5 Commits
Author SHA1 Message Date
FoxyzandClaude Opus 5.5 81a9b1fca2 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>
2026-10-02 05:47:20 +03:00
FoxyzandClaude Opus 5.5 3f912367ff Elbow: read the hand-suggested angle nearest the current one (fixes side-switching when pointing the controller down: 45 -> 0 switches); point-down spike phase
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 01:48:12 +03:00
FoxyzandClaude Opus 5.5 7bc6a866eb Arms playtest-2 fixes: flip-proof elbow (angle clamp + rate limit, controller-driven), Stage 2b hand coupling (blocked arm holds the hand back)
- Elbow stored as an angle around the arm axis vs a torso-frame reference: 85% hand-suggested,
  from the controller pose (not the physics palm), clamped +-110 deg, 6 rad/s rate limit
  (flip spike: 1.8 cm/tick max vs 13.8 unclamped)
- PhysicsArms.ConstrainHand: while an arm segment is in contact the hand may lead the
  forearm end by 3 cm; PhysicsHands applies it and suspends stuck-snap while active
- ArmSpike: forearm-rest-over-anvil (owner pose: collider fine, drawn forearm 3.9 cm -> 0),
  flip sweep, bar test now asserts the hand is held back; all six spikes PASS x3

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 01:27:29 +03:00
FoxyzandClaude Opus 5.5 464cda2f71 Arms playtest-1 fixes: open-loop torso lean (chest hunting), hand-driven elbow pole + height cap, held-prop arm collision exceptions
- Lean computed from PhysicsTorso.NominalTarget/TargetBasis, not the body's own shoulders:
  the closed loop made the chest hunt (spike: |v| 1.1 -> 0.019 m/s, lean range 2.7 cm -> 0.9 mm)
- Elbow on its IK circle, 75% hand-axis (forearm continues behind the wrist), bounded-rate
  rotation smoothing (no flips), capped at max(shoulder, wrist) + 5 cm
- PhysicsArms.SetHeld: held prop ignores that side's arm segments (PropGrabber calls it)
- ArmSpike: stretch settle, hug elbows out (0.17 m vs 0.02 m old pole), held-anvil stability;
  all six spikes PASS x3

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 00:25:50 +03:00
FoxyzandClaude Opus 5.5 7589b13aba 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>
2026-10-02 00:04:07 +03:00