- 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>
120 lines
4.5 KiB
C#
120 lines
4.5 KiB
C#
using Godot;
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// Placeholder rig VISUALS only: head cube on the HMD, arm boxes drawn from the physical body
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// (PhysicsTorso shoulders → PhysicsArms elbow → hand wrist). Arm IK, calibration and the reach
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// budget live in PhysicsArms; the torso mesh lives in PhysicsTorso.
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public partial class BodyRig : Node3D
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{
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private const float HeadBackOffset = 0.06f;
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private const float HeadSize = 0.15f;
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private const float WristOffset = 0.06f;
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private XRCamera3D _camera;
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private XRController3D _left;
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private XRController3D _right;
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private PhysicsArms _arms;
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private MeshInstance3D _headMesh;
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private readonly MeshInstance3D[] _upperArmMeshes = new MeshInstance3D[2];
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private readonly MeshInstance3D[] _forearmMeshes = new MeshInstance3D[2];
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private bool _sized;
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private Basis _yawBasis = Basis.Identity;
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public override void _Ready()
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{
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_camera = GetNode<XRCamera3D>("../XROrigin3D/XRCamera3D");
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_left = GetNode<XRController3D>("../XROrigin3D/LeftHand");
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_right = GetNode<XRController3D>("../XROrigin3D/RightHand");
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_arms = GetNode<PhysicsArms>("../PhysicsArms");
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_headMesh = MakeMesh(new BoxMesh { Size = new Vector3(HeadSize, HeadSize, HeadSize) }, new Color(0.8f, 0.8f, 0.8f));
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for (int side = 0; side < 2; side++)
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{
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_upperArmMeshes[side] = MakeMesh(new BoxMesh { Size = new Vector3(0.07f, 0.3f, 0.07f) }, new Color(0.3f, 0.3f, 0.33f));
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_forearmMeshes[side] = MakeMesh(new BoxMesh { Size = new Vector3(0.06f, 0.3f, 0.06f) }, new Color(0.3f, 0.3f, 0.33f));
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}
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SetRigVisible(false);
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}
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private MeshInstance3D MakeMesh(Mesh mesh, Color color)
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{
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MeshInstance3D node = new() { Mesh = mesh };
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node.SetSurfaceOverrideMaterial(0, new StandardMaterial3D { AlbedoColor = color, Roughness = 0.6f });
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AddChild(node);
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return node;
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}
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private void SetRigVisible(bool visible)
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{
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_headMesh.Visible = visible;
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foreach (MeshInstance3D m in _upperArmMeshes)
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m.Visible = visible;
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foreach (MeshInstance3D m in _forearmMeshes)
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m.Visible = visible;
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}
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public override void _Process(double delta)
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{
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UpdateYawBasis();
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if (!_arms.Calibrated || _arms.UpperArm(0) == null)
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return;
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if (!_sized)
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{
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_sized = true;
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for (int side = 0; side < 2; side++)
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{
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((BoxMesh)_upperArmMeshes[side].Mesh).Size = new Vector3(0.07f, _arms.UpperLen, 0.07f);
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((BoxMesh)_forearmMeshes[side].Mesh).Size = new Vector3(0.06f, _arms.ForeLen, 0.06f);
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}
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SetRigVisible(true);
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}
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Vector3 headPos = _camera.GlobalPosition - _yawBasis * Vector3.Forward * HeadBackOffset;
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_headMesh.GlobalTransform = new Transform3D(_yawBasis, headPos);
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PlaceArm(0, PhysicsHands.GetBody(_left));
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PlaceArm(1, PhysicsHands.GetBody(_right));
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}
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private void PlaceArm(int side, RigidBody3D hand)
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{
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Vector3 shoulder = _arms.Shoulder(side);
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Vector3 elbow = _arms.Elbow(side);
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Vector3 wrist = hand != null
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? hand.GlobalPosition + hand.GlobalTransform.Basis * new Vector3(0f, 0f, WristOffset)
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: _arms.Wrist(side);
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if (!shoulder.IsFinite() || !elbow.IsFinite() || !wrist.IsFinite())
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return;
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PlaceSegment(_upperArmMeshes[side], shoulder, elbow);
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PlaceSegment(_forearmMeshes[side], elbow, wrist);
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}
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private void UpdateYawBasis()
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{
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Vector3 fwd = -_camera.GlobalTransform.Basis.Z;
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fwd.Y = 0f;
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if (fwd.LengthSquared() < 0.0001f)
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return;
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_yawBasis = Basis.LookingAt(fwd.Normalized(), Vector3.Up);
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}
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// Stretches the unit-length box between two joints so the drawn arm stays connected even
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// when a physical segment is held back by contact.
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private static void PlaceSegment(MeshInstance3D mesh, Vector3 from, Vector3 to)
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{
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Vector3 segment = to - from;
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float length = segment.Length();
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if (length < 0.001f)
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return;
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Vector3 y = segment / length;
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Vector3 x = Vector3.Up.Cross(y);
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if (x.LengthSquared() < 0.0001f)
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x = Vector3.Right.Cross(y);
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x = x.Normalized();
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Vector3 z = x.Cross(y);
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float scale = length / ((BoxMesh)mesh.Mesh).Size.Y;
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mesh.GlobalTransform = new Transform3D(new Basis(x, y * scale, z), (from + to) * 0.5f);
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}
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}
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