Files
VR-Mess/scripts/ArmSpike.cs
T

508 lines
27 KiB
C#

using System.Collections.Generic;
using Godot;
// Headless regression for body-physics Stage 2 (PhysicsArms): chase-driven arm segments.
// Run: godot-mono --headless --fixed-fps 90 --path . scenes/arm_spike.tscn
public partial class ArmSpike : Node3D
{
private enum Phase { Settle, Stretch, Hug, Flip, Hold, Rest, Track, Swing, Push, Pin, Teleport, NanGuard, Done }
private const float GapLimit = 0.04f;
private const float StretchChestSpeedLimit = 0.05f;
private const float StretchLeanRangeLimit = 0.01f;
private const float HugElbowOutMin = 0.05f;
private const float HoldPenetrationLimit = 0.01f;
private const float FlipElbowStepLimit = 0.03f;
private const float PinHandLagMin = 0.1f;
private const float RestBodyPenLimit = 0.01f;
private const float HoldAnvilY = 1.25f; // anvil top ≈ shoulder height, like a seated player at the table
private const float HoldPitchDeg = 50f;
private static readonly Vector3 AnvilSize = new(0.28f, 0.16f, 0.13f);
private const float SwingGapLimit = 0.12f;
private const float ChestDisturbLimit = 0.01f;
private const float PushMinDisplacement = 0.05f;
private const float PushHandClearance = 0.08f;
private const float PinSpeedLimit = 0.3f;
private const float PinBarY = 1.22f;
private const float PinObstructionMin = 0.01f;
private const float TeleportGapLimit = 0.04f;
private static readonly Vector3 HandSize = new(0.035f, 0.09f, 0.12f);
private Node3D _head;
private PhysicsTorso _torso;
private PhysicsArms _arms;
private readonly RigidBody3D[] _hands = new RigidBody3D[2];
private readonly Transform3D[] _handTarget = new Transform3D[2];
private readonly Vector3[] _handRest = new Vector3[2];
private readonly Node3D[] _orient = new Node3D[2];
private RigidBody3D _box;
private Vector3 _boxStart;
private StaticBody3D _slab;
private Phase _phase = Phase.Settle;
private float _phaseT;
private float _maxGap;
private float _maxChestErr;
private float _minHandBoxDist;
private float _maxPinSpeed;
private StaticBody3D _pedestal;
private RigidBody3D _anvil;
private ConeTwistJoint3D _holdWeld;
private float _maxHoldPenetration;
private bool _holdFinite = true;
private float _maxElbowStep;
private Vector3 _lastElbow;
private float _maxPinHandLag;
private float _downSide;
private int _downSideSwitches;
private float _restBodyPen;
private float _restDrawnPen;
private float _restAnvilMove;
private float _maxStretchChestSpeed;
private Vector3 _stretchOffsetMin = Vector3.One * 9f;
private Vector3 _stretchOffsetMax = -Vector3.One * 9f;
private readonly RandomNumberGenerator _rng = new() { Seed = 42 };
private float _maxPinObstruction;
private readonly float[] _pinPrevY = { float.MinValue, float.MinValue };
private bool _pinTunneled;
private bool _pinFinite = true;
private readonly List<string> _names = new();
private readonly List<bool> _ok = new();
public override void _Ready()
{
StaticBody3D floor = new() { CollisionMask = 0b11101 };
floor.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(20f, 0.1f, 20f) }, Position = new Vector3(0f, -0.05f, 0f) });
AddChild(floor);
_head = new Node3D { Position = new Vector3(0f, 1.65f, 0f) };
AddChild(_head);
_torso = new PhysicsTorso { HeadSource = _head };
AddChild(_torso);
_torso.Body.GlobalPosition = new Vector3(0f, 1.23f, 0.12f);
for (int side = 0; side < 2; side++)
{
float x = side == 0 ? -0.2f : 0.2f;
_handRest[side] = new Vector3(x, 1.1f, -0.35f);
_handTarget[side] = new Transform3D(Basis.Identity, _handRest[side]);
_hands[side] = new RigidBody3D
{
Mass = 0.4f,
GravityScale = 0f,
ContinuousCd = true,
Position = _handRest[side],
CollisionLayer = 0b1000,
CollisionMask = 0b1001,
};
_hands[side].AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = HandSize } });
AddChild(_hands[side]);
}
for (int side = 0; side < 2; side++)
{
_orient[side] = new Node3D();
AddChild(_orient[side]);
}
_arms = new PhysicsArms { HeadSource = _head, Torso = _torso, HandLeft = _hands[0], HandRight = _hands[1], OrientLeft = _orient[0], OrientRight = _orient[1] };
AddChild(_arms);
GD.Print("ARM: arm spike scene ready");
}
public override void _PhysicsProcess(double delta)
{
float dt = (float)delta;
_phaseT += dt;
for (int side = 0; side < 2; side++)
{
_orient[side].GlobalTransform = _handTarget[side];
Transform3D driveTarget = _handTarget[side];
_arms.ConstrainHand(side, ref driveTarget);
PhysicsHands.Drive(_hands[side], driveTarget, dt);
}
if (!_arms.Calibrated || _arms.UpperArm(0) == null)
return;
switch (_phase)
{
case Phase.Settle:
if (_phaseT > 1f)
Start(Phase.Stretch, "stretch — right hand held beyond reach with 1 mm tracker noise, chest must settle (no lean hunting)");
break;
case Phase.Stretch:
{
_handTarget[1].Origin = new Vector3(0.2f, 1.38f, -0.72f)
+ new Vector3(_rng.Randfn(), _rng.Randfn(), _rng.Randfn()) * 0.001f;
if (_phaseT > 1.5f)
{
float v = _torso.Body.LinearVelocity.Length();
_maxStretchChestSpeed = Mathf.Max(_maxStretchChestSpeed, v);
_stretchOffsetMin = _stretchOffsetMin.Min(_torso.ReachOffset);
_stretchOffsetMax = _stretchOffsetMax.Max(_torso.ReachOffset);
}
if (_phaseT > 3f)
{
float range = (_stretchOffsetMax - _stretchOffsetMin).Length();
Record($"stretch: chest settles (|v| max {_maxStretchChestSpeed:F3} m/s, limit {StretchChestSpeedLimit}; lean range {range:F4} m, limit {StretchLeanRangeLimit}; lean {_torso.ReachOffset})",
_maxStretchChestSpeed < StretchChestSpeedLimit && range < StretchLeanRangeLimit);
_handTarget[1].Origin = _handRest[1];
Start(Phase.Hug, "hug — hands wrapped inward in front of the chest, elbows must go out to the sides");
}
break;
}
case Phase.Hug:
{
// Hands pointing across each other (left points +X, right points -X), as when
// wrapping arms around someone.
_handTarget[0] = new Transform3D(Basis.LookingAt(Vector3.Right, Vector3.Up), new Vector3(-0.12f, 1.25f, -0.45f));
_handTarget[1] = new Transform3D(Basis.LookingAt(Vector3.Left, Vector3.Up), new Vector3(0.12f, 1.25f, -0.45f));
if (_phaseT > 1.5f)
{
float outL = -_arms.Elbow(0).X - (-_arms.Shoulder(0).X);
float outR = _arms.Elbow(1).X - _arms.Shoulder(1).X;
float outMin = Mathf.Min(outL, outR);
Record($"hug: elbows out beyond the shoulders (L {outL:F3} m, R {outR:F3} m, limit > {HugElbowOutMin}; elbows L {_arms.Elbow(0)} R {_arms.Elbow(1)})", outMin > HugElbowOutMin);
for (int side = 0; side < 2; side++)
_handTarget[side] = new Transform3D(Basis.Identity, _handRest[side]);
Start(Phase.Flip, "flip — right controller's pointing direction sweeps full circles around the arm, elbow must not jump");
}
break;
}
case Phase.Flip:
{
// Hand fixed; its forward axis sweeps a 70° cone around the shoulder→hand
// direction at 1 rev/s, so the hand-suggested elbow circles the arm axis and
// passes the inward/up side every revolution.
Vector3 handPos = new(0.2f, 1.25f, -0.4f);
Vector3 axis = (handPos - _arms.Shoulder(1)).Normalized();
Vector3 perp = axis.Cross(Vector3.Up).Normalized();
Vector3 fwd = (axis * Mathf.Cos(1.22f) + perp.Rotated(axis, Mathf.Tau * _phaseT) * Mathf.Sin(1.22f)).Normalized();
if (_phaseT <= 3.5f)
_handTarget[1] = new Transform3D(Basis.LookingAt(fwd, Mathf.Abs(fwd.Y) > 0.95f ? Vector3.Forward : Vector3.Up), handPos);
Vector3 elbow = _arms.ElbowTarget(1);
if (_phaseT > 0.5f)
_maxElbowStep = Mathf.Max(_maxElbowStep, elbow.DistanceTo(_lastElbow));
_lastElbow = elbow;
if (_phaseT > 3.5f && _phaseT <= 5.5f)
{
// Controller pointing straight down with tracker-like wobble: the elbow
// must stay on one side.
Vector3 wobble = new Vector3(Mathf.Sin(5f * _phaseT), 0f, Mathf.Cos(3.7f * _phaseT)) * 0.5f;
Vector3 down = (Vector3.Down + wobble).Normalized();
_handTarget[1] = new Transform3D(Basis.LookingAt(down, Vector3.Forward), handPos);
float sideNow = Mathf.Sign((_arms.ElbowTarget(1) - _arms.Shoulder(1)).Dot(_torso.Body.GlobalTransform.Basis.X));
if (_phaseT > 4f)
{
if (_downSide == 0f)
_downSide = sideNow;
else if (sideNow != _downSide)
_downSideSwitches++;
}
}
if (_phaseT > 5.5f)
{
Record($"point-down: elbow keeps its side under wobble (switches {_downSideSwitches})", _downSideSwitches == 0);
Record($"flip: elbow never jumps (max step {_maxElbowStep:F4} m/tick, limit {FlipElbowStepLimit})", _maxElbowStep < FlipElbowStepLimit);
_handTarget[1] = new Transform3D(Basis.Identity, _handRest[1]);
_maxHoldPenetration = 0f;
Start(Phase.Hold, "hold — right hand grips a 50 kg anvil from the top, forearm must stay out of it");
}
break;
}
case Phase.Hold:
{
// Far half of the top, fingers pointing forward and steeply down.
Basis down = new Basis(Vector3.Right, Mathf.DegToRad(-HoldPitchDeg));
_handTarget[1] = new Transform3D(down, new Vector3(0.22f, HoldAnvilY + AnvilSize.Y * 0.5f + 0.08f, -0.44f));
if (_anvil == null && _phaseT > 0.5f)
{
// 50 kg anvil on a pedestal in front-right; the right hand grips its top, rear
// half, pointing forward and 35 deg down (the playtest screenshot pose).
_pedestal = new StaticBody3D { CollisionMask = 0b11101, Position = new Vector3(0.22f, HoldAnvilY - 0.13f, -0.40f) };
_pedestal.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(0.4f, 0.1f, 0.4f) } });
AddChild(_pedestal);
_anvil = new RigidBody3D { Mass = 50f, Position = new Vector3(0.22f, HoldAnvilY, -0.40f), CollisionMask = 0b11101 };
_anvil.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = AnvilSize } });
AddChild(_anvil);
}
if (_holdWeld == null && _phaseT > 0.9f)
{
_holdWeld = new ConeTwistJoint3D
{
ExcludeNodesFromCollision = true,
Position = _hands[1].GlobalPosition,
NodeA = _hands[1].GetPath(),
NodeB = _anvil.GetPath(),
SwingSpan = 0f,
TwistSpan = 0f,
Bias = 0f,
};
AddChild(_holdWeld);
_arms.SetHeld(1, _anvil);
}
if (_phaseT > 1.3f)
{
_holdFinite &= BodyMath.IsFinite(_arms.Forearm(1)) && BodyMath.IsFinite(_hands[1]) && BodyMath.IsFinite(_anvil);
Vector3 wrist = _hands[1].GlobalPosition + _hands[1].GlobalTransform.Basis * new Vector3(0f, 0f, 0.06f);
_maxHoldPenetration = Mathf.Max(_maxHoldPenetration, LinePenetration(_arms.Elbow(1), wrist, _anvil));
}
if (_phaseT > 2.8f)
{
Record($"hold: held 50 kg anvil stable, drawn forearm stays out of it (penetration max {_maxHoldPenetration:F3} m, limit {HoldPenetrationLimit}; elbow {_arms.Elbow(1)}; finite {_holdFinite})",
_maxHoldPenetration < HoldPenetrationLimit && _holdFinite);
_arms.SetHeld(1, null);
_holdWeld.QueueFree();
_anvil.QueueFree();
_pedestal.QueueFree();
_handTarget[1] = new Transform3D(Basis.Identity, _handRest[1]);
_anvil = null;
Start(Phase.Rest, "rest — palm behind a 50 kg anvil, forearm resting over it (owner playtest 2 pose)");
}
break;
}
case Phase.Rest:
{
// Anvil top below the shoulder; the hand first goes ABOVE the far side, the anvil
// appears, then the hand sinks behind it so the forearm drapes over the top edge.
const float anvilY = 1.25f;
if (_anvil == null && _phaseT > 0.6f)
{
_pedestal = new StaticBody3D { CollisionMask = 0b11101, Position = new Vector3(0.22f, anvilY - 0.13f, -0.30f) };
_pedestal.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(0.4f, 0.1f, 0.4f) } });
AddChild(_pedestal);
_anvil = new RigidBody3D { Mass = 50f, Position = new Vector3(0.22f, anvilY, -0.30f), CollisionMask = 0b11101 };
_anvil.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = AnvilSize } });
AddChild(_anvil);
}
float sink = Mathf.Clamp((_phaseT - 1f) / 0.8f, 0f, 1f);
Basis down = new Basis(Vector3.Right, Mathf.DegToRad(-20f));
_handTarget[1] = new Transform3D(down, new Vector3(0.22f, 1.45f - 0.17f * sink, -0.47f));
if (_anvil != null && _phaseT > 1.8f)
{
RigidBody3D fore = _arms.Forearm(1);
Vector3 axis = fore.GlobalTransform.Basis.Y * (_arms.ForeLen * 0.5f - 0.02f);
// Collider overlap ≈ forearm center line depth inside the anvil grown by the
// forearm half-thickness (3 cm).
_restBodyPen = Mathf.Max(_restBodyPen, LinePenetration(fore.GlobalPosition - axis, fore.GlobalPosition + axis, _anvil, 0.03f));
Vector3 wrist = _hands[1].GlobalPosition + _hands[1].GlobalTransform.Basis * new Vector3(0f, 0f, 0.06f);
_restDrawnPen = Mathf.Max(_restDrawnPen, LinePenetration(_arms.Elbow(1), wrist, _anvil));
_restAnvilMove = Mathf.Max(_restAnvilMove, _anvil.GlobalPosition.DistanceTo(new Vector3(0.22f, anvilY, -0.30f)));
}
if (_phaseT > 3.5f)
{
GD.Print($"ARM: rest metrics: forearm COLLIDER overlap max {_restBodyPen:F3} m, DRAWN forearm penetration max {_restDrawnPen:F3} m, anvil moved {_restAnvilMove:F3} m, hand {_hands[1].GlobalPosition} elbow {_arms.Elbow(1)}");
Record($"rest: forearm collider stays out of the anvil (overlap {_restBodyPen:F3} m, limit {RestBodyPenLimit})", _restBodyPen < RestBodyPenLimit);
Record($"rest: drawn forearm stays out of the anvil (penetration {_restDrawnPen:F3} m, limit {HoldPenetrationLimit})", _restDrawnPen < HoldPenetrationLimit);
_anvil.QueueFree();
_pedestal.QueueFree();
_handTarget[1] = new Transform3D(Basis.Identity, _handRest[1]);
Start(Phase.Track, "track — hands circle, segments must stay connected, chest undisturbed");
}
break;
}
case Phase.Track:
for (int side = 0; side < 2; side++)
{
float w = side == 0 ? 2.1f : 2.7f;
_handTarget[side].Origin = _handRest[side] + new Vector3(0.15f * Mathf.Sin(w * _phaseT), 0.15f * Mathf.Cos(w * _phaseT), 0.1f * Mathf.Sin(0.5f * w * _phaseT));
}
if (_phaseT > 0.5f)
{
_maxGap = Mathf.Max(_maxGap, MaxGap());
_maxChestErr = Mathf.Max(_maxChestErr, _torso.Body.GlobalPosition.DistanceTo(_torso.TargetPosition));
}
if (_phaseT > 3f)
{
Record($"track joint gap max {_maxGap:F3} m (limit {GapLimit})", _maxGap < GapLimit);
Record($"chest undisturbed by own arms (err max {_maxChestErr:F4} m, limit {ChestDisturbLimit})", _maxChestErr < ChestDisturbLimit);
Start(Phase.Swing, "swing — fast 0.4 m arm swings at 2 Hz, bounded lag");
}
break;
case Phase.Swing:
_handTarget[1].Origin = _handRest[1] + new Vector3(0.2f * Mathf.Sin(12.6f * _phaseT), 0.1f * Mathf.Sin(6.3f * _phaseT), 0f);
_maxGap = Mathf.Max(_maxGap, MaxGap());
if (_phaseT > 2f)
{
_handTarget[1].Origin = _handRest[1];
Record($"swing joint gap max {_maxGap:F3} m (limit {SwingGapLimit})", _maxGap < SwingGapLimit);
Start(Phase.Push, "push — right forearm swings up through a 1 kg box (hand kept clear)");
// Box just above the forearm's middle; the hand rises 0.3 m ~0.2 m away from it.
_boxStart = (_arms.ElbowTarget(1) + _arms.WristTarget(1)) * 0.5f + Vector3.Up * 0.11f;
_box = new RigidBody3D { Mass = 1f, GravityScale = 0f, Position = _boxStart, CollisionMask = 0b11101 };
_box.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = Vector3.One * 0.08f } });
AddChild(_box);
_minHandBoxDist = float.MaxValue;
}
break;
case Phase.Push:
{
float k = Mathf.Min(_phaseT / 0.6f, 1f);
_handTarget[1].Origin = _handRest[1] + Vector3.Up * (0.3f * k);
_minHandBoxDist = Mathf.Min(_minHandBoxDist, _hands[1].GlobalPosition.DistanceTo(_box.GlobalPosition));
if (_phaseT > 1.5f)
{
float moved = _box.GlobalPosition.DistanceTo(_boxStart);
Record($"arm segment pushes prop (box moved {moved:F3} m, limit > {PushMinDisplacement}; hand-box min dist {_minHandBoxDist:F3} m, limit > {PushHandClearance})",
moved > PushMinDisplacement && _minHandBoxDist > PushHandClearance);
_box.QueueFree();
_handTarget[1].Origin = _handRest[1];
// Two short static bars just above the forearms' middles (x clear of the chest).
// Hands at (±0.2, 1.17, -0.09) put the forearm centers at ~(±0.22, 1.16, 0.09)
// with the elbows swung back; then the hands rise 0.25 m in front of the bars,
// so the forearm targets sweep up through them.
// The bars appear once the forearms have settled in the pin pose (t = 0.8 s).
_maxPinObstruction = 0f;
Start(Phase.Pin, "pin — forearms blocked under static bars while the hands rise past them");
}
break;
}
case Phase.Pin:
{
if (_slab == null && _phaseT >= 0.8f)
{
_slab = new StaticBody3D { CollisionMask = 0b11101 };
foreach (float x in new[] { -0.22f, 0.22f })
_slab.AddChild(new CollisionShape3D { Position = new Vector3(x, 0f, 0f), Shape = new BoxShape3D { Size = new Vector3(0.14f, 0.04f, 0.04f) } });
AddChild(_slab);
_slab.GlobalPosition = new Vector3(0f, PinBarY, 0.09f);
for (int side = 0; side < 2; side++)
GD.Print($"ARM: pin start side {side}: forearm center {_arms.Forearm(side).GlobalPosition} (bar y {PinBarY})");
}
float rise = Mathf.Clamp((_phaseT - 1f) / 0.5f, 0f, 1f) * 0.25f;
for (int side = 0; side < 2; side++)
_handTarget[side].Origin = new Vector3(side == 0 ? -0.2f : 0.2f, 1.17f + rise, -0.09f);
if (_slab != null)
{
for (int side = 0; side < 2; side++)
{
RigidBody3D fore = _arms.Forearm(side);
_pinFinite &= BodyMath.IsFinite(fore) && BodyMath.IsFinite(_arms.UpperArm(side));
if (_phaseT > 2.5f)
{
_maxPinSpeed = Mathf.Max(_maxPinSpeed, fore.LinearVelocity.Length());
_maxPinSpeed = Mathf.Max(_maxPinSpeed, _arms.UpperArm(side).LinearVelocity.Length());
}
// Tunneling = the forearm center rises past the bar while still over it in x
// (bar half-width 0.07 + forearm half-width 0.03). Sliding off sideways and
// then rising is honest physics.
Vector3 c = fore.GlobalPosition;
bool overBar = Mathf.Abs(Mathf.Abs(c.X) - 0.22f) < 0.1f;
if (_pinPrevY[side] > float.MinValue && _pinPrevY[side] < PinBarY && c.Y >= PinBarY && overBar)
_pinTunneled = true;
if (_pinPrevY[side] < PinBarY && c.Y >= PinBarY)
GD.Print($"ARM: side {side} forearm cleared the bar at x {c.X:F3} (over bar: {overBar}) t {_phaseT:F2}");
_pinPrevY[side] = c.Y;
Vector3 foreTarget = (_arms.ElbowTarget(side) + _arms.WristTarget(side)) * 0.5f;
_maxPinObstruction = Mathf.Max(_maxPinObstruction, _arms.Forearm(side).GlobalPosition.DistanceTo(foreTarget));
_maxPinHandLag = Mathf.Max(_maxPinHandLag, _hands[side].GlobalPosition.DistanceTo(_handTarget[side].Origin));
}
}
if (_phaseT > 3.5f)
{
Record($"forearm blocked by bar holds the hand back, no tunneling (hand lag max {_maxPinHandLag:F3} m, limit > {PinHandLagMin}; forearm deviation {_maxPinObstruction:F3} m; tunneled {_pinTunneled})",
_maxPinHandLag > PinHandLagMin && !_pinTunneled);
Record($"pinned under bar: finite and quiet in the last 1 s (segment |v| max {_maxPinSpeed:F3} m/s, limit {PinSpeedLimit})", _pinFinite && _maxPinSpeed < PinSpeedLimit);
_slab.QueueFree();
for (int side = 0; side < 2; side++)
_handRest[side] += new Vector3(3f, 0f, 0f);
_head.GlobalPosition += new Vector3(3f, 0f, 0f);
for (int side = 0; side < 2; side++)
{
_handTarget[side].Origin = _handRest[side];
_hands[side].GlobalPosition = _handRest[side];
_hands[side].LinearVelocity = Vector3.Zero;
}
Start(Phase.Teleport, "teleport — head + hands jump 3 m, arms must snap");
}
break;
}
case Phase.Teleport:
if (_phaseT > 0.4f)
{
float gap = MaxGap();
Record($"teleport re-attach gap {gap:F3} m (limit {TeleportGapLimit})", gap < TeleportGapLimit);
_arms.Forearm(0).AngularVelocity = new Vector3(float.NaN, 0f, 0f);
Start(Phase.NanGuard, "nan guard — inject NaN into the left forearm, it must reset");
}
break;
case Phase.NanGuard:
if (_phaseT > 0.3f)
{
bool finite = BodyMath.IsFinite(_arms.Forearm(0));
float gap = MaxGap();
Record($"non-finite segment reset (finite {finite}, gap {gap:F3} m)", finite && gap < GapLimit);
Finish();
}
break;
}
}
// Deepest point of the segment a→b inside the box body (0 if it never enters).
private static float LinePenetration(Vector3 a, Vector3 b, RigidBody3D box, float grow = 0f)
{
Vector3 half = AnvilSize * 0.5f + Vector3.One * grow;
Transform3D inv = box.GlobalTransform.AffineInverse();
float deepest = 0f;
for (int i = 0; i <= 40; i++)
{
Vector3 local = inv * a.Lerp(b, i / 40f);
float depth = Mathf.Min(half.X - Mathf.Abs(local.X), Mathf.Min(half.Y - Mathf.Abs(local.Y), half.Z - Mathf.Abs(local.Z)));
deepest = Mathf.Max(deepest, depth);
}
return deepest;
}
private float MaxGap()
{
float gap = 0f;
for (int side = 0; side < 2; side++)
{
RigidBody3D upper = _arms.UpperArm(side);
RigidBody3D fore = _arms.Forearm(side);
Vector3 upperProx = upper.GlobalPosition - upper.GlobalTransform.Basis.Y * (_arms.UpperLen * 0.5f);
Vector3 upperDist = upper.GlobalPosition + upper.GlobalTransform.Basis.Y * (_arms.UpperLen * 0.5f);
Vector3 foreProx = fore.GlobalPosition - fore.GlobalTransform.Basis.Y * (_arms.ForeLen * 0.5f);
gap = Mathf.Max(gap, upperProx.DistanceTo(_arms.Shoulder(side)));
gap = Mathf.Max(gap, upperDist.DistanceTo(foreProx));
gap = Mathf.Max(gap, _arms.Wrist(side).DistanceTo(_arms.WristTarget(side)));
}
return gap;
}
private void Start(Phase phase, string what)
{
_phase = phase;
_phaseT = 0f;
_maxGap = 0f;
GD.Print($"ARM: {what}");
}
private void Record(string name, bool ok)
{
_names.Add(name);
_ok.Add(ok);
GD.Print($"ARM: {name} → {(ok ? "PASS" : "FAIL")}");
}
private void Finish()
{
_phase = Phase.Done;
bool overall = true;
foreach (bool ok in _ok)
overall &= ok;
GD.Print($"ARM: overall {(overall ? "PASS — physical arms functional on Box3D" : "CHECK — inspect failures above")}");
GetTree().Quit();
}
}