216 lines
8.6 KiB
C#
216 lines
8.6 KiB
C#
using Godot;
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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 ShoulderRise = 0.25f;
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private const float ReachBudgetMax = 0.25f;
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private const float ReachVerticalMin = -0.05f;
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private const float ReachVerticalMax = 0.12f;
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private const float ReachPushSpeed = 0.8f;
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private const float ReachDecaySpeed = 0.4f;
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private const float ReachDecayFactor = 0.92f;
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private const float WristOffset = 0.06f;
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private const float SoftIKFactor = 0.98f;
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private const float PoleHandWeight = 0.25f;
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private const float PoleSmoothRate = 10f;
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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 PhysicsTorso _torso;
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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 _calibrated;
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private float _upperLen;
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private float _foreLen;
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private float _shoulderHalfWidth;
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private Vector3 _torsoOffset = Vector3.Zero;
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private Basis _yawBasis = Basis.Identity;
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private Basis _torsoBasis = Basis.Identity;
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private readonly Vector3[] _lastPole = new Vector3[2];
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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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_torso = GetNode<PhysicsTorso>("../PhysicsTorso");
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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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_upperArmMeshes[0] = MakeMesh(new BoxMesh { Size = new Vector3(0.07f, 0.3f, 0.07f) }, new Color(0.3f, 0.3f, 0.33f));
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_upperArmMeshes[1] = 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[0] = MakeMesh(new BoxMesh { Size = new Vector3(0.06f, 0.3f, 0.06f) }, new Color(0.3f, 0.3f, 0.33f));
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_forearmMeshes[1] = MakeMesh(new BoxMesh { Size = new Vector3(0.06f, 0.3f, 0.06f) }, new Color(0.3f, 0.3f, 0.33f));
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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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float dt = (float)delta;
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if (!_calibrated)
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{
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float headHeight = _camera.GlobalPosition.Y;
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if (headHeight <= 0.5f)
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return;
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Calibrate(headHeight);
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}
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if (_torso.Body == null)
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return;
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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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_torsoBasis = _torso.Body.GlobalTransform.Basis;
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Vector3 torsoCenter = _torso.Body.GlobalPosition;
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Vector3 topCenter = torsoCenter + Vector3.Up * ShoulderRise;
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Vector3 leftShoulder = topCenter - _torsoBasis.X * _shoulderHalfWidth;
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Vector3 rightShoulder = topCenter + _torsoBasis.X * _shoulderHalfWidth;
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Vector3 push = SolveArm(0, leftShoulder, -_torsoBasis.X, PhysicsHands.GetBody(_left), _upperArmMeshes[0], _forearmMeshes[0], dt, out bool decayLeft);
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push += SolveArm(1, rightShoulder, _torsoBasis.X, PhysicsHands.GetBody(_right), _upperArmMeshes[1], _forearmMeshes[1], dt, out bool decayRight);
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if (push != Vector3.Zero)
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{
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_torsoOffset += push * (dt * ReachPushSpeed);
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}
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else if (decayLeft || decayRight)
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{
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_torsoOffset = _torsoOffset.MoveToward(Vector3.Zero, ReachDecaySpeed * dt);
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}
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Vector3 horizontal = new(_torsoOffset.X, 0f, _torsoOffset.Z);
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horizontal = horizontal.LimitLength(ReachBudgetMax);
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_torsoOffset = new Vector3(horizontal.X, Mathf.Clamp(_torsoOffset.Y, ReachVerticalMin, ReachVerticalMax), horizontal.Z);
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_torso.ReachOffset = _torsoOffset;
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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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private void Calibrate(float headHeight)
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{
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_calibrated = true;
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float armTotal = Mathf.Clamp(headHeight * 0.46f, 0.5f, 0.72f);
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_upperLen = 0.5f * armTotal;
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_foreLen = 0.5f * armTotal;
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_shoulderHalfWidth = 0.16f + headHeight * 0.02f;
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((BoxMesh)_upperArmMeshes[0].Mesh).Size = new Vector3(0.07f, _upperLen, 0.07f);
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((BoxMesh)_upperArmMeshes[1].Mesh).Size = new Vector3(0.07f, _upperLen, 0.07f);
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((BoxMesh)_forearmMeshes[0].Mesh).Size = new Vector3(0.06f, _foreLen, 0.06f);
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((BoxMesh)_forearmMeshes[1].Mesh).Size = new Vector3(0.06f, _foreLen, 0.06f);
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SetRigVisible(true);
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GD.Print($"BodyRig: proportions calibrated from head height {headHeight:F2} m " +
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$"(arm total {armTotal:F2} m, upper {_upperLen:F2} m, fore {_foreLen:F2} m, shoulder half-width {_shoulderHalfWidth:F2} m)");
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}
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private Vector3 SolveArm(int index, Vector3 shoulder, Vector3 side, RigidBody3D body, MeshInstance3D upperMesh, MeshInstance3D foreMesh, float delta, out bool decay)
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{
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Vector3 rawTarget = body != null
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? body.GlobalPosition + body.GlobalTransform.Basis * new Vector3(0f, 0f, WristOffset)
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: shoulder + _torsoBasis * new Vector3(0f, -0.25f, -0.3f);
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float reach = _upperLen + _foreLen;
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Vector3 shoulderToTarget = rawTarget - shoulder;
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if (shoulderToTarget.LengthSquared() < 0.0001f)
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shoulderToTarget = _torsoBasis * new Vector3(0f, -0.25f, -0.3f);
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float rawDist = shoulderToTarget.Length();
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float d = Mathf.Clamp(rawDist, 0.01f, reach * SoftIKFactor);
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Vector3 dir = shoulderToTarget / rawDist;
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Vector3 clampedTarget = shoulder + dir * d;
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Vector3 push = Vector3.Zero;
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decay = false;
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if (rawDist > reach)
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{
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push = (rawTarget - clampedTarget).Normalized();
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}
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else if (rawDist < reach * ReachDecayFactor)
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{
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decay = true;
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}
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float cosA = (_upperLen * _upperLen + d * d - _foreLen * _foreLen) / (2f * _upperLen * d);
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float angle = Mathf.Acos(Mathf.Clamp(cosA, -1f, 1f));
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Vector3 handForward = body != null ? body.GlobalTransform.Basis * Vector3.Forward : Vector3.Zero;
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Vector3 pole = Vector3.Down * 2f + _torsoBasis * Vector3.Back * 0.8f + side * 0.3f;
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pole -= dir * pole.Dot(dir);
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pole -= handForward * PoleHandWeight;
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Vector3 poleDir;
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if (pole.LengthSquared() < 0.0001f)
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poleDir = _lastPole[index] == Vector3.Zero ? Vector3.Down : _lastPole[index];
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else
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{
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poleDir = _lastPole[index].Lerp(pole, 1f - Mathf.Exp(-delta * PoleSmoothRate));
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if (poleDir.LengthSquared() < 0.0001f)
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poleDir = _lastPole[index];
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poleDir = poleDir.Normalized();
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_lastPole[index] = poleDir;
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}
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Vector3 axis = dir.Cross(poleDir);
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if (axis.LengthSquared() < 0.0001f)
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axis = dir.Cross(Vector3.Up);
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if (axis.LengthSquared() < 0.0001f)
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axis = Vector3.Right;
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axis = axis.Normalized();
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Vector3 elbowPos = shoulder + dir.Rotated(axis, angle) * _upperLen;
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Vector3 foreEnd = elbowPos + (clampedTarget - elbowPos).Normalized() * _foreLen;
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PlaceSegment(upperMesh, shoulder, elbowPos);
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PlaceSegment(foreMesh, elbowPos, foreEnd);
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return push;
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}
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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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if (segment.LengthSquared() < 0.000001f)
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return;
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Vector3 y = segment.Normalized();
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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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mesh.GlobalTransform = new Transform3D(new Basis(x, y, z), (from + to) * 0.5f);
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}
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}
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