Commit Graph
5 Commits
Author SHA1 Message Date
FoxyzandClaude Opus 5.5 3a990c6dbe Body rebuild step 0: Generic6DOFJoint3D on Box3D (fork patch 2) — ball w/ cone/twist + torque-capped muscle motor, weld, drive
- addons/godot-box3d/bin/libgodot-box3d.so rebuilt from fork branch generic-6dof-joint
  (weld patch + 6DOF); .vendor/box3d-generic-6dof.patch exported
- SixDofSpike: type, ball pivot/swing, cone+twist limits, muscle holds 2.94 N·m lever at 10 N·m
  cap and fails at 1.5, tracks moving target, drive follows + push-off reaction, weld rigid,
  live flag toggles — PASS x3; all existing spikes PASS x3 on the new binary
- research/godot-box3d-6dof.md (mapping, units, C# muscle recipe); HANDOFF/AGENTS pointers

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 05:10:45 +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
FoxyzandClaude Opus 5.5 cb518999e5 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>
2026-10-01 23:55:46 +03:00
Foxyz1302 4fdfcfd928 Body physics Stage 1: PhysicsTorso chase chest (30 kg PD + yaw servo), collision layers reworked (3=body, 4=hands, no self-collision), BodyRig visual-only, BodySpike regression (PASS 3x, all spikes green) 2026-10-01 23:05:31 +03:00
Foxyz1302 5d2c5bf265 Initial commit: VR Messs workspace (grab v5.3.1, body-physics research) 2026-10-01 21:32:13 +03:00