Body Stage 1 collapse root-caused + fixed: NaN in torso servo math (GetAngle = 2*acos(W) at W=1.0000001), not solver stacking

- BodyMath.RotationError: atan2-based shortest-arc error (no NaN, no GetAxis gain collapse
  inside 0.16 deg); used by PhysicsTorso orientation servo and PhysicsHands rotation lock
- BodyMath.ResetIfNonFinite escape hatch on torso + hands
- PhysicsHands.Drive extracted (static) so spikes run the real hand chase
- CollapseSpike: deterministic repro (slow yaw drift across a parked chest, 7/40 NaN on old
  code) + solver-stacking scenarios (seated chest in table, two-hand-welded 50 kg anvil,
  real PropShop) — 49/49 clean after fix, x3; all other spikes PASS x3
- Failure brief RESOLUTION section; HANDOFF/AGENTS updated

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
FoxyzandClaude Opus 5.5 committed 2026-10-01 23:55:46 +03:00
1 parent ce1e0e3b0c
commit cb518999e5
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+7 -7
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@@ -235,18 +235,18 @@ device only; the editor has an XR simulator for dev. Trackers/action map: see `x
angular-velocity servo (self-rights, holds yaw), 2 m snap safety, torso-yaw spring moved
here from BodyRig. Camera stays KINEMATIC — torso chases the head, never the reverse
(Boneworks sickness lesson). No self-collision with own hands (layer scheme above).
**First in-headset session NaN'd the solver** (owner seated: chest overlapped the table;
two-handed 50 kg anvil weld pressed into it → `!v.is_finite()` transform flood, "head
detaching from the body"). **DO NOT extend the body track until diagnosed** — analysis,
hypotheses and the headless-repro plan live in `research/body-stage1-failure-brief.md`
(self-contained, forwardable to the owner's external agent). `BodyRig.cs` is
**First in-headset session NaN'd the chest — ROOT-CAUSED + FIXED same day**: script
math, not the solver (`Quaternion.GetAngle()` = 2·acos(W) → NaN at W = 1.0000001; see
`research/body-stage1-failure-brief.md` RESOLUTION). **Never use `GetAngle()/GetAxis()`
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:
`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) is BLOCKED on the
Stage-1 fix; design + prior art in `research/vr-body-physics-hugs.md`,
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`:
all-BOX primitives (owner preference) — head 0.15³ behind the eyes, slim torso retracted,
+22 -26
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@@ -120,10 +120,8 @@ TERMINOLOGY (owner-corrected — use precisely):
grab/teleport; `IsPanelCollider(node)` identifies interactive colliders for lasers.
- **TeleportMarker.cs** — `scenes/teleport_marker.tscn`: disc + beam + Label3D, group
"teleport_marker", StaticBody pick box. `SetNear` hides visuals, `SetHighlighted` swaps colors.
- **PhysicsTorso.cs** — the player's PHYSICAL CHEST (body-physics Stage 1). **Implemented
2026-10-01; FAILED first in-headset playtest (seated chest-vs-table overlap + two-handed
50 kg anvil weld → NaN transform flood) — see §5 known issues +**
**`research/body-stage1-failure-brief.md` before touching anything here.**
- **PhysicsTorso.cs** — the player's PHYSICAL CHEST (body-physics Stage 1). Implemented
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
@@ -216,19 +214,24 @@ Floor StaticBody scans layer 3 (collision_mask 13).
## 5. Known issues / open questions
- **Body Stage 1 (chest) FAILED in-headset on first playtest (2026-10-01) — DO NOT extend the
body track until diagnosed.** Owner report: "it quickly collapsed with my head detaching
from the body"; screenshot = prop table chaos. Log evidence: session calibrated at head
height **1.01 m (seated)** → chest box overlaps the table; the NaN flood
(`!v.is_finite()` at `instance_set_transform`, 22.8k lines) starts right after
**"grabbed 'Anvil · 50 kg' (50 kg, left, two-handed)"** — i.e. chest-vs-statics overlap +
50 kg prop rigid-welded to both 90 N hands pressed into that mess. Headless body spike
passes (it lacks static-table overlap + welded heavy props — that's the repro gap).
Full self-contained analysis for the owner's external agent:
**`research/body-stage1-failure-brief.md`** (evidence chain, hypotheses H1–H3, mitigation
candidates M1–M5, headless-repro plan). Working suspicion: the documented
"script velocity SETs + reaction forces = limit cycle" lesson (grab v5.0) resurfacing at
body scale — 30 kg velocity-write servo braced against statics.
- **Body Stage 1 chest collapse — ROOT-CAUSED + FIXED (2026-10-01), awaiting owner re-playtest.**
The first in-headset session NaN'd the chest ("head detaching from the body"). Cause was
SCRIPT MATH, not the solver: the orientation servo used `Quaternion.GetAngle()` = `2*acos(W)`
(Godot C# `Mathf.Acos` is unclamped) → NaN when rounding put W at 1.0000001, which a seated
still player reaches because `GetAxis()` (raw xyz when W > 1−1e-6) collapsed the servo gain
inside 0.16° and parked the body where a slowly drifting target crosses it. Fixed with
`BodyMath.RotationError` (atan2-based) in torso + hands, plus `BodyMath.ResetIfNonFinite`
escape hatch on every driven body. Deterministic repro + regression:
`scenes/collapse_spike.tscn` (old code 42/49, fixed 49/49). Solver stacking (chest in
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`.**
- **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
standing calibration step or a seated mode — owner's call.
- **Chest plows table props** when seated at the table (props thrown up to ~3.8 m/s by the
2400 N chest). Honest physics; tune by feel.
- **AnchorMoveMode NEEDS FIXING (owner playtest report, 2026-10-01)** — two-hand turning
is NOT working as intended (not 2-anchor based) and simultaneous two-hand movement acts
weird. NOTE before fixing: owner is considering replacing grab-locomotion with physics
@@ -311,15 +314,8 @@ Floor StaticBody scans layer 3 (collision_mask 13).
## 7. Next steps (in order)
1. **Diagnose + fix the body Stage-1 collapse (BLOCKS the body track)** — first playtest of
the physical chest NaN'd the solver (seated chest-in-table overlap + two-handed 50 kg
anvil weld pressed into it; "head detaching from the body"). All context, hypotheses,
mitigation candidates and the headless-repro plan are in
`research/body-stage1-failure-brief.md` — written self-contained so the owner can forward
it to their external agent verbatim. First move per the brief: extend `body_spike` with
the exact cocktail (chest target overlapping a static slab + two welded 90 N hands
dragging a 50 kg box into the chest) and get a deterministic NaN repro before touching
PhysicsTorso.cs. Owner re-playtests feel only after the fix.
1. **Owner re-playtest of the body (chest fix + Stage 2 arms)** — the Stage-1 collapse is
fixed (`collapse_spike` 49/49); feel is unvalidated in-headset. Read the log after.
2. **Locomotion decision** — owner report 2026-10-01: two-hand anchor turning broken (not
2-anchor based), simultaneous two-hand movement acts weird, teleport + lasers broken
(experiments, not current issues). Owner's candidate replacement: physics thumbstick
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@@ -1,5 +1,8 @@
# Body Stage 1 failure brief — chest collapse in-headset (2026-10-01)
**STATUS: RESOLVED — root cause = NaN in the torso orientation servo math (not the solver).
See the RESOLUTION section at the end. The hypotheses below are kept as the record.**
SELF-CONTAINED brief for an external agent (zero project context assumed). Godot 4.7.2 mono,
C#, PCVR at 90 Hz (physics tick = 90), physics engine = **Box3D** (bearlikelion's
`godot-box3d` GDExtension — a full PhysicsServer3D replacement; locally patched so Godot's
@@ -127,3 +130,46 @@ the prop table in chaos (props piled/thrown, panel knobs displaced). Log
Owner directive: painlessness bar = no multi-iteration fundamental sagas. Deliver the
analysis, the repro, and the smallest honest fix — the owner playtests feel afterwards.
## RESOLUTION (2026-10-01, same day) — root cause found, deterministic repro, fixed
**The NaN was script math, not the solver.** H1–H3 were all tested headless and did NOT
reproduce (`scenes/collapse_spike.tscn`, stacking family: chest 5/15 cm into the static
table, 50 kg anvil rigid-welded to two 90 N chase hands, the exact logged grab sequence,
the real PropShop with the chest plowing through props — all finite).
Root cause, verified step by step:
1. The orientation servo computed `qErr.GetAngle()` = `2*acos(W)`. Godot C#'s `Mathf.Acos`
is UNCLAMPED (docs: input "must be" in [-1, 1]); when float rounding puts the error
quaternion's W at **1.0000001**, the angle is NaN. `Mathf.Min(NaN, cap)` passes NaN
through, the slew clamp's `wErr.Length() > max` is false for NaN, and
`AngularVelocity += NaN` goes straight into Box3D (`b3Body_SetAngularVelocity` only
asserts validity in debug builds). The chest transform goes NaN → renderer flood →
arm visuals (derived from the chest pose) vanish with it → "head detached from body".
2. Why it needed a seated, still player: `Quaternion.GetAxis()` returns the RAW
un-normalized xyz once W > 1 − 1e-6 (angle < ~0.16°), so the servo's gain collapsed
~1000× inside that band — the body parked a fraction of a degree off target. The
rounding hazard (error < ~3e-4 rad) is only reached when the yaw target then DRIFTS
SLOWLY across that parked yaw — exactly a seated player holding still (the 50 kg anvil
welded to both hands can't move: 2×90 N < 0.95×490 N friction, hence the logged
0.01 m/s releases). Normal motion crosses the band too fast. The hands and anvil stayed
finite (they kept grabbing after the flood), consistent with a torso-only NaN.
3. Deterministic repro: head still at 40 yaws, target drifting 0.2°/s → **7/40 scenarios
NaN the chest** on the old code (W = 1.0000001 at the crossing tick, body w = 0).
Fix (`scripts/BodyMath.cs`): `RotationError()` = shortest-arc axis·angle via
`2*atan2(|xyz|, W)` with a properly normalized axis — exact near zero, can't leave its
domain. Used by the torso servo AND the hand rotation lock (hands were not observed to NaN
— their Basis-product path measured 0/200k — but shared the gain collapse). Escape hatch:
`BodyMath.ResetIfNonFinite()` on every driven body (torso, hands) — any future non-finite
state resets that body onto its target with a warning instead of poisoning the renderer.
After the fix: collapse spike 49/49 clean ×3, yaw error under slow drift 0.026° (was a
0.16° stall); physics/weld/grab/body spikes all PASS ×3.
Mitigations M1–M4 were NOT needed for the NaN. Side observations kept for the owner:
- The prop "table chaos" is real and separate: a seated chest sweeping the table plows
props off at up to ~3.8 m/s (2400 N body) — honest physics, tune by feel if unwanted.
- Seated calibration: head height 1.01 m clamps arm length to the 0.50 m minimum, so
reaching saturates `ReachOffset` (0.25 m) and leans the chest INTO the table. The chest
then rests saturated on the table edge — stable in every repro, but a calibration that
assumes standing height is the deeper issue (see HANDOFF known issues).
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@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/CollapseSpike.cs" id="1_spike"]
[node name="CollapseSpike" type="Node3D"]
script = ExtResource("1_spike")
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@@ -0,0 +1,38 @@
using Godot;
// Shared math for the chase-driven player bodies (hands, torso, arm segments).
public static class BodyMath
{
// Shortest-arc rotation taking `current` to `target`, as axis * angle (radians), world space.
// Never use Quaternion.GetAngle()/GetAxis() for servo errors: GetAngle() is 2*acos(W) and
// returns NaN when float rounding puts W at 1.0000001 (the Stage-1 chest collapse), and
// GetAxis() returns the raw un-normalized xyz once W > 1 - 1e-6 (servo gain collapses
// ~1000x inside 0.16 deg). atan2 is exact near zero and can't leave its domain.
public static Vector3 RotationError(Quaternion target, Quaternion current)
{
Quaternion q = target * current.Inverse();
if (q.W < 0f)
q = new Quaternion(-q.X, -q.Y, -q.Z, -q.W);
Vector3 v = new(q.X, q.Y, q.Z);
float s = v.Length();
if (s < 1e-9f)
return Vector3.Zero;
return v * (2f * Mathf.Atan2(s, q.W) / s);
}
public static bool IsFinite(RigidBody3D body) =>
body.GlobalTransform.IsFinite() && body.LinearVelocity.IsFinite() && body.AngularVelocity.IsFinite();
// Escape hatch: a non-finite body is unrecoverable for the solver and floods the renderer
// with !v.is_finite() errors — put it back on its target, motionless. Returns true if reset.
public static bool ResetIfNonFinite(RigidBody3D body, Transform3D target, string who)
{
if (IsFinite(body))
return false;
body.GlobalTransform = target;
body.LinearVelocity = Vector3.Zero;
body.AngularVelocity = Vector3.Zero;
GD.PushWarning($"{who}: non-finite body state, reset to target");
return true;
}
}
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@@ -0,0 +1,328 @@
using System.Collections.Generic;
using Godot;
// Headless regression for the Stage-1 playtest collapse (2026-10-01). 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
// the guard for the solver-stacking hypothesis.
// - Yaw drift: head still while the torso yaw target drifts slowly (0.2 deg/s) across the
// body's yaw — the actual root cause. The old servo's error quaternion hit W = 1.0000001
// there, GetAngle() = 2*acos(W) went NaN, and AngularVelocity += NaN killed the chest.
// Run: godot-mono --headless --fixed-fps 90 --path . scenes/collapse_spike.tscn
public partial class CollapseSpike : Node3D
{
private const float PalmGrabOffset = 0.045f;
private const float RunawaySpeed = 50f;
private const int DriftYawCount = 40;
private static readonly Vector3 HandSize = new(0.035f, 0.09f, 0.12f);
private static readonly Vector3 AnvilSize = new(0.28f, 0.16f, 0.13f);
private struct Scenario
{
public string Name;
public Vector3 Head;
public float Duration;
public bool Anvil;
public bool Table;
public bool Props;
public bool Sweep;
public bool Still;
public float Yaw;
public float YawDrift;
}
private readonly List<Scenario> _scenarios = new();
private int _index = -1;
private float _t;
private int _step;
private Node3D _world;
private Node3D _head;
private PhysicsTorso _torso;
private readonly RigidBody3D[] _hands = new RigidBody3D[2];
private readonly Node3D[] _targets = new Node3D[2];
private readonly ConeTwistJoint3D[] _welds = new ConeTwistJoint3D[2];
private readonly Vector3[] _targetBase = new Vector3[2];
private RigidBody3D _anvil;
private bool _failed;
private float _maxTorsoSpeed;
private float _maxTorsoSpin;
private float _maxPropSpeed;
private float _maxYawErrDeg;
private readonly HashSet<string> _done = new();
private readonly List<string> _results = new();
private int _failCount;
private readonly RandomNumberGenerator _rng = new() { Seed = 1302 };
public override void _Ready()
{
// Seated head 1.01 m (the playtest calibration); chest center z = head z + 0.12.
// Table front edge is z = -0.2, chest half-depth 0.065: overlap starts at head z < -0.255.
Add("standing, no table overlap, anvil", new(0.2f, 1.65f, 0.3f), 6f, anvil: true, table: true);
Add("seated, chest clear of table, anvil", new(0.2f, 1.01f, 0.05f), 6f, anvil: true, table: true);
Add("seated, chest 5 cm into table, no props", new(0.2f, 1.01f, -0.31f), 6f, table: true);
Add("seated, chest 15 cm into table, no props", new(0.2f, 1.01f, -0.41f), 6f, table: true);
Add("seated, chest 5 cm into table, anvil", new(0.2f, 1.01f, -0.31f), 6f, anvil: true, table: true);
Add("seated, chest 15 cm into table, anvil", new(0.2f, 1.01f, -0.41f), 6f, anvil: true, table: true);
Add("standing, anvil pressed into chest, no table", new(0.2f, 1.65f, 0.3f), 6f, anvil: true);
Add("seated, real PropShop, chest sweeps through props, anvil", new(0.2f, 1.01f, -0.31f), 6f, anvil: true, props: true, sweep: true);
Add("seated, real PropShop, chest sweeps through props, no grabs", new(0.2f, 1.01f, -0.31f), 6f, props: true, sweep: true);
for (int i = 0; i < DriftYawCount; i++)
{
float yaw = -3f + i * 0.1537f;
_scenarios.Add(new Scenario
{
Name = $"seated still, yaw {yaw:F2} drifting 0.2 deg/s, anvil held",
Head = new(0.2f, 1.01f, 0.05f), Duration = 2.5f, Anvil = true, Table = true,
Still = true, Yaw = yaw, YawDrift = 0.0035f,
});
}
NextScenario();
}
private void Add(string name, Vector3 head, float duration, bool anvil = false, bool table = false, bool props = false, bool sweep = false)
{
_scenarios.Add(new Scenario { Name = name, Head = head, Duration = duration, Anvil = anvil, Table = table || props, Props = props, Sweep = sweep });
}
private void NextScenario()
{
if (_world != null)
{
_world.QueueFree();
_world = null;
}
_index++;
if (_index >= _scenarios.Count)
{
foreach (string line in _results)
GD.Print(line);
GD.Print($"COLLAPSE: {_scenarios.Count - _failCount}/{_scenarios.Count} scenarios clean");
GD.Print($"COLLAPSE: overall {(_failCount == 0 ? "PASS — no NaN/runaway in any scenario" : "FAIL — see above")}");
GetTree().Quit();
return;
}
_t = 0f;
_step = 0;
_failed = false;
_maxTorsoSpeed = 0f;
_maxTorsoSpin = 0f;
_maxPropSpeed = 0f;
_maxYawErrDeg = 0f;
_done.Clear();
_welds[0] = _welds[1] = null;
Build(_scenarios[_index]);
}
private void Build(Scenario s)
{
_world = new Node3D();
AddChild(_world);
StaticBody3D floor = new() { CollisionMask = 0b11101 };
floor.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(10f, 0.1f, 10f) }, Position = new Vector3(0f, -0.05f, 0f) });
_world.AddChild(floor);
if (s.Props)
{
_world.AddChild(new PropShop());
}
else if (s.Table)
{
StaticBody3D table = new() { CollisionMask = 0b11101 };
table.AddChild(new CollisionShape3D { Position = new Vector3(0f, 0.725f, -0.6f), Shape = new BoxShape3D { Size = new Vector3(1.4f, 0.05f, 0.8f) } });
foreach (Vector3 o in new Vector3[] { new(-0.62f, 0, 0.32f), new(0.62f, 0, 0.32f), new(-0.62f, 0, -0.32f), new(0.62f, 0, -0.32f) })
table.AddChild(new CollisionShape3D { Position = new Vector3(o.X, 0.3625f, -0.6f + o.Z), Shape = new BoxShape3D { Size = new Vector3(0.06f, 0.725f, 0.06f) } });
_world.AddChild(table);
}
_head = new Node3D { Position = s.Head };
_world.AddChild(_head);
_torso = new PhysicsTorso { HeadSource = _head };
_world.AddChild(_torso);
Vector3 chest = s.Head + new Vector3(0f, -0.42f, 0.12f);
_torso.Body.GlobalPosition = chest;
Vector3 anvilPos = s.Table ? new Vector3(s.Head.X, 0.83f, Mathf.Min(chest.Z - 0.2f, -0.3f)) : chest + new Vector3(0f, 0f, -0.2f);
_anvil = null;
if (s.Props)
{
foreach (Node n in GetTree().GetNodesInGroup("prop"))
if (n is RigidBody3D rb && rb.Name.ToString().StartsWith("Anvil"))
_anvil = rb;
anvilPos = _anvil.GlobalPosition;
if (!s.Anvil)
_anvil = null;
}
else if (s.Anvil)
{
_anvil = new RigidBody3D
{
Name = "Anvil",
Mass = 50f,
Position = anvilPos,
CollisionMask = 0b11101,
GravityScale = s.Table ? 1f : 0f,
PhysicsMaterialOverride = new PhysicsMaterial { Bounce = 0f, Friction = 0.95f },
};
_anvil.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = AnvilSize } });
_world.AddChild(_anvil);
}
for (int h = 0; h < 2; h++)
{
float side = h == 0 ? -1f : 1f;
// Palm offset: left +X, right -X — the hand sits just outside the anvil's X face.
Vector3 handPos = anvilPos + new Vector3(side * (AnvilSize.X * 0.5f + HandSize.X * 0.5f + 0.005f), 0f, 0f);
_hands[h] = new RigidBody3D
{
Mass = 0.4f,
GravityScale = 0f,
ContinuousCd = true,
Position = handPos,
CollisionLayer = 0b1000,
CollisionMask = 0b1001,
};
_hands[h].AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = HandSize } });
_world.AddChild(_hands[h]);
_targets[h] = new Node3D { Position = handPos };
_world.AddChild(_targets[h]);
_targetBase[h] = handPos;
}
}
public override void _PhysicsProcess(double delta)
{
if (_world == null)
return;
float dt = (float)delta;
_t += dt;
_step++;
Scenario s = _scenarios[_index];
// Controllers: settle, grab L, grab R, haul the anvil toward the chest and down into the
// table edge with a wobble, release L, re-grab L (the logged sequence), keep hauling.
Vector3 haul = Vector3.Zero;
if (_t > 1.0f && !s.Still)
{
float k = Mathf.Min((_t - 1.0f) / 1.0f, 1f);
haul = new Vector3(0f, -0.05f, 0.35f) * k
+ new Vector3(0.04f * Mathf.Sin(9f * _t), 0.03f * Mathf.Sin(7f * _t), 0.05f * Mathf.Sin(5f * _t));
}
for (int h = 0; h < 2; h++)
_targets[h].GlobalPosition = _targetBase[h] + haul;
if (_anvil != null)
{
Once("grabL", _t > 0.4f, () => Grab(0));
Once("grabR", _t > 0.7f, () => Grab(1));
if (!s.Still)
{
Once("releaseL", _t > 2.6f, () => Release(0));
Once("regrabL", _t > 3.2f, () => Grab(0));
}
}
for (int h = 0; h < 2; h++)
PhysicsHands.Drive(_hands[h], _targets[h].GlobalTransform, dt);
Vector3 sway = s.Still ? Vector3.Zero : s.Sweep
? new Vector3(-0.2f + 0.55f * Mathf.Sin(0.9f * _t), 0f, -0.12f + 0.14f * Mathf.Sin(1.7f * _t))
: new Vector3(0.03f * Mathf.Sin(2f * _t), 0f, 0.04f * Mathf.Sin(1.3f * _t));
// Still: yaw parked, then drifting slowly across the body's yaw from t = 1 s.
// Moving: arbitrary base yaw plus sub-millidegree tracker noise.
float yaw = s.Still ? s.Yaw + s.YawDrift * Mathf.Max(_t - 2f, -1f) : 0.37f + 1e-5f * _rng.Randfn();
_head.GlobalTransform = new Transform3D(new Basis(new Quaternion(Vector3.Up, yaw)), s.Head + sway);
if (!_failed)
Monitor(s);
if (_t >= s.Duration)
{
bool ok = !_failed;
if (!ok)
_failCount++;
if (!ok || !s.Still)
_results.Add($"COLLAPSE: [{(ok ? "PASS" : "FAIL")}] {s.Name}: torso |v| max {_maxTorsoSpeed:F2} m/s, |w| max {_maxTorsoSpin:F2} rad/s, props |v| max {_maxPropSpeed:F2} m/s, torso err {_torso.Body.GlobalPosition.DistanceTo(_torso.TargetPosition):F3} m");
else
_results.Add($"COLLAPSE: [PASS] {s.Name}: yaw error max after settle {_maxYawErrDeg:F3} deg");
NextScenario();
}
}
private void Monitor(Scenario s)
{
RigidBody3D torso = _torso.Body;
Check("torso", torso);
Check("handL", _hands[0]);
Check("handR", _hands[1]);
if (_anvil != null)
Check("anvil", _anvil);
foreach (Node n in GetTree().GetNodesInGroup("prop"))
{
if (n is not RigidBody3D prop || prop.IsQueuedForDeletion())
continue;
Check($"prop '{prop.Name}'", prop);
_maxPropSpeed = Mathf.Max(_maxPropSpeed, prop.LinearVelocity.Length());
if (prop.LinearVelocity.Length() > RunawaySpeed)
Fail($"prop '{prop.Name}' runaway {prop.LinearVelocity.Length():F1} m/s");
}
if (_failed)
return;
_maxTorsoSpeed = Mathf.Max(_maxTorsoSpeed, torso.LinearVelocity.Length());
_maxTorsoSpin = Mathf.Max(_maxTorsoSpin, torso.AngularVelocity.Length());
if (torso.LinearVelocity.Length() > RunawaySpeed || (_anvil != null && _anvil.LinearVelocity.Length() > RunawaySpeed))
Fail($"runaway speed (torso {torso.LinearVelocity.Length():F1}, anvil {_anvil?.LinearVelocity.Length() ?? 0f:F1})");
if (s.Still && _t > 1.5f)
{
Vector3 bodyFwd = -torso.GlobalTransform.Basis.Z;
Vector3 headFwd = -_head.GlobalTransform.Basis.Z;
float err = Mathf.RadToDeg(Mathf.Atan2(bodyFwd.Cross(headFwd).Y, bodyFwd.Dot(headFwd)));
_maxYawErrDeg = Mathf.Max(_maxYawErrDeg, Mathf.Abs(err));
}
}
private void Check(string name, RigidBody3D body)
{
if (!body.GlobalTransform.IsFinite() || !body.LinearVelocity.IsFinite() || !body.AngularVelocity.IsFinite())
Fail($"{name} non-finite: pos {body.GlobalPosition} v {body.LinearVelocity} w {body.AngularVelocity}");
}
private void Fail(string why)
{
if (_failed)
return;
_failed = true;
GD.Print($"COLLAPSE: FIRST ANOMALY in '{_scenarios[_index].Name}' t={_t:F3}s step {_step}: {why}");
}
private void Once(string key, bool cond, System.Action action)
{
if (cond && _done.Add(key))
action();
}
private void Grab(int h)
{
RigidBody3D hand = _hands[h];
Vector3 pivot = hand.GlobalPosition + hand.GlobalTransform.Basis * new Vector3(h == 0 ? PalmGrabOffset : -PalmGrabOffset, 0f, 0f);
ConeTwistJoint3D weld = new()
{
ExcludeNodesFromCollision = true,
Position = pivot,
NodeA = hand.GetPath(),
NodeB = _anvil.GetPath(),
SwingSpan = 0f,
TwistSpan = 0f,
Bias = 0f,
};
_world.AddChild(weld);
_welds[h] = weld;
}
private void Release(int h)
{
_welds[h]?.QueueFree();
_welds[h] = null;
}
}
+1
View File
@@ -0,0 +1 @@
uid://cecdf0w5cdovg
+12 -7
View File
@@ -88,6 +88,8 @@ public partial class PhysicsHands : Node
{
if (body == null)
return;
if (BodyMath.ResetIfNonFinite(body, controller.GlobalTransform, "PhysicsHands"))
return;
int hand = _left == controller ? 0 : 1;
Vector3 target = controller.GlobalPosition;
@@ -121,18 +123,21 @@ public partial class PhysicsHands : Node
return;
}
}
Vector3 desiredVelocity = (target - body.GlobalPosition) / delta;
Drive(body, controller.GlobalTransform, delta);
}
// The hand chase itself — public so headless spikes drive their stand-ins with the real code.
public static void Drive(RigidBody3D body, Transform3D target, float delta)
{
Vector3 desiredVelocity = (target.Origin - body.GlobalPosition) / delta;
Vector3 dv = desiredVelocity - body.LinearVelocity;
Vector3 force = dv / delta * body.Mass;
if (force.Length() > HandMaxForce)
force = force.Normalized() * HandMaxForce;
body.LinearVelocity += force / body.Mass * delta;
Basis deltaBasis = controller.GlobalTransform.Basis * body.GlobalTransform.Basis.Inverse();
Quaternion q = deltaBasis.GetRotationQuaternion();
Vector3 spin = q.GetAxis() * (q.GetAngle() / delta);
if (spin.Length() > HandMaxSpin)
spin = spin.Normalized() * HandMaxSpin;
body.AngularVelocity = spin;
Vector3 rotErr = BodyMath.RotationError(target.Basis.GetRotationQuaternion(),
body.GlobalTransform.Basis.GetRotationQuaternion());
body.AngularVelocity = (rotErr / delta).LimitLength(HandMaxSpin);
}
}
+6 -7
View File
@@ -92,6 +92,9 @@ public partial class PhysicsTorso : Node
_mesh.Visible = true;
}
if (BodyMath.ResetIfNonFinite(_body, new Transform3D(_torsoBasis, target), "PhysicsTorso"))
return;
if (_body.GlobalPosition.DistanceTo(target) > SnapDistance)
{
_body.GlobalTransform = new Transform3D(_torsoBasis, target);
@@ -109,13 +112,9 @@ public partial class PhysicsTorso : Node
force = force.Normalized() * MaxForce;
_body.LinearVelocity += force / TorsoMass * dt;
Quaternion qErr = _torsoBasis.GetRotationQuaternion()
* _body.GlobalTransform.Basis.GetRotationQuaternion().Inverse();
if (qErr.W < 0f)
qErr = new Quaternion(-qErr.X, -qErr.Y, -qErr.Z, -qErr.W);
float angle = qErr.GetAngle();
Vector3 spinAxis = angle > 1e-5f ? qErr.GetAxis() : Vector3.Up;
Vector3 spinDesired = spinAxis * Mathf.Min(angle * OrientKp, OrientMaxSpin);
Vector3 rotErr = BodyMath.RotationError(_torsoBasis.GetRotationQuaternion(),
_body.GlobalTransform.Basis.GetRotationQuaternion());
Vector3 spinDesired = (rotErr * OrientKp).LimitLength(OrientMaxSpin);
Vector3 wErr = spinDesired - _body.AngularVelocity;
float maxDeltaW = OrientMaxAlpha * dt;