Body step 1: one-time T-pose calibration (prefs.json, forced gate) + True Body solver + shared ArmSolver

- BodyProfile (Winter anthropometry, T-pose: arm = (span - shoulder width)/2 - 1.5 cm) and
  Prefs (gitignored prefs.json next to the executable / project folder in editor builds)
- Calibration node: loads prefs, else head-locked prompt + jitter-proof TPoseDetector; body
  systems wait for BodyProfile.Current; Recalibrate() in group "calibration"; recal rebuilds arms
- ArmSolver: PhysicsArms' elbow solve extracted (behaviour-identical) + min reach |U-F| fix
- TrueBody: derived real-body pose (neck, chest yaw + crouch lean at neck pivot, lagging pelvis,
  moving shoulder girdle with scapulohumeral shrug, arms) + debug skeleton
- PhysicsArms/PhysicsTorso/BodyRig now profile-driven (arm length no longer from head height)
- TrueBodySpike PASS x3; all spikes PASS x3 (arm spike thresholds re-based for correct 0.57 m arms;
  CollapseSpike uses a fixed standing profile)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
FoxyzandClaude Opus 5.5 committed 2026-10-02 05:47:20 +03:00
1 parent 3a990c6dbe
commit 81a9b1fca2
15 files changed
+994 -106

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@@ -6,7 +6,6 @@ public partial class PhysicsTorso : Node
private const float MaxForce = 2400f;
private const float MaxSpeed = 6f;
public const float SnapDistance = 2f;
private const float TorsoDrop = 0.42f;
private const float TorsoBackOffset = 0.06f;
private const float HeadBackOffset = 0.06f;
public const float YawHandsWeight = 0.6f;
@@ -82,12 +81,20 @@ public partial class PhysicsTorso : Node
Node3D head = HeadSource != null ? HeadSource : (Node3D)_camera;
if (head == null || _body == null)
return;
// Main scene: wait for the calibrated profile (the T-pose gate). Headless spikes inject
// HeadSource and get the anthropometric estimate from their head height instead.
BodyProfile profile = BodyProfile.Current ?? (HeadSource != null ? BodyProfile.Estimate(head.GlobalPosition.Y) : null);
if (profile == null)
return;
// Chest centre sits so that its shoulder line (centre + ShoulderRise) is at the
// measured shoulder height below the eyes.
float torsoDrop = profile.ShoulderDrop + PhysicsArms.ShoulderRise;
float dt = (float)delta;
_yawBasis = FlatYawBasis(head.GlobalTransform.Basis);
Vector3 headPos = head.GlobalPosition - _yawBasis * Vector3.Forward * HeadBackOffset;
UpdateTorsoYaw(headPos, dt);
NominalTarget = headPos + _torsoBasis * new Vector3(0f, -TorsoDrop, TorsoBackOffset);
NominalTarget = headPos + _torsoBasis * new Vector3(0f, -torsoDrop, TorsoBackOffset);
Vector3 target = NominalTarget + ReachOffset;
TargetPosition = target;