Files
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

314 lines
14 KiB
C#

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;
public 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 LeanReachFactor = 0.95f;
private const float LeanSmoothRate = 6f;
private const float WristOffset = 0.06f;
public const float HandArmSlack = 0.03f;
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;
// Hand ORIENTATION source for the elbow: the tracked controllers, not the physics palms
// (a palm fighting contact must not swing the elbow). Falls back to the hand body.
public Node3D OrientLeft;
public Node3D OrientRight;
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 ArmSolver[] _solver = { new(), new() };
private readonly RigidBody3D[] _held = new RigidBody3D[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);
private bool _injected;
public override void _Ready()
{
_injected = HeadSource != null;
BodyProfile.Changed += OnProfileChanged;
if (HeadSource == null)
{
HeadSource = GetNode<XRCamera3D>("../XROrigin3D/XRCamera3D");
Torso = GetNode<PhysicsTorso>("../PhysicsTorso");
HandLeft = PhysicsHands.GetBody(GetNode<XRController3D>("../XROrigin3D/LeftHand"));
HandRight = PhysicsHands.GetBody(GetNode<XRController3D>("../XROrigin3D/RightHand"));
OrientLeft = GetNode<XRController3D>("../XROrigin3D/LeftHand");
OrientRight = GetNode<XRController3D>("../XROrigin3D/RightHand");
}
}
public override void _PhysicsProcess(double delta)
{
float dt = (float)delta;
if (!Calibrated)
{
// Main scene: wait for the T-pose profile. Headless spikes (HeadSource injected) use
// the anthropometric estimate from their head height.
BodyProfile profile = BodyProfile.Current ?? (_injected ? BodyProfile.Estimate(HeadSource.GlobalPosition.Y) : null);
if (profile == null || Torso?.Body == null)
return;
Calibrate(profile);
}
_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;
SolveArm(0, -_torsoBasis.X, HandLeft, OrientLeft, dt);
SolveArm(1, _torsoBasis.X, HandRight, OrientRight, dt);
UpdateLean(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);
}
}
public override void _ExitTree()
{
BodyProfile.Changed -= OnProfileChanged;
}
// Recalibration: rebuild the segments at the new lengths on the next tick.
private void OnProfileChanged(BodyProfile profile)
{
if (!Calibrated)
return;
Calibrated = false;
for (int side = 0; side < 2; side++)
{
_upper[side]?.QueueFree();
_fore[side]?.QueueFree();
_upper[side] = _fore[side] = null;
}
}
private void Calibrate(BodyProfile profile)
{
Calibrated = true;
UpperLen = profile.UpperArm;
ForeLen = profile.Forearm;
ShoulderHalfWidth = profile.ShoulderHalfWidth;
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));
SetHeldExceptions(side, _held[side], true);
}
GD.Print($"PhysicsArms: body profile {profile}; 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
ContactMonitor = true,
MaxContactsReported = 4,
};
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);
// A prop held by this side's hand must not collide with this side's arm: the forearm
// naturally lies along a held object, and 180 N of forearm shoving a prop welded to a 90 N
// hand is a fight the hand loses. Called by PropGrabber on grab/release.
public void SetHeld(int side, RigidBody3D prop)
{
if (_held[side] == prop)
return;
SetHeldExceptions(side, _held[side], false);
_held[side] = prop;
SetHeldExceptions(side, prop, true);
}
private void SetHeldExceptions(int side, RigidBody3D prop, bool add)
{
if (prop == null || !IsInstanceValid(prop) || _upper[side] == null)
return;
foreach (RigidBody3D segment in new[] { _upper[side], _fore[side] })
{
if (add)
segment.AddCollisionExceptionWith(prop);
else
segment.RemoveCollisionExceptionWith(prop);
}
}
// Stage 2b coupling: while an arm segment is in contact, the hand may lead the forearm's
// end by at most HandArmSlack — a blocked forearm holds the hand back (the hand ghost
// shows the controller). Free arms never limit the hand. PhysicsHands calls this with
// the controller target before chasing; returns true when the limit is active.
public bool ConstrainHand(int side, ref Transform3D target)
{
if (!Calibrated || _fore[side] == null)
return false;
if (_fore[side].GetContactCount() == 0 && _upper[side].GetContactCount() == 0)
return false;
Vector3 wristOffset = target.Basis * new Vector3(0f, 0f, WristOffset);
Vector3 forearmEnd = Wrist(side);
Vector3 lead = target.Origin + wristOffset - forearmEnd;
if (lead.Length() <= HandArmSlack)
return true;
target.Origin = forearmEnd + lead.Normalized() * HandArmSlack - wristOffset;
return true;
}
// Torso lean toward overreaching hands, computed OPEN-LOOP from the head-derived nominal
// chest pose — never from the body's own shoulders (that loop made the chest hunt:
// lean moves shoulders → overreach changes → lean changes). Exact two-arm combination:
// the bigger excess first, then whatever the other arm still lacks after that shift.
private void UpdateLean(float dt)
{
Basis basis = Torso.TargetBasis;
Vector3 top = Torso.NominalTarget + Vector3.Up * ShoulderRise;
Vector3 shoulderL = top - basis.X * ShoulderHalfWidth;
Vector3 shoulderR = top + basis.X * ShoulderHalfWidth;
Vector3 excessL = Excess(shoulderL, HandLeft);
Vector3 excessR = Excess(shoulderR, HandRight);
Vector3 lean = excessL.LengthSquared() >= excessR.LengthSquared()
? excessL + Excess(shoulderR + excessL, HandRight)
: excessR + Excess(shoulderL + excessR, HandLeft);
Vector3 horizontal = new Vector3(lean.X, 0f, lean.Z).LimitLength(ReachBudgetMax);
lean = new Vector3(horizontal.X, Mathf.Clamp(lean.Y, ReachVerticalMin, ReachVerticalMax), horizontal.Z);
_torsoOffset = _torsoOffset.Lerp(lean, 1f - Mathf.Exp(-dt * LeanSmoothRate));
Torso.ReachOffset = _torsoOffset;
}
private Vector3 Excess(Vector3 shoulder, RigidBody3D hand)
{
if (hand == null)
return Vector3.Zero;
Vector3 toWrist = WristPoint(hand) - shoulder;
float dist = toWrist.Length();
float limit = (UpperLen + ForeLen) * LeanReachFactor;
return dist > limit ? toWrist * ((dist - limit) / dist) : Vector3.Zero;
}
private static Vector3 WristPoint(RigidBody3D hand) =>
hand.GlobalPosition + hand.GlobalTransform.Basis * new Vector3(0f, 0f, WristOffset);
// Analytic 2-bone IK: soft-IK clamp, then pick the elbow on its circle. The elbow
// direction is mostly HAND-DRIVEN — the forearm continues behind the wrist along the
// hand's (aim pose) forward axis, which is where a real forearm is; that gives outward
// elbows for wraps/hugs and keeps the forearm out of held objects. A torso-frame
// "down/back/out" pole fills in where the hand axis says nothing (arm pointing straight
// along the hand). The pole is smoothed by ROTATING it at a bounded rate around the arm
// axis, so it can never pass through zero and flip.
private void SolveArm(int index, Vector3 side, RigidBody3D hand, Node3D orient, float delta)
{
Vector3 shoulder = _shoulder[index];
Vector3 rawTarget = hand != null ? WristPoint(hand) : shoulder + _torsoBasis * new Vector3(0f, -0.25f, -0.3f);
Basis? handBasis = orient != null ? orient.GlobalTransform.Basis : hand?.GlobalTransform.Basis;
_solver[index].Solve(shoulder, rawTarget, _torsoBasis, side, handBasis, UpperLen, ForeLen, delta);
_elbowTarget[index] = _solver[index].Elbow;
_wristTarget[index] = _solver[index].Wrist;
}
}