Body physics Stage 2: physical arm segments (chase-driven upper arm + forearm, hierarchical budgets, layer 5)

- PhysicsArms: per side 2.0 kg upper arm + 1.2 kg forearm RigidBody3D PD-chasing their
  analytic 2-bone IK pose, solved per physics tick from the physical chest shoulders to the
  physical hands; no joints (Box3D has no usable shoulder/wrist joint; AGENTS forbids joints
  between tracked bodies). Budgets from a 60 kg mass stat: hand 90 < forearm 180 < upper
  arm 360 < chest 2400 N. Owns calibration + reach budget (moved from BodyRig); 1 m snap,
  non-finite reset, BodyMath.RotationError servo.
- Layer 5 = player arms (mask 1); props/table/floor masks include it; no self-collision.
- BodyRig: visuals only, arms drawn shoulder -> physical elbow -> wrist.
- ArmSpike: track gap 0, swing lag <= 6 cm, arm pushes prop with hand clear, forearm blocked
  by bar without tunneling and quiet when pinned, teleport snap, NaN reset — PASS x3.
- CollapseSpike now runs the full body (49/49 x3); all six spikes PASS x3.
- HANDOFF/AGENTS: Stage 2 entry (item 10), layers, tuning table, Stage 2b next steps.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
FoxyzandClaude Opus 5.5 committed 2026-10-02 00:04:07 +03:00
1 parent cb518999e5
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+24 -6
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@@ -215,9 +215,10 @@ device only; the editor has an XR simulator for dev. Trackers/action map: see `x
**Grab v5.3.1 VALIDATED in-headset (owner: "it just works") — grab saga closed.**
`PhysicsHands.cs`: physical palm bodies (0.4 kg, 90 N chase, rotation lock, stuck-safety
snap — SUSPENDED for a hand while it grips, HAND ghosts > 10 cm lag). Collision layers:
**1 = world+props, 2 = UI, 3 = player body (PhysicsTorso chest), 4 = player hands** —
chest↔own hands excluded BOTH ways (no self-collision, Nimso/VRChat precedent); props
mask 1|3|4, floor/table mask 1|3|4, hands 4/1|4, chest 3/1|3; panel stays 2/0 (props pass
**1 = world+props, 2 = UI, 3 = player body (PhysicsTorso chest), 4 = player hands,
5 = player arms (PhysicsArms segments)** — no self-collision between own body parts
(Nimso/VRChat precedent); props/floor/table mask 1|3|4|5, hands 4/1|4, chest 3/1|3,
arm segments 5/1; panel stays 2/0 (props pass
through even when shown); layers live on
CollisionObject3D, NOT CollisionShape3D. Panel = prop-UI prototype (ax_button summon,
contact-press knobs, Reset). Laser/distant grab REMOVED (user never knew it existed);
@@ -241,14 +242,16 @@ device only; the editor has an XR simulator for dev. Trackers/action map: see `x
for servo errors — `BodyMath.RotationError` (atan2) is the rule; every driven body runs
`BodyMath.ResetIfNonFinite`.** Regression: `scenes/collapse_spike.tscn` (run headless with
`--fixed-fps 90`) must print "COLLAPSE: overall PASS". `BodyRig.cs` is
VISUALS-only (head cube + 2-bone analytic arms, soft IK, elbow pole,
reach budget feeding `PhysicsTorso.ReachOffset`). Headless regression:
VISUALS-only (head cube + arm boxes drawn through the physical elbow; IK + reach budget
moved to `PhysicsArms`, item 10). Headless regression:
`scenes/body_spike.tscn` must print "BODY: overall PASS" (also proves the Box3D pair
rules: one-way contact, hand-through-chest exclusion, prop contact) — note its repro gap:
no static-table overlap, no welded heavy props. Stage 2 (physical
arm chains + hierarchical per-joint budgets, Nimso/Boneworks tier) — see item 10; design + prior art in `research/vr-body-physics-hugs.md`,
stack facts in `research/vr-body-physics-godot.md`.
9. **Getting a body (rig) — placeholder v1.3 (cube character, agent-built).** `BodyRig.cs`:
9. **Getting a body (rig) — placeholder v1.3 (cube character, agent-built).** (The IK/yaw/reach
math described here now lives in `PhysicsArms.cs` / `PhysicsTorso.cs`; `BodyRig.cs` only
draws.) Original notes:
all-BOX primitives (owner preference) — head 0.15³ behind the eyes, slim torso retracted,
wrist-anchored 2-bone arms. **Soft IK applied**: shoulder→hand distance clamped to
reach×0.98 before the solve (the straight-arm singularity was the overextension shake; if it
@@ -263,3 +266,18 @@ device only; the editor has an XR simulator for dev. Trackers/action map: see `x
the head/neck look override exists. **HANDOFF.md at project root is the takeover document**
(constant table verified against code — code wins on drift); keep it updated when systems
change.
10. **Body physics Stage 2 — PHYSICAL ARMS, implemented 2026-10-02, awaiting owner playtest.**
`PhysicsArms.cs`: per side an upper-arm + forearm RigidBody3D (2.0 / 1.2 kg, layer 5) that
PD-chase their analytic 2-bone IK pose, solved each physics tick from the PHYSICAL chest
shoulders to the PHYSICAL hands. **No joints** — Box3D has no usable 3-DOF shoulder/wrist
joint (PinJoint's hidden identity spring, no Generic6DOF) and this file's architecture
forbids joints between tracked bodies; the research's hinge-motor chain is therefore
deferred, chase segments are the Box3D-honest version. Hierarchical budgets (Nimso muscle
model) from a 60 kg body-mass stat: hand 90 N ≺ forearm 180 N ≺ upper arm 360 N ≺ chest
2400 N. What it gives: arms that push props, rest on / get blocked by geometry (no
tunneling), and draw honestly (BodyRig's elbow = the physical elbow). What it does NOT do
yet (Stage 2b candidates, owner feel decides): a blocked forearm does not hold the HAND
back (hands still chase the controllers independently), and prop/NPC forces on the arm
don't flow into the chest. Regression: `scenes/arm_spike.tscn` "ARM: overall PASS";
the full body also runs inside `scenes/collapse_spike.tscn`. Design + prior art:
`research/vr-body-physics-hugs.md` §5–7, `research/vr-body-physics-godot.md`.
+75 -24
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@@ -30,9 +30,12 @@ TERMINOLOGY (owner-corrected — use precisely):
RigidBody3D/StaticBody3D/CharacterBody3D so the flip is lossless.
- Runtime stack: **WiVRN + WayVR** on Linux. Headset + runtime support hand tracking (treat as available).
- Renderer **Forward+** (Mobile is the docs' VR recommendation; deferred until profiling justifies).
- Build: `dotnet build`. Headless validation — physics: `godot-mono --headless --path . scenes/physics_spike.tscn`
must print **"SPIKE: overall PASS"**; grab: `godot-mono --headless --path . scenes/grab_spike.tscn`
must print **"GRAB: overall PASS"**. Both PASS as of this handoff. Headless asset import:
- Build: `dotnet build`. Headless validation: `godot-mono --headless --fixed-fps 90 --path . scenes/<spike>.tscn`
(`--fixed-fps 90` runs physics faster than real time at the real 90 Hz tick — the 49-scenario
collapse spike takes seconds instead of minutes). Spikes and their pass lines:
`physics_spike` "SPIKE: overall PASS", `weld_spike` "WELD: …", `grab_spike` "GRAB: …",
`body_spike` "BODY: …", `collapse_spike` "COLLAPSE: …", `arm_spike` "ARM: overall PASS".
All six PASS 3× as of this handoff. Headless asset import:
`godot-mono --headless --import`.
- Engine logs: `~/.local/share/godot/app_userdata/VR Messs/logs/godot.log` — **read after user
playtests instead of guessing**.
@@ -124,7 +127,7 @@ TERMINOLOGY (owner-corrected — use precisely):
2026-10-01; the first playtest's NaN collapse is root-caused + fixed (servo math, see §5).
One RigidBody3D box (0.22×0.5×0.13, 30 kg, gravity off, CCD, contact monitor), chase-driven
toward an HMD-derived target: target = head − 6 cm back + torso-yaw basis·(0, −0.42, +0.06)
+ `ReachOffset` (fed by BodyRig's reach budget). Linear drive = the PhysicsHands pattern at
+ `ReachOffset` (fed by PhysicsArms' reach budget). Linear drive = the PhysicsHands pattern at
body mass (force-clamped PD, `MaxForce` 2400 N ⇒ 80 m/s², `MaxSpeed` 6 m/s). Orientation =
slewed angular-velocity servo toward the yaw target (Kp 20 rad/s per rad, spin cap 10 rad/s,
alpha cap 150 rad/s²) — self-rights when shoved, holds yaw. `SnapDistance` 2 m snap safety
@@ -136,11 +139,39 @@ TERMINOLOGY (owner-corrected — use precisely):
`scenes/body_spike.tscn` must print **"BODY: overall PASS"** (pair-rule proofs: one-way
floor contact, hand-through-chest exclusion, prop-contact two-way; track/yaw/impact/snap/
self-right asserts).
- **BodyRig.cs** — placeholder rig VISUALS only now (v1.3): head cube (HMD-driven), 2-bone
analytic arms (soft IK 0.98, pole as before), shoulders derived from the PhysicsTorso BODY
pose (+ ShoulderRise 0.25, ± body X). The torso mesh and the torso yaw spring moved into
PhysicsTorso; BodyRig computes the reach budget (hysteresis unchanged) and feeds it to
`PhysicsTorso.ReachOffset`. Hidden until calibrated.
- **PhysicsArms.cs** — body-physics **Stage 2: physical arm segments** (2026-10-02). Per side an
upper-arm (2.0 kg) and forearm (1.2 kg) RigidBody3D box, gravity off, CCD, **layer 5 (player
arms) / mask 1** — collide with world + props, never with the own chest, hands or each other.
NO joints (Box3D has no usable 3-DOF shoulder/wrist joint — PinJoint's identity spring, no
Generic6DOF — and AGENTS.md forbids joints between tracked bodies): each segment PD-chases
its analytic 2-bone IK pose, solved EVERY PHYSICS TICK from the PHYSICAL chest shoulders to
the PHYSICAL hand bodies (IK moved here from BodyRig: soft IK 0.98, torso-frame pole with
the shoulder→hand axis projected out, hand-forward push, exp-smoothed). **Hierarchical
budgets** (Nimso muscle model) from `BodyMassStat` 60 kg: hand 90 N ≺ forearm 180 N ≺ upper
arm 360 N ≺ chest 2400 N. Orientation = slewed angular-velocity servo via
`BodyMath.RotationError`; segment roll follows the body's current X axis (no flips).
Safety: 1 m snap (teleports), `ResetIfNonFinite`. Also owns calibration (arm lengths +
shoulder width from first head height > 0.5 m; segments spawn then) and the REACH BUDGET
(torso lean toward overreach → `PhysicsTorso.ReachOffset`, hysteresis unchanged). Exposes
`Shoulder/Elbow/Wrist/ElbowTarget/WristTarget(side)`; `Elbow` = where the two physical
segments meet. Spike: `scenes/arm_spike.tscn` (track gap, fast swing, arm pushes a prop
with the hand clear, forearm blocked by a bar without tunneling + quiet while pinned,
teleport snap, NaN-injection reset, chest undisturbed by own arms).
- **BodyRig.cs** — placeholder rig VISUALS only: head cube (HMD-driven) + arm boxes drawn
shoulder (PhysicsArms, from the chest body) → PHYSICAL elbow → hand wrist, stretched to stay
connected (an obstructed segment shows as a displaced elbow). Hidden until PhysicsArms
calibrates. IK, calibration and reach budget moved to PhysicsArms; torso mesh + yaw spring
live in PhysicsTorso.
- **BodyMath.cs** — shared servo math. `RotationError(target, current)` = shortest-arc
axis·angle via `2·atan2(|xyz|, W)` — **the only allowed way to compute servo rotation
errors** (`Quaternion.GetAngle()` NaNs at W = 1.0000001, `GetAxis()` is un-normalized near
identity — the Stage-1 collapse). `ResetIfNonFinite(body, target, who)` — escape hatch run
by every driven body (hands, chest, arm segments).
- **CollapseSpike.cs** + `scenes/collapse_spike.tscn` — Stage-1 collapse regression with the
full body (chest + arms + hands): 9 solver-stacking scenarios (seated chest in the static
table, two-hand-welded 50 kg anvil + the logged grab sequence, real PropShop sweep) + 40
slow-yaw-drift scenarios (the root-cause repro: old code NaN'd 7/40). Must print
"COLLAPSE: overall PASS" (49/49).
- **GrabSpike.cs** + `scenes/grab_spike.tscn` — headless grab regression (v5.3): a hand stand-in
(0.4 kg body, `HandMaxForce` 90 N chase) grabs a 1 kg prop via ConeTwist weld (server type
verified, configure-before-AddChild); drag 2 m + 360° fast-spin sub-phase — asserts RIGID
@@ -175,8 +206,9 @@ leaving the standard RigidBody3D stack).
Scene wiring (`scenes/main.tscn`): Main → WorldEnvironment, Sun, Floor, XROrigin3D (XRCamera3D,
LeftHand, RightHand, WorldPanel), SpawnPoint, 3 TeleportMarkers, Locomotion, AnchorMoveMode,
PropShop, PropGrabber, PhysicsHands, PhysicsTorso, BodyRig, FadeLayer/Fade. Action map: `openxr_action_map.tres`.
Floor StaticBody scans layer 3 (collision_mask 13).
PropShop, PropGrabber, PhysicsHands, PhysicsTorso, PhysicsArms, BodyRig, FadeLayer/Fade
(physics order matters: hands → chest → arms, so the arm IK reads this tick's bodies). Action map: `openxr_action_map.tres`.
Floor StaticBody mask 1|3|4|5 (collision_mask 29).
## 4. Architecture decisions that must not regress
@@ -201,10 +233,14 @@ Floor StaticBody scans layer 3 (collision_mask 13).
as fallback (git history). Stink-O's box3d-godot (custom components, more joint types) is
the plan-B.
- **Collision layers**: 1 = world, 2 = UI. Panel/knob bodies are layer 2 mask 0 (props pass through
the menu); **1 = world+props, 2 = UI, 3 = player body (chest), 4 = player hands** — chest↔own
hands excluded BOTH ways (no self-collision; props mask 1|3|4, floor mask 1|3|4, hands 4/1|4,
chest 3/1|3). Layers/masks live on `CollisionObject3D`, never `CollisionShape3D`. The
the menu); **1 = world+props, 2 = UI, 3 = player body (chest), 4 = player hands, 5 = player arms** —
no self-collision between any own body parts (props/table/floor mask 1|3|4|5, hands 4/1|4,
chest 3/1|3, arm segments 5/1). Layers/masks live on `CollisionObject3D`, never `CollisionShape3D`. The
body_spike proves the pair rules on Box3D.
- **Servo rotation errors only via `BodyMath.RotationError`** — never `Quaternion.GetAngle()`
/ `GetAxis()` (NaN at W = 1.0000001 killed the chest in the first body playtest).
- **No joints between player body parts** — arms are chase segments; Box3D can't do a
shoulder/wrist joint cleanly (see PhysicsArms).
- **Ghosts belong to hands, not props** — the whole arm gets a ghost later.
- **Standard-RigidBody3D-only** for scene objects and tracked bodies, so the Jolt fallback stays lossless.
- **`pose_recentered` is never used for placement** — WiVRN fires it continuously (~90 Hz);
@@ -226,6 +262,13 @@ Floor StaticBody scans layer 3 (collision_mask 13).
static table + two-hand-welded 50 kg anvil) was tested and is stable. Full record:
`research/body-stage1-failure-brief.md` (RESOLUTION section). **RULE: never use
`Quaternion.GetAngle()/GetAxis()` for servo errors — use `BodyMath.RotationError`.**
- **Body Stage 2 (physical arms) — unvalidated in-headset.** Things to watch in the first
playtest: elbow drawn displaced when a segment is blocked (that's the honest physics view),
arms sweeping props when seated at the table, any stutter at fast swings (spike: ≤ 6 cm
joint lag at 2 Hz × 0.4 m). Known gaps by design (Stage 2b, feel-driven): a blocked forearm
does NOT hold the hand back, and forces on the arms don't reach the chest — both need a
coupling decision (script-side feedback vs joints) the owner should weigh in on after
feeling 2a.
- **Seated calibration** — BodyRig calibrates proportions from the head height at first
frame; seated (1.01 m) clamps arm length to the 0.50 m minimum, so normal reaches saturate
`ReachOffset` and lean the chest into the table (stable, but wrong proportions). Needs a
@@ -293,18 +336,25 @@ Floor StaticBody scans layer 3 (collision_mask 13).
| `GrabRadius` / `CenterGrabRadius` | PropGrabber.cs | 0.16 m / 0.12 m | palm-point / hand-center grab range |
| `PalmGrabOffset` | PropGrabber.cs | ±0.045 m along hand +X (left +, right −) | grab point on the palm (taste choice) |
| Grip/trigger thresholds | several files | 0.6 | polled Float edges |
| `SoftIKFactor` | BodyRig.cs | 0.98 | shoulder→hand distance clamp before IK solve (lower toward 0.95 if shake persists) |
| `PoleHandWeight` / `PoleSmoothRate` | BodyRig.cs | 0.25 / 10 | elbow pole: hand-forward push / exp smoothing |
| `SoftIKFactor` | PhysicsArms.cs | 0.98 | shoulder→hand distance clamp before IK solve (lower toward 0.95 if shake persists) |
| `PoleHandWeight` / `PoleSmoothRate` | PhysicsArms.cs | 0.25 / 10 | elbow pole: hand-forward push / exp smoothing |
| `TorsoYawHandsWeight` / `TorsoYawForwardness` / `TorsoYawSmoothRate` | PhysicsTorso.cs | 0.6 / 0.3 m / 12 | torso yaw spring: hands blend / forwardness normalizer / exp smoothing (≈200 ms) |
| `TorsoMass` / `MaxForce` / `MaxSpeed` | PhysicsTorso.cs | 30 kg / 2400 N / 6 m/s | chest chase budget (force-clamped PD) |
| `OrientKp` / `OrientMaxSpin` / `OrientMaxAlpha` | PhysicsTorso.cs | 20 / 10 rad/s / 150 rad/s² | chest orientation servo (yaw hold + self-right) |
| `SnapDistance` | PhysicsTorso.cs | 2 m | chest teleport snap safety |
| `armTotal` | BodyRig.cs | clamp(0.46×headHeight, 0.5, 0.72) | total arm length, 50/50 split |
| `ReachPushSpeed` / `ReachDecaySpeed` | BodyRig.cs | 0.8 / 0.4 m/s | torso lean toward / back from overreach |
| `ReachDecayFactor` | BodyRig.cs | 0.92 | hysteresis band (decay only below 92% of reach) |
| `ReachBudgetMax` | BodyRig.cs | 0.25 m | horizontal torso offset clamp |
| `ReachVerticalMin/Max` | BodyRig.cs | −0.05 / +0.12 m | vertical torso offset clamp (stops upward oscillation) |
| `HeadBackOffset` / `TorsoBackOffset` / `TorsoDrop` | BodyRig.cs | 0.06 / 0.06 / 0.42 m | keeps boxes out of the view |
| `armTotal` | PhysicsArms.cs | clamp(0.46×headHeight, 0.5, 0.72) | total arm length, 50/50 split |
| `ReachPushSpeed` / `ReachDecaySpeed` | PhysicsArms.cs | 0.8 / 0.4 m/s | torso lean toward / back from overreach |
| `ReachDecayFactor` | PhysicsArms.cs | 0.92 | hysteresis band (decay only below 92% of reach) |
| `ReachBudgetMax` | PhysicsArms.cs | 0.25 m | horizontal torso offset clamp |
| `ReachVerticalMin/Max` | PhysicsArms.cs | −0.05 / +0.12 m | vertical torso offset clamp (stops upward oscillation) |
| `HeadBackOffset` | BodyRig.cs / PhysicsTorso.cs | 0.06 m | keeps the head cube out of the view |
| `TorsoBackOffset` / `TorsoDrop` | PhysicsTorso.cs | 0.06 / 0.42 m | chest target below/behind the head |
| `BodyMassStat` | PhysicsArms.cs | 60 kg | scales the arm budgets (N/kg below) |
| `ForearmForcePerKg` / `UpperArmForcePerKg` | PhysicsArms.cs | 3 / 6 N/kg (180 / 360 N) | arm segment chase budgets (hand 90 ≺ fore ≺ upper ≺ chest 2400) |
| `ForearmMass` / `UpperArmMass` | PhysicsArms.cs | 1.2 / 2.0 kg | arm segment masses |
| `SegmentMaxSpin` / `ForearmMaxAlpha` / `UpperArmMaxAlpha` | PhysicsArms.cs | 40 rad/s / 1500 / 1000 rad/s² | arm segment orientation servo caps |
| `SnapDistance` | PhysicsArms.cs | 1 m | arm segment teleport snap |
| `ShoulderRise` | PhysicsArms.cs | 0.25 m | shoulder height above the chest body center |
| `LaserMinDistance` | Locomotion.cs | 0.35 m | laser hidden nearer than this (tip touch instead) |
| `MarkerNearDistance` | Locomotion.cs | 1.2 m | near markers hide + become untargetable |
| Fade times | Locomotion.cs | 0.12 s in / 0.25 s out | teleport fade |
@@ -324,8 +374,9 @@ Floor StaticBody scans layer 3 (collision_mask 13).
must decouple first if deleted).
3. **Grab points on special objects** — grab is palm-proximity to the prop origin today;
special objects may want authored grab anchors (see `research/vr-grabbing.md` taxonomy).
4. **Physical torso/head capsules** — folded into the body-physics track (item 1): the torso
chase body IS the capsule replacement; head/body colliders join it in the same stage.
4. **Body Stage 2b (feel-driven)** — after the owner feels the 2a arms: couple obstruction
back into the hands (blocked forearm limits the hand) and arm forces into the chest; then
head collider. Decide calibration for seated sessions (see §5).
5. **Hand tracking spike** — `XRHandTracker` through WiVRN; controller tip and fingertip must feed
the same cursor concept (interaction must not assume controllers).
6. **Neck/head look system** — `LookAtModifier3D` head→neck distribution (needs a real skeleton).
+6
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@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/ArmSpike.cs" id="1_spike"]
[node name="ArmSpike" type="Node3D"]
script = ExtResource("1_spike")
+6 -2
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@@ -1,4 +1,4 @@
[gd_scene load_steps=20 format=3]
[gd_scene load_steps=21 format=3]
[ext_resource type="Script" path="res://scripts/Main.cs" id="1_main"]
[ext_resource type="PackedScene" path="res://scenes/teleport_marker.tscn" id="2_marker"]
@@ -10,6 +10,7 @@
[ext_resource type="Script" path="res://scripts/PhysicsHands.cs" id="8_physicshands"]
[ext_resource type="Script" path="res://scripts/BodyRig.cs" id="9_bodyrig"]
[ext_resource type="Script" path="res://scripts/PhysicsTorso.cs" id="10_physicsTorso"]
[ext_resource type="Script" path="res://scripts/PhysicsArms.cs" id="11_physicsArms"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_sky"]
sky_horizon_color = Color(0.66, 0.72, 0.81, 1)
@@ -56,7 +57,7 @@ shadow_bias = 0.04
shadow_normal_bias = 0.5
[node name="Floor" type="StaticBody3D" parent="."]
collision_mask = 13
collision_mask = 29
[node name="FloorShape" type="CollisionShape3D" parent="Floor"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.05, 0)
@@ -118,6 +119,9 @@ script = ExtResource("8_physicshands")
[node name="PhysicsTorso" type="Node" parent="."]
script = ExtResource("10_physicsTorso")
[node name="PhysicsArms" type="Node" parent="."]
script = ExtResource("11_physicsArms")
[node name="BodyRig" type="Node3D" parent="."]
script = ExtResource("9_bodyrig")
+277
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@@ -0,0 +1,277 @@
using System.Collections.Generic;
using Godot;
// Headless regression for body-physics Stage 2 (PhysicsArms): chase-driven arm segments.
// Run: godot-mono --headless --fixed-fps 90 --path . scenes/arm_spike.tscn
public partial class ArmSpike : Node3D
{
private enum Phase { Settle, Track, Swing, Push, Pin, Teleport, NanGuard, Done }
private const float GapLimit = 0.04f;
private const float SwingGapLimit = 0.12f;
private const float ChestDisturbLimit = 0.01f;
private const float PushMinDisplacement = 0.05f;
private const float PushHandClearance = 0.08f;
private const float PinSpeedLimit = 0.3f;
private const float PinBarY = 1.22f;
private const float PinObstructionMin = 0.01f;
private const float TeleportGapLimit = 0.04f;
private static readonly Vector3 HandSize = new(0.035f, 0.09f, 0.12f);
private Node3D _head;
private PhysicsTorso _torso;
private PhysicsArms _arms;
private readonly RigidBody3D[] _hands = new RigidBody3D[2];
private readonly Transform3D[] _handTarget = new Transform3D[2];
private readonly Vector3[] _handRest = new Vector3[2];
private RigidBody3D _box;
private Vector3 _boxStart;
private StaticBody3D _slab;
private Phase _phase = Phase.Settle;
private float _phaseT;
private float _maxGap;
private float _maxChestErr;
private float _minHandBoxDist;
private float _maxPinSpeed;
private float _maxPinObstruction;
private readonly float[] _pinPrevY = { float.MinValue, float.MinValue };
private bool _pinTunneled;
private bool _pinFinite = true;
private readonly List<string> _names = new();
private readonly List<bool> _ok = new();
public override void _Ready()
{
StaticBody3D floor = new() { CollisionMask = 0b11101 };
floor.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(20f, 0.1f, 20f) }, Position = new Vector3(0f, -0.05f, 0f) });
AddChild(floor);
_head = new Node3D { Position = new Vector3(0f, 1.65f, 0f) };
AddChild(_head);
_torso = new PhysicsTorso { HeadSource = _head };
AddChild(_torso);
_torso.Body.GlobalPosition = new Vector3(0f, 1.23f, 0.12f);
for (int side = 0; side < 2; side++)
{
float x = side == 0 ? -0.2f : 0.2f;
_handRest[side] = new Vector3(x, 1.1f, -0.35f);
_handTarget[side] = new Transform3D(Basis.Identity, _handRest[side]);
_hands[side] = new RigidBody3D
{
Mass = 0.4f,
GravityScale = 0f,
ContinuousCd = true,
Position = _handRest[side],
CollisionLayer = 0b1000,
CollisionMask = 0b1001,
};
_hands[side].AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = HandSize } });
AddChild(_hands[side]);
}
_arms = new PhysicsArms { HeadSource = _head, Torso = _torso, HandLeft = _hands[0], HandRight = _hands[1] };
AddChild(_arms);
GD.Print("ARM: arm spike scene ready");
}
public override void _PhysicsProcess(double delta)
{
float dt = (float)delta;
_phaseT += dt;
for (int side = 0; side < 2; side++)
PhysicsHands.Drive(_hands[side], _handTarget[side], dt);
if (!_arms.Calibrated || _arms.UpperArm(0) == null)
return;
switch (_phase)
{
case Phase.Settle:
if (_phaseT > 1f)
Start(Phase.Track, "track — hands circle, segments must stay connected, chest undisturbed");
break;
case Phase.Track:
for (int side = 0; side < 2; side++)
{
float w = side == 0 ? 2.1f : 2.7f;
_handTarget[side].Origin = _handRest[side] + new Vector3(0.15f * Mathf.Sin(w * _phaseT), 0.15f * Mathf.Cos(w * _phaseT), 0.1f * Mathf.Sin(0.5f * w * _phaseT));
}
if (_phaseT > 0.5f)
{
_maxGap = Mathf.Max(_maxGap, MaxGap());
_maxChestErr = Mathf.Max(_maxChestErr, _torso.Body.GlobalPosition.DistanceTo(_torso.TargetPosition));
}
if (_phaseT > 3f)
{
Record($"track joint gap max {_maxGap:F3} m (limit {GapLimit})", _maxGap < GapLimit);
Record($"chest undisturbed by own arms (err max {_maxChestErr:F4} m, limit {ChestDisturbLimit})", _maxChestErr < ChestDisturbLimit);
Start(Phase.Swing, "swing — fast 0.4 m arm swings at 2 Hz, bounded lag");
}
break;
case Phase.Swing:
_handTarget[1].Origin = _handRest[1] + new Vector3(0.2f * Mathf.Sin(12.6f * _phaseT), 0.1f * Mathf.Sin(6.3f * _phaseT), 0f);
_maxGap = Mathf.Max(_maxGap, MaxGap());
if (_phaseT > 2f)
{
_handTarget[1].Origin = _handRest[1];
Record($"swing joint gap max {_maxGap:F3} m (limit {SwingGapLimit})", _maxGap < SwingGapLimit);
Start(Phase.Push, "push — right forearm swings up through a 1 kg box (hand kept clear)");
// Box just above the forearm's middle; the hand rises 0.3 m ~0.2 m away from it.
_boxStart = (_arms.ElbowTarget(1) + _arms.WristTarget(1)) * 0.5f + Vector3.Up * 0.11f;
_box = new RigidBody3D { Mass = 1f, GravityScale = 0f, Position = _boxStart, CollisionMask = 0b11101 };
_box.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = Vector3.One * 0.08f } });
AddChild(_box);
_minHandBoxDist = float.MaxValue;
}
break;
case Phase.Push:
{
float k = Mathf.Min(_phaseT / 0.6f, 1f);
_handTarget[1].Origin = _handRest[1] + Vector3.Up * (0.3f * k);
_minHandBoxDist = Mathf.Min(_minHandBoxDist, _hands[1].GlobalPosition.DistanceTo(_box.GlobalPosition));
if (_phaseT > 1.5f)
{
float moved = _box.GlobalPosition.DistanceTo(_boxStart);
Record($"arm segment pushes prop (box moved {moved:F3} m, limit > {PushMinDisplacement}; hand-box min dist {_minHandBoxDist:F3} m, limit > {PushHandClearance})",
moved > PushMinDisplacement && _minHandBoxDist > PushHandClearance);
_box.QueueFree();
_handTarget[1].Origin = _handRest[1];
// Two short static bars just above the forearms' middles (x clear of the chest).
// Hands at (±0.2, 1.17, -0.09) put the forearm centers at ~(±0.22, 1.16, 0.09)
// with the elbows swung back; then the hands rise 0.25 m in front of the bars,
// so the forearm targets sweep up through them.
// The bars appear once the forearms have settled in the pin pose (t = 0.8 s).
_maxPinObstruction = 0f;
Start(Phase.Pin, "pin — forearms blocked under static bars while the hands rise past them");
}
break;
}
case Phase.Pin:
{
if (_slab == null && _phaseT >= 0.8f)
{
_slab = new StaticBody3D { CollisionMask = 0b11101 };
foreach (float x in new[] { -0.22f, 0.22f })
_slab.AddChild(new CollisionShape3D { Position = new Vector3(x, 0f, 0f), Shape = new BoxShape3D { Size = new Vector3(0.14f, 0.04f, 0.04f) } });
AddChild(_slab);
_slab.GlobalPosition = new Vector3(0f, PinBarY, 0.09f);
for (int side = 0; side < 2; side++)
GD.Print($"ARM: pin start side {side}: forearm center {_arms.Forearm(side).GlobalPosition} (bar y {PinBarY})");
}
float rise = Mathf.Clamp((_phaseT - 1f) / 0.5f, 0f, 1f) * 0.25f;
for (int side = 0; side < 2; side++)
_handTarget[side].Origin = new Vector3(side == 0 ? -0.2f : 0.2f, 1.17f + rise, -0.09f);
if (_slab != null)
{
for (int side = 0; side < 2; side++)
{
RigidBody3D fore = _arms.Forearm(side);
_pinFinite &= BodyMath.IsFinite(fore) && BodyMath.IsFinite(_arms.UpperArm(side));
if (_phaseT > 2.5f)
{
_maxPinSpeed = Mathf.Max(_maxPinSpeed, fore.LinearVelocity.Length());
_maxPinSpeed = Mathf.Max(_maxPinSpeed, _arms.UpperArm(side).LinearVelocity.Length());
}
// Tunneling = the forearm center rises past the bar while still over it in x
// (bar half-width 0.07 + forearm half-width 0.03). Sliding off sideways and
// then rising is honest physics.
Vector3 c = fore.GlobalPosition;
bool overBar = Mathf.Abs(Mathf.Abs(c.X) - 0.22f) < 0.1f;
if (_pinPrevY[side] > float.MinValue && _pinPrevY[side] < PinBarY && c.Y >= PinBarY && overBar)
_pinTunneled = true;
if (_pinPrevY[side] < PinBarY && c.Y >= PinBarY)
GD.Print($"ARM: side {side} forearm cleared the bar at x {c.X:F3} (over bar: {overBar}) t {_phaseT:F2}");
_pinPrevY[side] = c.Y;
Vector3 foreTarget = (_arms.ElbowTarget(side) + _arms.WristTarget(side)) * 0.5f;
_maxPinObstruction = Mathf.Max(_maxPinObstruction, _arms.Forearm(side).GlobalPosition.DistanceTo(foreTarget));
}
}
if (_phaseT > 3.5f)
{
Record($"forearm blocked by bar, no tunneling (deviation max {_maxPinObstruction:F3} m, limit > {PinObstructionMin}; tunneled {_pinTunneled})",
_maxPinObstruction > PinObstructionMin && !_pinTunneled);
Record($"pinned under bar: finite and quiet in the last 1 s (segment |v| max {_maxPinSpeed:F3} m/s, limit {PinSpeedLimit})", _pinFinite && _maxPinSpeed < PinSpeedLimit);
_slab.QueueFree();
for (int side = 0; side < 2; side++)
_handRest[side] += new Vector3(3f, 0f, 0f);
_head.GlobalPosition += new Vector3(3f, 0f, 0f);
for (int side = 0; side < 2; side++)
{
_handTarget[side].Origin = _handRest[side];
_hands[side].GlobalPosition = _handRest[side];
_hands[side].LinearVelocity = Vector3.Zero;
}
Start(Phase.Teleport, "teleport — head + hands jump 3 m, arms must snap");
}
break;
}
case Phase.Teleport:
if (_phaseT > 0.4f)
{
float gap = MaxGap();
Record($"teleport re-attach gap {gap:F3} m (limit {TeleportGapLimit})", gap < TeleportGapLimit);
_arms.Forearm(0).AngularVelocity = new Vector3(float.NaN, 0f, 0f);
Start(Phase.NanGuard, "nan guard — inject NaN into the left forearm, it must reset");
}
break;
case Phase.NanGuard:
if (_phaseT > 0.3f)
{
bool finite = BodyMath.IsFinite(_arms.Forearm(0));
float gap = MaxGap();
Record($"non-finite segment reset (finite {finite}, gap {gap:F3} m)", finite && gap < GapLimit);
Finish();
}
break;
}
}
private float MaxGap()
{
float gap = 0f;
for (int side = 0; side < 2; side++)
{
RigidBody3D upper = _arms.UpperArm(side);
RigidBody3D fore = _arms.Forearm(side);
Vector3 upperProx = upper.GlobalPosition - upper.GlobalTransform.Basis.Y * (_arms.UpperLen * 0.5f);
Vector3 upperDist = upper.GlobalPosition + upper.GlobalTransform.Basis.Y * (_arms.UpperLen * 0.5f);
Vector3 foreProx = fore.GlobalPosition - fore.GlobalTransform.Basis.Y * (_arms.ForeLen * 0.5f);
gap = Mathf.Max(gap, upperProx.DistanceTo(_arms.Shoulder(side)));
gap = Mathf.Max(gap, upperDist.DistanceTo(foreProx));
gap = Mathf.Max(gap, _arms.Wrist(side).DistanceTo(_arms.WristTarget(side)));
}
return gap;
}
private void Start(Phase phase, string what)
{
_phase = phase;
_phaseT = 0f;
_maxGap = 0f;
GD.Print($"ARM: {what}");
}
private void Record(string name, bool ok)
{
_names.Add(name);
_ok.Add(ok);
GD.Print($"ARM: {name} → {(ok ? "PASS" : "FAIL")}");
}
private void Finish()
{
_phase = Phase.Done;
bool overall = true;
foreach (bool ok in _ok)
overall &= ok;
GD.Print($"ARM: overall {(overall ? "PASS — physical arms functional on Box3D" : "CHECK — inspect failures above")}");
GetTree().Quit();
}
}
+1
View File
@@ -0,0 +1 @@
uid://ksf2lcey06ag
+43 -139
View File
@@ -1,52 +1,39 @@
using Godot;
// Placeholder rig VISUALS only: head cube on the HMD, arm boxes drawn from the physical body
// (PhysicsTorso shoulders → PhysicsArms elbow → hand wrist). Arm IK, calibration and the reach
// budget live in PhysicsArms; the torso mesh lives in PhysicsTorso.
public partial class BodyRig : Node3D
{
private const float HeadBackOffset = 0.06f;
private const float HeadSize = 0.15f;
private const float ShoulderRise = 0.25f;
private const float ReachBudgetMax = 0.25f;
private const float ReachVerticalMin = -0.05f;
private const float ReachVerticalMax = 0.12f;
private const float ReachPushSpeed = 0.8f;
private const float ReachDecaySpeed = 0.4f;
private const float ReachDecayFactor = 0.92f;
private const float WristOffset = 0.06f;
private const float SoftIKFactor = 0.98f;
private const float PoleHandWeight = 0.25f;
private const float PoleSmoothRate = 10f;
private XRCamera3D _camera;
private XRController3D _left;
private XRController3D _right;
private PhysicsTorso _torso;
private PhysicsArms _arms;
private MeshInstance3D _headMesh;
private readonly MeshInstance3D[] _upperArmMeshes = new MeshInstance3D[2];
private readonly MeshInstance3D[] _forearmMeshes = new MeshInstance3D[2];
private bool _calibrated;
private float _upperLen;
private float _foreLen;
private float _shoulderHalfWidth;
private Vector3 _torsoOffset = Vector3.Zero;
private bool _sized;
private Basis _yawBasis = Basis.Identity;
private Basis _torsoBasis = Basis.Identity;
private readonly Vector3[] _lastPole = new Vector3[2];
public override void _Ready()
{
_camera = GetNode<XRCamera3D>("../XROrigin3D/XRCamera3D");
_left = GetNode<XRController3D>("../XROrigin3D/LeftHand");
_right = GetNode<XRController3D>("../XROrigin3D/RightHand");
_torso = GetNode<PhysicsTorso>("../PhysicsTorso");
_arms = GetNode<PhysicsArms>("../PhysicsArms");
_headMesh = MakeMesh(new BoxMesh { Size = new Vector3(HeadSize, HeadSize, HeadSize) }, new Color(0.8f, 0.8f, 0.8f));
_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));
_forearmMeshes[1] = MakeMesh(new BoxMesh { Size = new Vector3(0.06f, 0.3f, 0.06f) }, new Color(0.3f, 0.3f, 0.33f));
for (int side = 0; side < 2; side++)
{
_upperArmMeshes[side] = MakeMesh(new BoxMesh { Size = new Vector3(0.07f, 0.3f, 0.07f) }, new Color(0.3f, 0.3f, 0.33f));
_forearmMeshes[side] = MakeMesh(new BoxMesh { Size = new Vector3(0.06f, 0.3f, 0.06f) }, new Color(0.3f, 0.3f, 0.33f));
}
SetRigVisible(false);
}
@@ -70,44 +57,37 @@ public partial class BodyRig : Node3D
public override void _Process(double delta)
{
UpdateYawBasis();
float dt = (float)delta;
if (!_calibrated)
{
float headHeight = _camera.GlobalPosition.Y;
if (headHeight <= 0.5f)
return;
Calibrate(headHeight);
}
if (_torso.Body == null)
if (!_arms.Calibrated || _arms.UpperArm(0) == null)
return;
if (!_sized)
{
_sized = true;
for (int side = 0; side < 2; side++)
{
((BoxMesh)_upperArmMeshes[side].Mesh).Size = new Vector3(0.07f, _arms.UpperLen, 0.07f);
((BoxMesh)_forearmMeshes[side].Mesh).Size = new Vector3(0.06f, _arms.ForeLen, 0.06f);
}
SetRigVisible(true);
}
Vector3 headPos = _camera.GlobalPosition - _yawBasis * Vector3.Forward * HeadBackOffset;
_headMesh.GlobalTransform = new Transform3D(_yawBasis, headPos);
_torsoBasis = _torso.Body.GlobalTransform.Basis;
Vector3 torsoCenter = _torso.Body.GlobalPosition;
PlaceArm(0, PhysicsHands.GetBody(_left));
PlaceArm(1, PhysicsHands.GetBody(_right));
}
Vector3 topCenter = torsoCenter + Vector3.Up * ShoulderRise;
Vector3 leftShoulder = topCenter - _torsoBasis.X * _shoulderHalfWidth;
Vector3 rightShoulder = topCenter + _torsoBasis.X * _shoulderHalfWidth;
Vector3 push = SolveArm(0, leftShoulder, -_torsoBasis.X, PhysicsHands.GetBody(_left), _upperArmMeshes[0], _forearmMeshes[0], dt, out bool decayLeft);
push += SolveArm(1, rightShoulder, _torsoBasis.X, PhysicsHands.GetBody(_right), _upperArmMeshes[1], _forearmMeshes[1], dt, out bool decayRight);
if (push != Vector3.Zero)
{
_torsoOffset += push * (dt * ReachPushSpeed);
}
else if (decayLeft || decayRight)
{
_torsoOffset = _torsoOffset.MoveToward(Vector3.Zero, ReachDecaySpeed * dt);
}
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 PlaceArm(int side, RigidBody3D hand)
{
Vector3 shoulder = _arms.Shoulder(side);
Vector3 elbow = _arms.Elbow(side);
Vector3 wrist = hand != null
? hand.GlobalPosition + hand.GlobalTransform.Basis * new Vector3(0f, 0f, WristOffset)
: _arms.Wrist(side);
if (!shoulder.IsFinite() || !elbow.IsFinite() || !wrist.IsFinite())
return;
PlaceSegment(_upperArmMeshes[side], shoulder, elbow);
PlaceSegment(_forearmMeshes[side], elbow, wrist);
}
private void UpdateYawBasis()
@@ -119,97 +99,21 @@ public partial class BodyRig : Node3D
_yawBasis = Basis.LookingAt(fwd.Normalized(), Vector3.Up);
}
private void Calibrate(float headHeight)
{
_calibrated = true;
float armTotal = Mathf.Clamp(headHeight * 0.46f, 0.5f, 0.72f);
_upperLen = 0.5f * armTotal;
_foreLen = 0.5f * armTotal;
_shoulderHalfWidth = 0.16f + headHeight * 0.02f;
((BoxMesh)_upperArmMeshes[0].Mesh).Size = new Vector3(0.07f, _upperLen, 0.07f);
((BoxMesh)_upperArmMeshes[1].Mesh).Size = new Vector3(0.07f, _upperLen, 0.07f);
((BoxMesh)_forearmMeshes[0].Mesh).Size = new Vector3(0.06f, _foreLen, 0.06f);
((BoxMesh)_forearmMeshes[1].Mesh).Size = new Vector3(0.06f, _foreLen, 0.06f);
SetRigVisible(true);
GD.Print($"BodyRig: proportions calibrated from head height {headHeight:F2} m " +
$"(arm total {armTotal:F2} m, upper {_upperLen:F2} m, fore {_foreLen:F2} m, shoulder half-width {_shoulderHalfWidth:F2} m)");
}
private Vector3 SolveArm(int index, Vector3 shoulder, Vector3 side, RigidBody3D body, MeshInstance3D upperMesh, MeshInstance3D foreMesh, float delta, out bool decay)
{
Vector3 rawTarget = body != null
? body.GlobalPosition + body.GlobalTransform.Basis * new Vector3(0f, 0f, WristOffset)
: shoulder + _torsoBasis * new Vector3(0f, -0.25f, -0.3f);
float reach = _upperLen + _foreLen;
Vector3 shoulderToTarget = rawTarget - shoulder;
if (shoulderToTarget.LengthSquared() < 0.0001f)
shoulderToTarget = _torsoBasis * new Vector3(0f, -0.25f, -0.3f);
float rawDist = shoulderToTarget.Length();
float d = Mathf.Clamp(rawDist, 0.01f, reach * SoftIKFactor);
Vector3 dir = shoulderToTarget / rawDist;
Vector3 clampedTarget = shoulder + dir * d;
Vector3 push = Vector3.Zero;
decay = false;
if (rawDist > reach)
{
push = (rawTarget - clampedTarget).Normalized();
}
else if (rawDist < reach * ReachDecayFactor)
{
decay = true;
}
float cosA = (_upperLen * _upperLen + d * d - _foreLen * _foreLen) / (2f * _upperLen * d);
float angle = Mathf.Acos(Mathf.Clamp(cosA, -1f, 1f));
Vector3 handForward = body != null ? body.GlobalTransform.Basis * Vector3.Forward : Vector3.Zero;
Vector3 pole = Vector3.Down * 2f + _torsoBasis * Vector3.Back * 0.8f + side * 0.3f;
pole -= dir * pole.Dot(dir);
pole -= handForward * PoleHandWeight;
Vector3 poleDir;
if (pole.LengthSquared() < 0.0001f)
poleDir = _lastPole[index] == Vector3.Zero ? Vector3.Down : _lastPole[index];
else
{
poleDir = _lastPole[index].Lerp(pole, 1f - Mathf.Exp(-delta * PoleSmoothRate));
if (poleDir.LengthSquared() < 0.0001f)
poleDir = _lastPole[index];
poleDir = poleDir.Normalized();
_lastPole[index] = poleDir;
}
Vector3 axis = dir.Cross(poleDir);
if (axis.LengthSquared() < 0.0001f)
axis = dir.Cross(Vector3.Up);
if (axis.LengthSquared() < 0.0001f)
axis = Vector3.Right;
axis = axis.Normalized();
Vector3 elbowPos = shoulder + dir.Rotated(axis, angle) * _upperLen;
Vector3 foreEnd = elbowPos + (clampedTarget - elbowPos).Normalized() * _foreLen;
PlaceSegment(upperMesh, shoulder, elbowPos);
PlaceSegment(foreMesh, elbowPos, foreEnd);
return push;
}
// Stretches the unit-length box between two joints so the drawn arm stays connected even
// when a physical segment is held back by contact.
private static void PlaceSegment(MeshInstance3D mesh, Vector3 from, Vector3 to)
{
Vector3 segment = to - from;
if (segment.LengthSquared() < 0.000001f)
float length = segment.Length();
if (length < 0.001f)
return;
Vector3 y = segment.Normalized();
Vector3 y = segment / length;
Vector3 x = Vector3.Up.Cross(y);
if (x.LengthSquared() < 0.0001f)
x = Vector3.Right.Cross(y);
x = x.Normalized();
Vector3 z = x.Cross(y);
mesh.GlobalTransform = new Transform3D(new Basis(x, y, z), (from + to) * 0.5f);
float scale = length / ((BoxMesh)mesh.Mesh).Size.Y;
mesh.GlobalTransform = new Transform3D(new Basis(x, y * scale, z), (from + to) * 0.5f);
}
}
+15 -1
View File
@@ -1,7 +1,8 @@
using System.Collections.Generic;
using Godot;
// Headless regression for the Stage-1 playtest collapse (2026-10-01). Two families:
// Headless regression for the Stage-1 playtest collapse (2026-10-01), now with the full Stage-2
// body (chest + PhysicsArms + hands). Two families:
// - Stacking: seated chest overlapping the static table, 50 kg anvil rigid-welded to two
// chase hands, the logged grab sequence (L, R two-handed, L release, L re-grab), the real
// PropShop with the chest plowing through the props. Did NOT reproduce the NaN — kept as
@@ -39,6 +40,7 @@ public partial class CollapseSpike : Node3D
private Node3D _world;
private Node3D _head;
private PhysicsTorso _torso;
private PhysicsArms _arms;
private readonly RigidBody3D[] _hands = new RigidBody3D[2];
private readonly Node3D[] _targets = new Node3D[2];
private readonly ConeTwistJoint3D[] _welds = new ConeTwistJoint3D[2];
@@ -189,6 +191,9 @@ public partial class CollapseSpike : Node3D
_world.AddChild(_targets[h]);
_targetBase[h] = handPos;
}
_arms = new PhysicsArms { HeadSource = _head, Torso = _torso, HandLeft = _hands[0], HandRight = _hands[1] };
_world.AddChild(_arms);
}
public override void _PhysicsProcess(double delta)
@@ -258,6 +263,15 @@ public partial class CollapseSpike : Node3D
Check("handR", _hands[1]);
if (_anvil != null)
Check("anvil", _anvil);
for (int side = 0; side < 2; side++)
{
if (_arms.UpperArm(side) == null)
continue;
Check($"upper arm {side}", _arms.UpperArm(side));
Check($"forearm {side}", _arms.Forearm(side));
if (_arms.Forearm(side).LinearVelocity.Length() > RunawaySpeed || _arms.UpperArm(side).LinearVelocity.Length() > RunawaySpeed)
Fail($"arm {side} runaway");
}
foreach (Node n in GetTree().GetNodesInGroup("prop"))
{
if (n is not RigidBody3D prop || prop.IsQueuedForDeletion())
+258
View File
@@ -0,0 +1,258 @@
using Godot;
// Body-physics Stage 2: physical arm segments. Upper arm + forearm per side are chase-driven
// RigidBody3Ds (no joints — Box3D has no usable 3-DOF shoulder/wrist joint, and AGENTS.md
// forbids joints between tracked bodies). Each segment PD-chases its analytic 2-bone IK pose,
// solved every physics tick from the PHYSICAL chest shoulders to the PHYSICAL hand bodies.
// Hierarchical budgets (Nimso's muscle model): hand 90 N < forearm < upper arm < chest 2400 N.
// The arm IK + reach budget (torso lean on overreach) live here; BodyRig only draws.
public partial class PhysicsArms : Node
{
private const float BodyMassStat = 60f;
private const float ForearmMass = 1.2f;
private const float UpperArmMass = 2.0f;
private const float ForearmForcePerKg = 3f; // 180 N at 60 kg
private const float UpperArmForcePerKg = 6f; // 360 N at 60 kg
private const float SegmentMaxSpin = 40f;
private const float ForearmMaxAlpha = 1500f;
private const float UpperArmMaxAlpha = 1000f;
private const float SegmentInset = 0.04f;
public const float SnapDistance = 1f;
private const float ShoulderRise = 0.25f;
private const float ReachBudgetMax = 0.25f;
private const float ReachVerticalMin = -0.05f;
private const float ReachVerticalMax = 0.12f;
private const float ReachPushSpeed = 0.8f;
private const float ReachDecaySpeed = 0.4f;
private const float ReachDecayFactor = 0.92f;
private const float WristOffset = 0.06f;
private const float SoftIKFactor = 0.98f;
private const float PoleHandWeight = 0.25f;
private const float PoleSmoothRate = 10f;
public static float ForearmMaxForce => BodyMassStat * ForearmForcePerKg;
public static float UpperArmMaxForce => BodyMassStat * UpperArmForcePerKg;
// Injected by headless spikes; resolved from the main scene otherwise.
public Node3D HeadSource;
public PhysicsTorso Torso;
public RigidBody3D HandLeft;
public RigidBody3D HandRight;
public bool Calibrated { get; private set; }
public float UpperLen { get; private set; }
public float ForeLen { get; private set; }
public float ShoulderHalfWidth { get; private set; }
private readonly RigidBody3D[] _upper = new RigidBody3D[2];
private readonly RigidBody3D[] _fore = new RigidBody3D[2];
private readonly Vector3[] _shoulder = new Vector3[2];
private readonly Vector3[] _elbowTarget = new Vector3[2];
private readonly Vector3[] _wristTarget = new Vector3[2];
private readonly Vector3[] _lastPole = new Vector3[2];
private Vector3 _torsoOffset;
private Basis _torsoBasis = Basis.Identity;
public RigidBody3D UpperArm(int side) => _upper[side];
public RigidBody3D Forearm(int side) => _fore[side];
public Vector3 Shoulder(int side) => _shoulder[side];
public Vector3 ElbowTarget(int side) => _elbowTarget[side];
public Vector3 WristTarget(int side) => _wristTarget[side];
// Physical elbow: where the two segment bodies meet (mean of their joint-side ends).
public Vector3 Elbow(int side) =>
(SegmentEnd(_upper[side], UpperLen, 1f) + SegmentEnd(_fore[side], ForeLen, -1f)) * 0.5f;
public Vector3 Wrist(int side) => SegmentEnd(_fore[side], ForeLen, 1f);
public override void _Ready()
{
if (HeadSource == null)
{
HeadSource = GetNode<XRCamera3D>("../XROrigin3D/XRCamera3D");
Torso = GetNode<PhysicsTorso>("../PhysicsTorso");
HandLeft = PhysicsHands.GetBody(GetNode<XRController3D>("../XROrigin3D/LeftHand"));
HandRight = PhysicsHands.GetBody(GetNode<XRController3D>("../XROrigin3D/RightHand"));
}
}
public override void _PhysicsProcess(double delta)
{
float dt = (float)delta;
if (!Calibrated)
{
float headHeight = HeadSource.GlobalPosition.Y;
if (headHeight <= 0.5f || Torso?.Body == null)
return;
Calibrate(headHeight);
}
_torsoBasis = Torso.Body.GlobalTransform.Basis;
Vector3 topCenter = Torso.Body.GlobalPosition + Vector3.Up * ShoulderRise;
_shoulder[0] = topCenter - _torsoBasis.X * ShoulderHalfWidth;
_shoulder[1] = topCenter + _torsoBasis.X * ShoulderHalfWidth;
Vector3 push = SolveArm(0, -_torsoBasis.X, HandLeft, dt, out bool decayLeft);
push += SolveArm(1, _torsoBasis.X, HandRight, dt, out bool decayRight);
UpdateReachBudget(push, decayLeft || decayRight, dt);
for (int side = 0; side < 2; side++)
{
Drive(_upper[side], SegmentTarget(_shoulder[side], _elbowTarget[side], _upper[side]), UpperArmMaxForce, UpperArmMaxAlpha, dt);
Drive(_fore[side], SegmentTarget(_elbowTarget[side], _wristTarget[side], _fore[side]), ForearmMaxForce, ForearmMaxAlpha, dt);
}
}
private void Calibrate(float headHeight)
{
Calibrated = true;
float armTotal = Mathf.Clamp(headHeight * 0.46f, 0.5f, 0.72f);
UpperLen = 0.5f * armTotal;
ForeLen = 0.5f * armTotal;
ShoulderHalfWidth = 0.16f + headHeight * 0.02f;
for (int side = 0; side < 2; side++)
{
string name = side == 0 ? "Left" : "Right";
_upper[side] = MakeSegment($"{name}UpperArmBody", UpperArmMass, new Vector3(0.07f, UpperLen - SegmentInset, 0.07f));
_fore[side] = MakeSegment($"{name}ForearmBody", ForearmMass, new Vector3(0.06f, ForeLen - SegmentInset, 0.06f));
}
GD.Print($"PhysicsArms: proportions calibrated from head height {headHeight:F2} m " +
$"(arm total {armTotal:F2} m, upper {UpperLen:F2} m, fore {ForeLen:F2} m, shoulder half-width {ShoulderHalfWidth:F2} m); " +
$"budgets fore {ForearmMaxForce:F0} N, upper {UpperArmMaxForce:F0} N");
}
private RigidBody3D MakeSegment(string name, float mass, Vector3 size)
{
RigidBody3D body = new()
{
Name = name,
Mass = mass,
GravityScale = 0f,
ContinuousCd = true,
CollisionLayer = 0b10000, // layer 5 = player arms
CollisionMask = 0b1, // world + props only; own chest/hands/arms excluded
};
body.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = size } });
AddChild(body);
// Spawn somewhere finite; the first Drive snaps it onto its target (> SnapDistance).
body.GlobalPosition = Torso.Body.GlobalPosition + Vector3.Down * 100f;
return body;
}
private static void Drive(RigidBody3D body, Transform3D target, float maxForce, float maxAlpha, float dt)
{
if (BodyMath.ResetIfNonFinite(body, target, "PhysicsArms"))
return;
if (body.GlobalPosition.DistanceTo(target.Origin) > SnapDistance)
{
body.GlobalTransform = target;
body.LinearVelocity = Vector3.Zero;
body.AngularVelocity = Vector3.Zero;
return;
}
Vector3 desiredVelocity = (target.Origin - body.GlobalPosition) / dt;
Vector3 force = ((desiredVelocity - body.LinearVelocity) / dt * body.Mass).LimitLength(maxForce);
body.LinearVelocity += force / body.Mass * dt;
Vector3 rotErr = BodyMath.RotationError(target.Basis.GetRotationQuaternion(),
body.GlobalTransform.Basis.GetRotationQuaternion());
Vector3 spinDesired = (rotErr / dt).LimitLength(SegmentMaxSpin);
body.AngularVelocity += (spinDesired - body.AngularVelocity).LimitLength(maxAlpha * dt);
}
// Segment pose from joint A to joint B: local +Y runs A→B; twist follows the body's current
// X axis so the long-axis roll never flips (a box arm has no meaningful roll).
private static Transform3D SegmentTarget(Vector3 a, Vector3 b, RigidBody3D body)
{
Vector3 y = b - a;
if (y.LengthSquared() < 1e-8f)
y = Vector3.Down;
y = y.Normalized();
Vector3 x = body.GlobalTransform.Basis.X;
x -= y * x.Dot(y);
if (x.LengthSquared() < 1e-6f)
{
x = y.Cross(Vector3.Forward);
if (x.LengthSquared() < 1e-6f)
x = y.Cross(Vector3.Right);
}
x = x.Normalized();
return new Transform3D(new Basis(x, y, x.Cross(y)), (a + b) * 0.5f);
}
private static Vector3 SegmentEnd(RigidBody3D body, float length, float sign) =>
body.GlobalPosition + body.GlobalTransform.Basis.Y * (sign * length * 0.5f);
private void UpdateReachBudget(Vector3 push, bool decay, float dt)
{
if (push != Vector3.Zero)
_torsoOffset += push * (dt * ReachPushSpeed);
else if (decay)
_torsoOffset = _torsoOffset.MoveToward(Vector3.Zero, ReachDecaySpeed * dt);
Vector3 horizontal = new Vector3(_torsoOffset.X, 0f, _torsoOffset.Z).LimitLength(ReachBudgetMax);
_torsoOffset = new Vector3(horizontal.X, Mathf.Clamp(_torsoOffset.Y, ReachVerticalMin, ReachVerticalMax), horizontal.Z);
Torso.ReachOffset = _torsoOffset;
}
// Analytic 2-bone IK (moved from BodyRig): soft-IK clamp, torso-frame elbow pole with the
// shoulder→hand axis projected out, hand-forward push, exp-smoothed pole.
private Vector3 SolveArm(int index, Vector3 side, RigidBody3D hand, float delta, out bool decay)
{
Vector3 shoulder = _shoulder[index];
Vector3 rawTarget = hand != null
? hand.GlobalPosition + hand.GlobalTransform.Basis * new Vector3(0f, 0f, WristOffset)
: shoulder + _torsoBasis * new Vector3(0f, -0.25f, -0.3f);
float reach = UpperLen + ForeLen;
Vector3 shoulderToTarget = rawTarget - shoulder;
if (shoulderToTarget.LengthSquared() < 0.0001f)
shoulderToTarget = _torsoBasis * new Vector3(0f, -0.25f, -0.3f);
float rawDist = shoulderToTarget.Length();
float d = Mathf.Clamp(rawDist, 0.01f, reach * SoftIKFactor);
Vector3 dir = shoulderToTarget / rawDist;
Vector3 clampedTarget = shoulder + dir * d;
Vector3 push = Vector3.Zero;
decay = false;
if (rawDist > reach)
push = (rawTarget - clampedTarget).Normalized();
else if (rawDist < reach * ReachDecayFactor)
decay = true;
float cosA = (UpperLen * UpperLen + d * d - ForeLen * ForeLen) / (2f * UpperLen * d);
float angle = Mathf.Acos(Mathf.Clamp(cosA, -1f, 1f));
Vector3 handForward = hand != null ? hand.GlobalTransform.Basis * Vector3.Forward : Vector3.Zero;
Vector3 pole = Vector3.Down * 2f + _torsoBasis * Vector3.Back * 0.8f + side * 0.3f;
pole -= dir * pole.Dot(dir);
pole -= handForward * PoleHandWeight;
Vector3 poleDir;
if (pole.LengthSquared() < 0.0001f)
poleDir = _lastPole[index] == Vector3.Zero ? Vector3.Down : _lastPole[index];
else
{
poleDir = _lastPole[index].Lerp(pole, 1f - Mathf.Exp(-delta * PoleSmoothRate));
if (poleDir.LengthSquared() < 0.0001f)
poleDir = _lastPole[index];
poleDir = poleDir.Normalized();
_lastPole[index] = poleDir;
}
Vector3 axis = dir.Cross(poleDir);
if (axis.LengthSquared() < 0.0001f)
axis = dir.Cross(Vector3.Up);
if (axis.LengthSquared() < 0.0001f)
axis = Vector3.Right;
axis = axis.Normalized();
Vector3 elbow = shoulder + dir.Rotated(axis, angle) * UpperLen;
_elbowTarget[index] = elbow;
_wristTarget[index] = elbow + (clampedTarget - elbow).Normalized() * ForeLen;
return push;
}
}
+1
View File
@@ -0,0 +1 @@
uid://boeceet3aku24
+2 -2
View File
@@ -45,7 +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.CollisionMask = 0b11101; // world + player body + hands + arms
table.AddChild(new CollisionShape3D
{
Position = new Vector3(0, 0.725f, -0.6f),
@@ -96,7 +96,7 @@ public partial class PropShop : Node3D
ContinuousCd = spec.Mass < 0.1f,
ContactMonitor = true,
MaxContactsReported = 4,
CollisionMask = 0b1101, // world + player body + hands
CollisionMask = 0b11101, // world + player body + hands + arms
};
body.AddToGroup("prop");