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("../XROrigin3D/XRCamera3D"); Torso = GetNode("../PhysicsTorso"); HandLeft = PhysicsHands.GetBody(GetNode("../XROrigin3D/LeftHand")); HandRight = PhysicsHands.GetBody(GetNode("../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; } }