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>
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using System.Collections.Generic;
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using Godot;
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// Headless regression for body-physics Stage 2 (PhysicsArms): chase-driven arm segments.
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// Run: godot-mono --headless --fixed-fps 90 --path . scenes/arm_spike.tscn
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public partial class ArmSpike : Node3D
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{
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private enum Phase { Settle, Track, Swing, Push, Pin, Teleport, NanGuard, Done }
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private const float GapLimit = 0.04f;
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private const float SwingGapLimit = 0.12f;
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private const float ChestDisturbLimit = 0.01f;
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private const float PushMinDisplacement = 0.05f;
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private const float PushHandClearance = 0.08f;
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private const float PinSpeedLimit = 0.3f;
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private const float PinBarY = 1.22f;
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private const float PinObstructionMin = 0.01f;
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private const float TeleportGapLimit = 0.04f;
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private static readonly Vector3 HandSize = new(0.035f, 0.09f, 0.12f);
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private Node3D _head;
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private PhysicsTorso _torso;
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private PhysicsArms _arms;
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private readonly RigidBody3D[] _hands = new RigidBody3D[2];
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private readonly Transform3D[] _handTarget = new Transform3D[2];
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private readonly Vector3[] _handRest = new Vector3[2];
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private RigidBody3D _box;
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private Vector3 _boxStart;
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private StaticBody3D _slab;
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private Phase _phase = Phase.Settle;
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private float _phaseT;
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private float _maxGap;
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private float _maxChestErr;
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private float _minHandBoxDist;
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private float _maxPinSpeed;
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private float _maxPinObstruction;
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private readonly float[] _pinPrevY = { float.MinValue, float.MinValue };
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private bool _pinTunneled;
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private bool _pinFinite = true;
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private readonly List<string> _names = new();
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private readonly List<bool> _ok = new();
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public override void _Ready()
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{
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StaticBody3D floor = new() { CollisionMask = 0b11101 };
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floor.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(20f, 0.1f, 20f) }, Position = new Vector3(0f, -0.05f, 0f) });
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AddChild(floor);
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_head = new Node3D { Position = new Vector3(0f, 1.65f, 0f) };
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AddChild(_head);
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_torso = new PhysicsTorso { HeadSource = _head };
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AddChild(_torso);
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_torso.Body.GlobalPosition = new Vector3(0f, 1.23f, 0.12f);
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for (int side = 0; side < 2; side++)
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{
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float x = side == 0 ? -0.2f : 0.2f;
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_handRest[side] = new Vector3(x, 1.1f, -0.35f);
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_handTarget[side] = new Transform3D(Basis.Identity, _handRest[side]);
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_hands[side] = new RigidBody3D
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{
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Mass = 0.4f,
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GravityScale = 0f,
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ContinuousCd = true,
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Position = _handRest[side],
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CollisionLayer = 0b1000,
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CollisionMask = 0b1001,
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};
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_hands[side].AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = HandSize } });
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AddChild(_hands[side]);
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}
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_arms = new PhysicsArms { HeadSource = _head, Torso = _torso, HandLeft = _hands[0], HandRight = _hands[1] };
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AddChild(_arms);
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GD.Print("ARM: arm spike scene ready");
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}
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public override void _PhysicsProcess(double delta)
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{
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float dt = (float)delta;
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_phaseT += dt;
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for (int side = 0; side < 2; side++)
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PhysicsHands.Drive(_hands[side], _handTarget[side], dt);
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if (!_arms.Calibrated || _arms.UpperArm(0) == null)
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return;
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switch (_phase)
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{
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case Phase.Settle:
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if (_phaseT > 1f)
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Start(Phase.Track, "track — hands circle, segments must stay connected, chest undisturbed");
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break;
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case Phase.Track:
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for (int side = 0; side < 2; side++)
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{
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float w = side == 0 ? 2.1f : 2.7f;
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_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));
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}
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if (_phaseT > 0.5f)
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{
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_maxGap = Mathf.Max(_maxGap, MaxGap());
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_maxChestErr = Mathf.Max(_maxChestErr, _torso.Body.GlobalPosition.DistanceTo(_torso.TargetPosition));
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}
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if (_phaseT > 3f)
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{
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Record($"track joint gap max {_maxGap:F3} m (limit {GapLimit})", _maxGap < GapLimit);
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Record($"chest undisturbed by own arms (err max {_maxChestErr:F4} m, limit {ChestDisturbLimit})", _maxChestErr < ChestDisturbLimit);
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Start(Phase.Swing, "swing — fast 0.4 m arm swings at 2 Hz, bounded lag");
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}
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break;
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case Phase.Swing:
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_handTarget[1].Origin = _handRest[1] + new Vector3(0.2f * Mathf.Sin(12.6f * _phaseT), 0.1f * Mathf.Sin(6.3f * _phaseT), 0f);
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_maxGap = Mathf.Max(_maxGap, MaxGap());
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if (_phaseT > 2f)
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{
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_handTarget[1].Origin = _handRest[1];
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Record($"swing joint gap max {_maxGap:F3} m (limit {SwingGapLimit})", _maxGap < SwingGapLimit);
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Start(Phase.Push, "push — right forearm swings up through a 1 kg box (hand kept clear)");
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// Box just above the forearm's middle; the hand rises 0.3 m ~0.2 m away from it.
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_boxStart = (_arms.ElbowTarget(1) + _arms.WristTarget(1)) * 0.5f + Vector3.Up * 0.11f;
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_box = new RigidBody3D { Mass = 1f, GravityScale = 0f, Position = _boxStart, CollisionMask = 0b11101 };
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_box.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = Vector3.One * 0.08f } });
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AddChild(_box);
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_minHandBoxDist = float.MaxValue;
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}
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break;
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case Phase.Push:
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{
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float k = Mathf.Min(_phaseT / 0.6f, 1f);
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_handTarget[1].Origin = _handRest[1] + Vector3.Up * (0.3f * k);
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_minHandBoxDist = Mathf.Min(_minHandBoxDist, _hands[1].GlobalPosition.DistanceTo(_box.GlobalPosition));
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if (_phaseT > 1.5f)
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{
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float moved = _box.GlobalPosition.DistanceTo(_boxStart);
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Record($"arm segment pushes prop (box moved {moved:F3} m, limit > {PushMinDisplacement}; hand-box min dist {_minHandBoxDist:F3} m, limit > {PushHandClearance})",
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moved > PushMinDisplacement && _minHandBoxDist > PushHandClearance);
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_box.QueueFree();
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_handTarget[1].Origin = _handRest[1];
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// Two short static bars just above the forearms' middles (x clear of the chest).
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// Hands at (±0.2, 1.17, -0.09) put the forearm centers at ~(±0.22, 1.16, 0.09)
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// with the elbows swung back; then the hands rise 0.25 m in front of the bars,
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// so the forearm targets sweep up through them.
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// The bars appear once the forearms have settled in the pin pose (t = 0.8 s).
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_maxPinObstruction = 0f;
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Start(Phase.Pin, "pin — forearms blocked under static bars while the hands rise past them");
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}
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break;
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}
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case Phase.Pin:
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{
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if (_slab == null && _phaseT >= 0.8f)
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{
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_slab = new StaticBody3D { CollisionMask = 0b11101 };
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foreach (float x in new[] { -0.22f, 0.22f })
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_slab.AddChild(new CollisionShape3D { Position = new Vector3(x, 0f, 0f), Shape = new BoxShape3D { Size = new Vector3(0.14f, 0.04f, 0.04f) } });
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AddChild(_slab);
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_slab.GlobalPosition = new Vector3(0f, PinBarY, 0.09f);
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for (int side = 0; side < 2; side++)
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GD.Print($"ARM: pin start side {side}: forearm center {_arms.Forearm(side).GlobalPosition} (bar y {PinBarY})");
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}
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float rise = Mathf.Clamp((_phaseT - 1f) / 0.5f, 0f, 1f) * 0.25f;
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for (int side = 0; side < 2; side++)
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_handTarget[side].Origin = new Vector3(side == 0 ? -0.2f : 0.2f, 1.17f + rise, -0.09f);
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if (_slab != null)
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{
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for (int side = 0; side < 2; side++)
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{
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RigidBody3D fore = _arms.Forearm(side);
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_pinFinite &= BodyMath.IsFinite(fore) && BodyMath.IsFinite(_arms.UpperArm(side));
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if (_phaseT > 2.5f)
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{
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_maxPinSpeed = Mathf.Max(_maxPinSpeed, fore.LinearVelocity.Length());
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_maxPinSpeed = Mathf.Max(_maxPinSpeed, _arms.UpperArm(side).LinearVelocity.Length());
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}
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// Tunneling = the forearm center rises past the bar while still over it in x
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// (bar half-width 0.07 + forearm half-width 0.03). Sliding off sideways and
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// then rising is honest physics.
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Vector3 c = fore.GlobalPosition;
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bool overBar = Mathf.Abs(Mathf.Abs(c.X) - 0.22f) < 0.1f;
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if (_pinPrevY[side] > float.MinValue && _pinPrevY[side] < PinBarY && c.Y >= PinBarY && overBar)
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_pinTunneled = true;
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if (_pinPrevY[side] < PinBarY && c.Y >= PinBarY)
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GD.Print($"ARM: side {side} forearm cleared the bar at x {c.X:F3} (over bar: {overBar}) t {_phaseT:F2}");
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_pinPrevY[side] = c.Y;
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Vector3 foreTarget = (_arms.ElbowTarget(side) + _arms.WristTarget(side)) * 0.5f;
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_maxPinObstruction = Mathf.Max(_maxPinObstruction, _arms.Forearm(side).GlobalPosition.DistanceTo(foreTarget));
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}
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}
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if (_phaseT > 3.5f)
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{
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Record($"forearm blocked by bar, no tunneling (deviation max {_maxPinObstruction:F3} m, limit > {PinObstructionMin}; tunneled {_pinTunneled})",
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_maxPinObstruction > PinObstructionMin && !_pinTunneled);
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Record($"pinned under bar: finite and quiet in the last 1 s (segment |v| max {_maxPinSpeed:F3} m/s, limit {PinSpeedLimit})", _pinFinite && _maxPinSpeed < PinSpeedLimit);
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_slab.QueueFree();
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for (int side = 0; side < 2; side++)
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_handRest[side] += new Vector3(3f, 0f, 0f);
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_head.GlobalPosition += new Vector3(3f, 0f, 0f);
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for (int side = 0; side < 2; side++)
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{
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_handTarget[side].Origin = _handRest[side];
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_hands[side].GlobalPosition = _handRest[side];
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_hands[side].LinearVelocity = Vector3.Zero;
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}
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Start(Phase.Teleport, "teleport — head + hands jump 3 m, arms must snap");
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}
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break;
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}
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case Phase.Teleport:
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if (_phaseT > 0.4f)
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{
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float gap = MaxGap();
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Record($"teleport re-attach gap {gap:F3} m (limit {TeleportGapLimit})", gap < TeleportGapLimit);
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_arms.Forearm(0).AngularVelocity = new Vector3(float.NaN, 0f, 0f);
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Start(Phase.NanGuard, "nan guard — inject NaN into the left forearm, it must reset");
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}
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break;
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case Phase.NanGuard:
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if (_phaseT > 0.3f)
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{
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bool finite = BodyMath.IsFinite(_arms.Forearm(0));
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float gap = MaxGap();
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Record($"non-finite segment reset (finite {finite}, gap {gap:F3} m)", finite && gap < GapLimit);
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Finish();
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}
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break;
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}
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}
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private float MaxGap()
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{
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float gap = 0f;
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for (int side = 0; side < 2; side++)
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{
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RigidBody3D upper = _arms.UpperArm(side);
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RigidBody3D fore = _arms.Forearm(side);
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Vector3 upperProx = upper.GlobalPosition - upper.GlobalTransform.Basis.Y * (_arms.UpperLen * 0.5f);
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Vector3 upperDist = upper.GlobalPosition + upper.GlobalTransform.Basis.Y * (_arms.UpperLen * 0.5f);
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Vector3 foreProx = fore.GlobalPosition - fore.GlobalTransform.Basis.Y * (_arms.ForeLen * 0.5f);
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gap = Mathf.Max(gap, upperProx.DistanceTo(_arms.Shoulder(side)));
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gap = Mathf.Max(gap, upperDist.DistanceTo(foreProx));
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gap = Mathf.Max(gap, _arms.Wrist(side).DistanceTo(_arms.WristTarget(side)));
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}
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return gap;
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}
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private void Start(Phase phase, string what)
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{
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_phase = phase;
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_phaseT = 0f;
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_maxGap = 0f;
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GD.Print($"ARM: {what}");
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}
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private void Record(string name, bool ok)
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{
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_names.Add(name);
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_ok.Add(ok);
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GD.Print($"ARM: {name} → {(ok ? "PASS" : "FAIL")}");
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}
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private void Finish()
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{
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_phase = Phase.Done;
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bool overall = true;
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foreach (bool ok in _ok)
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overall &= ok;
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GD.Print($"ARM: overall {(overall ? "PASS — physical arms functional on Box3D" : "CHECK — inspect failures above")}");
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GetTree().Quit();
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}
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}
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@@ -0,0 +1 @@
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uid://ksf2lcey06ag
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+43
-139
@@ -1,52 +1,39 @@
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using Godot;
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// Placeholder rig VISUALS only: head cube on the HMD, arm boxes drawn from the physical body
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// (PhysicsTorso shoulders → PhysicsArms elbow → hand wrist). Arm IK, calibration and the reach
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// budget live in PhysicsArms; the torso mesh lives in PhysicsTorso.
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public partial class BodyRig : Node3D
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{
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private const float HeadBackOffset = 0.06f;
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private const float HeadSize = 0.15f;
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private const float ShoulderRise = 0.25f;
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private const float ReachBudgetMax = 0.25f;
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private const float ReachVerticalMin = -0.05f;
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private const float ReachVerticalMax = 0.12f;
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private const float ReachPushSpeed = 0.8f;
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private const float ReachDecaySpeed = 0.4f;
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private const float ReachDecayFactor = 0.92f;
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private const float WristOffset = 0.06f;
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private const float SoftIKFactor = 0.98f;
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private const float PoleHandWeight = 0.25f;
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private const float PoleSmoothRate = 10f;
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private XRCamera3D _camera;
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private XRController3D _left;
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private XRController3D _right;
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private PhysicsTorso _torso;
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private PhysicsArms _arms;
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private MeshInstance3D _headMesh;
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private readonly MeshInstance3D[] _upperArmMeshes = new MeshInstance3D[2];
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private readonly MeshInstance3D[] _forearmMeshes = new MeshInstance3D[2];
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private bool _calibrated;
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private float _upperLen;
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private float _foreLen;
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private float _shoulderHalfWidth;
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private Vector3 _torsoOffset = Vector3.Zero;
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private bool _sized;
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private Basis _yawBasis = Basis.Identity;
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private Basis _torsoBasis = Basis.Identity;
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private readonly Vector3[] _lastPole = new Vector3[2];
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public override void _Ready()
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{
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_camera = GetNode<XRCamera3D>("../XROrigin3D/XRCamera3D");
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_left = GetNode<XRController3D>("../XROrigin3D/LeftHand");
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_right = GetNode<XRController3D>("../XROrigin3D/RightHand");
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_torso = GetNode<PhysicsTorso>("../PhysicsTorso");
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_arms = GetNode<PhysicsArms>("../PhysicsArms");
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_headMesh = MakeMesh(new BoxMesh { Size = new Vector3(HeadSize, HeadSize, HeadSize) }, new Color(0.8f, 0.8f, 0.8f));
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_upperArmMeshes[0] = MakeMesh(new BoxMesh { Size = new Vector3(0.07f, 0.3f, 0.07f) }, new Color(0.3f, 0.3f, 0.33f));
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_upperArmMeshes[1] = MakeMesh(new BoxMesh { Size = new Vector3(0.07f, 0.3f, 0.07f) }, new Color(0.3f, 0.3f, 0.33f));
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_forearmMeshes[0] = MakeMesh(new BoxMesh { Size = new Vector3(0.06f, 0.3f, 0.06f) }, new Color(0.3f, 0.3f, 0.33f));
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_forearmMeshes[1] = MakeMesh(new BoxMesh { Size = new Vector3(0.06f, 0.3f, 0.06f) }, new Color(0.3f, 0.3f, 0.33f));
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for (int side = 0; side < 2; side++)
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{
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_upperArmMeshes[side] = MakeMesh(new BoxMesh { Size = new Vector3(0.07f, 0.3f, 0.07f) }, new Color(0.3f, 0.3f, 0.33f));
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_forearmMeshes[side] = MakeMesh(new BoxMesh { Size = new Vector3(0.06f, 0.3f, 0.06f) }, new Color(0.3f, 0.3f, 0.33f));
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}
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SetRigVisible(false);
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}
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@@ -70,44 +57,37 @@ public partial class BodyRig : Node3D
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public override void _Process(double delta)
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{
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UpdateYawBasis();
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float dt = (float)delta;
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if (!_calibrated)
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{
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float headHeight = _camera.GlobalPosition.Y;
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if (headHeight <= 0.5f)
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return;
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Calibrate(headHeight);
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}
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if (_torso.Body == null)
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if (!_arms.Calibrated || _arms.UpperArm(0) == null)
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return;
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if (!_sized)
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{
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_sized = true;
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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);
|
||||
}
|
||||
}
|
||||
@@ -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())
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://boeceet3aku24
|
||||
+2
-2
@@ -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");
|
||||
|
||||
|
||||
Reference in new issue
Block a user