prop);
|
||||
_prop.Freeze = true;
|
||||
_prop.Visible = false;
|
||||
|
||||
_impactor = new RigidBody3D
|
||||
{
|
||||
Mass = 5f,
|
||||
GravityScale = 0f,
|
||||
CollisionLayer = 1,
|
||||
CollisionMask = 0b1101,
|
||||
PhysicsMaterialOverride = new PhysicsMaterial { Bounce = 0.2f, Friction = 0.6f },
|
||||
};
|
||||
_impactor.AddChild(new CollisionShape3D { Shape = new SphereShape3D { Radius = 0.06f } });
|
||||
AddChild(_impactor);
|
||||
_impactor.Freeze = true;
|
||||
}
|
||||
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
float dt = (float)delta;
|
||||
_elapsed += dt;
|
||||
float phaseT = _elapsed - _phaseStart;
|
||||
|
||||
Vector3 p = _torso.Body.GlobalPosition;
|
||||
if (float.IsNaN(p.X) || float.IsNaN(p.Y) || float.IsNaN(p.Z))
|
||||
{
|
||||
Record("no NaN in body state", false);
|
||||
Finish();
|
||||
return;
|
||||
}
|
||||
|
||||
switch (_phase)
|
||||
{
|
||||
case Phase.Settle:
|
||||
if (phaseT >= PhaseSettle)
|
||||
{
|
||||
_chestRef = _torso.Body.GlobalPosition;
|
||||
StartPhase(Phase.Pairs);
|
||||
GD.Print("BODY: pairs phase — one-way floor, hand-through-chest exclusion, prop contact");
|
||||
}
|
||||
break;
|
||||
|
||||
case Phase.Pairs:
|
||||
{
|
||||
if (phaseT >= PhasePairs1 && _prop.Freeze)
|
||||
{
|
||||
_chestStillDuringHandDrop = _torso.Body.GlobalPosition.DistanceTo(_chestRef) < 0.02f;
|
||||
_chestRef = _torso.Body.GlobalPosition;
|
||||
_chestDropDip = 0f;
|
||||
_prop.Freeze = false;
|
||||
_prop.Visible = true;
|
||||
GD.Print("BODY: dropping 2 kg ball onto chest top");
|
||||
}
|
||||
_chestDropDip = Mathf.Max(_chestDropDip, _torso.Body.GlobalPosition.DistanceTo(_chestRef));
|
||||
if (phaseT >= PhasePairs1 + PhasePairs2)
|
||||
FinishPairs();
|
||||
break;
|
||||
}
|
||||
|
||||
case Phase.Track:
|
||||
{
|
||||
float t = phaseT;
|
||||
Vector3 headPos = new(0.6f * Mathf.Sin(1.1f * t), 1.6f, 0.8f * Mathf.Sin(0.7f * t));
|
||||
Basis headBasis = new(new Quaternion(Vector3.Up, 0.6f * Mathf.Sin(0.5f * t)));
|
||||
_head.GlobalTransform = new Transform3D(headBasis, headPos);
|
||||
if (phaseT > 0.5f)
|
||||
{
|
||||
_maxTrackErr = Mathf.Max(_maxTrackErr, _torso.Body.GlobalPosition.DistanceTo(_torso.TargetPosition));
|
||||
_maxTrackSpeed = Mathf.Max(_maxTrackSpeed, _torso.Body.LinearVelocity.Length());
|
||||
}
|
||||
if (phaseT >= PhaseTrack)
|
||||
{
|
||||
Record($"track error max {_maxTrackErr:F3} m (limit {TrackPosLimit})", _maxTrackErr < TrackPosLimit);
|
||||
Record($"track speed max {_maxTrackSpeed:F2} m/s (limit {TrackSpeedLimit})", _maxTrackSpeed < TrackSpeedLimit);
|
||||
StartPhase(Phase.Yaw);
|
||||
GD.Print("BODY: yaw phase — head turns 90 deg over 1 s");
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case Phase.Yaw:
|
||||
{
|
||||
float yaw = Mathf.Pi / 2f * Mathf.Min(phaseT / 1f, 1f);
|
||||
_head.GlobalTransform = new Transform3D(new Basis(new Quaternion(Vector3.Up, yaw)), _head.GlobalPosition);
|
||||
float err = Mathf.Abs(YawErrorDeg(_torso.Body.GlobalTransform.Basis, _head.GlobalTransform.Basis));
|
||||
if (phaseT > 0.4f)
|
||||
_maxYawErrAfterRamp = Mathf.Max(_maxYawErrAfterRamp, err);
|
||||
if (phaseT > PhaseYaw - 0.5f)
|
||||
_yawErrEnd = Mathf.Max(_yawErrEnd, err);
|
||||
if (phaseT >= PhaseYaw)
|
||||
{
|
||||
Record($"yaw error peak {_maxYawErrAfterRamp:F1} deg (limit {YawPeakLimitDeg})", _maxYawErrAfterRamp < YawPeakLimitDeg);
|
||||
Record($"yaw settled {_yawErrEnd:F1} deg (limit {YawSettleLimitDeg})", _yawErrEnd < YawSettleLimitDeg);
|
||||
StartPhase(Phase.Impact);
|
||||
GD.Print("BODY: impact phase — 5 kg ball at 3 m/s into the chest");
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case Phase.Impact:
|
||||
{
|
||||
_maxImpactDip = Mathf.Max(_maxImpactDip, _torso.Body.GlobalPosition.DistanceTo(_torso.TargetPosition));
|
||||
_minImpactorDist = Mathf.Min(_minImpactorDist, _impactor.GlobalPosition.DistanceTo(_torso.Body.GlobalPosition));
|
||||
if (_impactorTouchTime >= 0f && _impactorSpeedAfterHit < 0f && phaseT > _impactorTouchTime + 0.2f)
|
||||
_impactorSpeedAfterHit = _impactor.LinearVelocity.Length();
|
||||
if (phaseT >= PhaseImpact)
|
||||
FinishImpact();
|
||||
break;
|
||||
}
|
||||
|
||||
case Phase.Snap:
|
||||
{
|
||||
if (phaseT >= PhaseSnap)
|
||||
{
|
||||
float err = _torso.Body.GlobalPosition.DistanceTo(_torso.TargetPosition);
|
||||
Record($"snap re-locate (err {err:F3} m, limit {SnapLimit})", err < SnapLimit);
|
||||
StartPhase(Phase.Upright);
|
||||
_torso.Body.AngularVelocity += _torso.Body.GlobalTransform.Basis.X * 6f;
|
||||
GD.Print("BODY: upright phase — pitch impulse, body must self-right");
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case Phase.Upright:
|
||||
{
|
||||
if (phaseT >= PhaseUpright)
|
||||
FinishUpright();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (_phase == Phase.Impact && _impactorTouchTime < 0f
|
||||
&& _impactor.GlobalPosition.DistanceTo(_torso.Body.GlobalPosition) < 0.25f)
|
||||
_impactorTouchTime = _elapsed - _phaseStart;
|
||||
}
|
||||
|
||||
private void StartPhase(Phase phase)
|
||||
{
|
||||
_phase = phase;
|
||||
_phaseStart = _elapsed;
|
||||
if (phase == Phase.Impact)
|
||||
{
|
||||
_maxImpactDip = 0f;
|
||||
_minImpactorDist = float.MaxValue;
|
||||
_impactorTouchTime = -1f;
|
||||
_impactorSpeedAfterHit = -1f;
|
||||
_impactor.Freeze = false;
|
||||
Vector3 chest = _torso.Body.GlobalPosition;
|
||||
Vector3 fwd = -_torso.Body.GlobalTransform.Basis.Z;
|
||||
_impactor.GlobalPosition = chest + fwd * 0.5f + Vector3.Up * 0.05f;
|
||||
_impactor.LinearVelocity = -fwd * 3f;
|
||||
_impactor.Visible = true;
|
||||
GD.Print($"BODY: impactor armed freeze={_impactor.Freeze} pos={_impactor.GlobalPosition} v={_impactor.LinearVelocity}");
|
||||
}
|
||||
}
|
||||
|
||||
private void FinishPairs()
|
||||
{
|
||||
float chestY = _torso.Body.GlobalPosition.Y;
|
||||
bool handBelow = _handProbe.GlobalPosition.Y < chestY - 0.4f;
|
||||
Record($"hand-config body falls through own chest (hand y {_handProbe.GlobalPosition.Y:F2}, chest y {chestY:F2})", handBelow);
|
||||
Record("chest undisturbed while hand-config body falls through", _chestStillDuringHandDrop);
|
||||
bool propContact = _chestDropDip > 0.0001f;
|
||||
bool propBounded = _chestDropDip < 0.1f;
|
||||
Record($"dropped ball transfers contact into chest (dip {_chestDropDip:F4} m)", propContact && propBounded);
|
||||
_prop.LinearVelocity = Vector3.Zero;
|
||||
_prop.GlobalPosition = new Vector3(-2f, 0.3f, 1f);
|
||||
StartPhase(Phase.Track);
|
||||
GD.Print("BODY: track phase — head walks a smooth path");
|
||||
}
|
||||
|
||||
private void FinishImpact()
|
||||
{
|
||||
Record($"impact chest dip max {_maxImpactDip:F3} m (limit {ImpactDipLimit})", _maxImpactDip < ImpactDipLimit);
|
||||
float recovered = _torso.Body.GlobalPosition.DistanceTo(_torso.TargetPosition);
|
||||
Record($"impact recovery {recovered:F3} m (limit {RecoverLimit})", recovered < RecoverLimit);
|
||||
Record($"impactor never passed through (min dist {_minImpactorDist:F3} m, limit {ImpactorMinDistLimit})", _minImpactorDist > ImpactorMinDistLimit);
|
||||
Record($"impactor slowed after hit (|v| {_impactorSpeedAfterHit:F2} m/s, limit {ImpactorSpeedAfterHitLimit})",
|
||||
_impactorSpeedAfterHit >= 0f && _impactorSpeedAfterHit < ImpactorSpeedAfterHitLimit);
|
||||
StartPhase(Phase.Snap);
|
||||
_head.GlobalPosition += new Vector3(2.5f, 0f, 0f);
|
||||
GD.Print("BODY: snap phase — head teleported 2.5 m");
|
||||
}
|
||||
|
||||
private void FinishUpright()
|
||||
{
|
||||
float up = _torso.Body.GlobalTransform.Basis.Y.Dot(Vector3.Up);
|
||||
float uprightDeg = Mathf.RadToDeg(Mathf.Acos(Mathf.Clamp(up, -1f, 1f)));
|
||||
float yawErr = Mathf.Abs(YawErrorDeg(_torso.Body.GlobalTransform.Basis, _head.GlobalTransform.Basis));
|
||||
Record($"self-right to upright {uprightDeg:F1} deg (limit {UprightLimitDeg})", uprightDeg < UprightLimitDeg);
|
||||
Record($"yaw held through tumble {yawErr:F1} deg (limit {YawHoldLimitDeg})", yawErr < YawHoldLimitDeg);
|
||||
Finish();
|
||||
}
|
||||
|
||||
private static float YawErrorDeg(Basis bodyBasis, Basis headBasis)
|
||||
{
|
||||
Vector3 bodyFwd = -bodyBasis.Z;
|
||||
Vector3 headFwd = -headBasis.Z;
|
||||
bodyFwd.Y = 0f;
|
||||
headFwd.Y = 0f;
|
||||
if (bodyFwd.LengthSquared() < 0.0001f || headFwd.LengthSquared() < 0.0001f)
|
||||
return 0f;
|
||||
bodyFwd = bodyFwd.Normalized();
|
||||
headFwd = headFwd.Normalized();
|
||||
return Mathf.RadToDeg(Mathf.Atan2(bodyFwd.Cross(headFwd).Dot(Vector3.Up), bodyFwd.Dot(headFwd)));
|
||||
}
|
||||
|
||||
private void Record(string name, bool ok)
|
||||
{
|
||||
_resultNames.Add(name);
|
||||
_resultOk.Add(ok);
|
||||
GD.Print($"BODY: {name} → {(ok ? "PASS" : "FAIL")}");
|
||||
}
|
||||
|
||||
private void Finish()
|
||||
{
|
||||
bool overall = true;
|
||||
foreach (bool ok in _resultOk)
|
||||
overall &= ok;
|
||||
GD.Print($"BODY: overall {(overall ? "PASS — physical torso functional on Box3D" : "CHECK — inspect failures above")}");
|
||||
GetTree().Quit();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://bm24msqxk21rx
|
||||
@@ -66,8 +66,8 @@ public partial class PhysicsHands : Node
|
||||
ContinuousCd = true,
|
||||
ContactMonitor = true,
|
||||
MaxContactsReported = 8,
|
||||
CollisionLayer = 1,
|
||||
CollisionMask = 1,
|
||||
CollisionLayer = 0b1000, // layer 4 = player hands
|
||||
CollisionMask = 0b1001, // world + hands; chest (layer 3) excluded both ways
|
||||
};
|
||||
body.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = HandSize } });
|
||||
MeshInstance3D mesh = new() { Mesh = new BoxMesh { Size = HandSize } };
|
||||
|
||||
@@ -0,0 +1,165 @@
|
||||
using Godot;
|
||||
|
||||
public partial class PhysicsTorso : Node
|
||||
{
|
||||
private const float TorsoMass = 30f;
|
||||
private const float MaxForce = 2400f;
|
||||
private const float MaxSpeed = 6f;
|
||||
public const float SnapDistance = 2f;
|
||||
private const float TorsoDrop = 0.42f;
|
||||
private const float TorsoBackOffset = 0.06f;
|
||||
private const float HeadBackOffset = 0.06f;
|
||||
public const float YawHandsWeight = 0.6f;
|
||||
public const float YawForwardness = 0.3f;
|
||||
public const float YawSmoothRate = 12f;
|
||||
private const float OrientKp = 20f;
|
||||
private const float OrientMaxSpin = 10f;
|
||||
private const float OrientMaxAlpha = 150f;
|
||||
|
||||
private static readonly Vector3 TorsoSize = new(0.22f, 0.5f, 0.13f);
|
||||
|
||||
private static readonly Color BodyColor = new(0.4f, 0.45f, 0.55f);
|
||||
|
||||
public Node3D HeadSource;
|
||||
public RigidBody3D HandBodyLeft;
|
||||
public RigidBody3D HandBodyRight;
|
||||
public Vector3 ReachOffset;
|
||||
|
||||
private XRCamera3D _camera;
|
||||
private XRController3D _leftController;
|
||||
private XRController3D _rightController;
|
||||
private RigidBody3D _handL;
|
||||
private RigidBody3D _handR;
|
||||
private RigidBody3D _body;
|
||||
|
||||
private Basis _yawBasis = Basis.Identity;
|
||||
private Basis _torsoBasis = Basis.Identity;
|
||||
private float _torsoYaw;
|
||||
private bool _yawInitialized;
|
||||
private bool _arrived;
|
||||
private MeshInstance3D _mesh;
|
||||
|
||||
public RigidBody3D Body => _body;
|
||||
public Basis TorsoBasis => _body != null ? _body.GlobalTransform.Basis : _torsoBasis;
|
||||
public Vector3 TargetPosition { get; private set; }
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_body = new RigidBody3D
|
||||
{
|
||||
Name = "TorsoBody",
|
||||
Mass = TorsoMass,
|
||||
GravityScale = 0f,
|
||||
ContinuousCd = true,
|
||||
ContactMonitor = true,
|
||||
MaxContactsReported = 8,
|
||||
CollisionLayer = 0b100, // layer 3 = player body
|
||||
CollisionMask = 0b101, // world + player body; hands (layer 4) excluded both ways
|
||||
};
|
||||
_body.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = TorsoSize } });
|
||||
_mesh = new MeshInstance3D { Mesh = new BoxMesh { Size = TorsoSize }, Visible = false };
|
||||
_mesh.SetSurfaceOverrideMaterial(0, new StandardMaterial3D { AlbedoColor = BodyColor, Roughness = 0.6f });
|
||||
_body.AddChild(_mesh);
|
||||
AddChild(_body);
|
||||
|
||||
if (HeadSource == null)
|
||||
{
|
||||
_camera = GetNode<XRCamera3D>("../XROrigin3D/XRCamera3D");
|
||||
_leftController = GetNode<XRController3D>("../XROrigin3D/LeftHand");
|
||||
_rightController = GetNode<XRController3D>("../XROrigin3D/RightHand");
|
||||
_handL = PhysicsHands.GetBody(_leftController);
|
||||
_handR = PhysicsHands.GetBody(_rightController);
|
||||
}
|
||||
GD.Print("PhysicsTorso: chase body spawned");
|
||||
}
|
||||
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
Node3D head = HeadSource != null ? HeadSource : (Node3D)_camera;
|
||||
if (head == null || _body == null)
|
||||
return;
|
||||
float dt = (float)delta;
|
||||
|
||||
_yawBasis = FlatYawBasis(head.GlobalTransform.Basis);
|
||||
Vector3 headPos = head.GlobalPosition - _yawBasis * Vector3.Forward * HeadBackOffset;
|
||||
UpdateTorsoYaw(headPos, dt);
|
||||
Vector3 target = headPos + _torsoBasis * new Vector3(0f, -TorsoDrop, TorsoBackOffset) + ReachOffset;
|
||||
TargetPosition = target;
|
||||
|
||||
if (!_arrived && _body.GlobalPosition.DistanceTo(target) < 0.3f)
|
||||
{
|
||||
_arrived = true;
|
||||
_mesh.Visible = true;
|
||||
}
|
||||
|
||||
if (_body.GlobalPosition.DistanceTo(target) > SnapDistance)
|
||||
{
|
||||
_body.GlobalTransform = new Transform3D(_torsoBasis, target);
|
||||
_body.LinearVelocity = Vector3.Zero;
|
||||
_body.AngularVelocity = Vector3.Zero;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 desiredVelocity = (target - _body.GlobalPosition) / dt;
|
||||
if (desiredVelocity.Length() > MaxSpeed)
|
||||
desiredVelocity = desiredVelocity.Normalized() * MaxSpeed;
|
||||
Vector3 dv = desiredVelocity - _body.LinearVelocity;
|
||||
Vector3 force = dv / dt * TorsoMass;
|
||||
if (force.Length() > MaxForce)
|
||||
force = force.Normalized() * MaxForce;
|
||||
_body.LinearVelocity += force / TorsoMass * dt;
|
||||
|
||||
Quaternion qErr = _torsoBasis.GetRotationQuaternion()
|
||||
* _body.GlobalTransform.Basis.GetRotationQuaternion().Inverse();
|
||||
if (qErr.W < 0f)
|
||||
qErr = new Quaternion(-qErr.X, -qErr.Y, -qErr.Z, -qErr.W);
|
||||
float angle = qErr.GetAngle();
|
||||
Vector3 spinAxis = angle > 1e-5f ? qErr.GetAxis() : Vector3.Up;
|
||||
Vector3 spinDesired = spinAxis * Mathf.Min(angle * OrientKp, OrientMaxSpin);
|
||||
|
||||
Vector3 wErr = spinDesired - _body.AngularVelocity;
|
||||
float maxDeltaW = OrientMaxAlpha * dt;
|
||||
if (wErr.Length() > maxDeltaW)
|
||||
wErr = wErr.Normalized() * maxDeltaW;
|
||||
_body.AngularVelocity += wErr;
|
||||
}
|
||||
|
||||
private void UpdateTorsoYaw(Vector3 headPos, float delta)
|
||||
{
|
||||
float hmdYaw = YawOf(-_yawBasis.Z);
|
||||
float targetYaw = hmdYaw;
|
||||
if (_handL != null && _handR != null)
|
||||
{
|
||||
Vector3 toHands = (_handL.GlobalPosition + _handR.GlobalPosition) * 0.5f - headPos;
|
||||
Vector3 horizontal = new(toHands.X, 0f, toHands.Z);
|
||||
if (horizontal.LengthSquared() > 0.0001f)
|
||||
{
|
||||
float handsYaw = YawOf(horizontal.Normalized());
|
||||
float forwardness = Mathf.Clamp(horizontal.Dot(-_yawBasis.Z) / YawForwardness, 0f, 1f);
|
||||
targetYaw = Mathf.LerpAngle(hmdYaw, handsYaw, forwardness * YawHandsWeight);
|
||||
}
|
||||
}
|
||||
if (!_yawInitialized)
|
||||
{
|
||||
_torsoYaw = hmdYaw;
|
||||
_yawInitialized = true;
|
||||
}
|
||||
_torsoYaw = Mathf.LerpAngle(_torsoYaw, targetYaw, 1f - Mathf.Exp(-delta * YawSmoothRate));
|
||||
Vector3 fwd = new(-Mathf.Sin(_torsoYaw), 0f, -Mathf.Cos(_torsoYaw));
|
||||
_torsoBasis = Basis.LookingAt(fwd, Vector3.Up);
|
||||
}
|
||||
|
||||
private static Basis FlatYawBasis(Basis basis)
|
||||
{
|
||||
Vector3 fwd = -basis.Z;
|
||||
fwd.Y = 0f;
|
||||
if (fwd.LengthSquared() < 0.0001f)
|
||||
return Basis.Identity;
|
||||
return Basis.LookingAt(fwd.Normalized(), Vector3.Up);
|
||||
}
|
||||
|
||||
private static float YawOf(Vector3 forward)
|
||||
{
|
||||
return Mathf.Atan2(-forward.X, -forward.Z);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://cv6gyg2tf1qsg
|
||||
@@ -45,6 +45,7 @@ public partial class PropShop : Node3D
|
||||
{
|
||||
Color wood = new(0.45f, 0.3f, 0.18f);
|
||||
StaticBody3D table = new();
|
||||
table.CollisionMask = 0b1101; // world + player body + hands
|
||||
table.AddChild(new CollisionShape3D
|
||||
{
|
||||
Position = new Vector3(0, 0.725f, -0.6f),
|
||||
@@ -95,6 +96,7 @@ public partial class PropShop : Node3D
|
||||
ContinuousCd = spec.Mass < 0.1f,
|
||||
ContactMonitor = true,
|
||||
MaxContactsReported = 4,
|
||||
CollisionMask = 0b1101, // world + player body + hands
|
||||
};
|
||||
body.AddToGroup("prop");
|
||||
|
||||
|
||||
Reference in new issue
Block a user