Files
VR-Mess/scripts/PhysicsHands.cs
T
FoxyzandClaude Opus 5.5 d83273dd2f Body step 2: the player is a muscle-driven ragdoll (Project TX)
PlayerRagdoll: 9 bodies, spine/neck ball joints, shoulder drives (girdle + muscle),
elbow hinges, torque-capped motor PDs toward the True Body, chest->hand guides,
implicit balance motor, mass-scaled ground control. PlayerRig: XR driver with
stick move / snap turn and Bonelab-style push-back (eye->camera sphere sweep).
Replaces the chase bodies in main.tscn; RagdollSpike regression (14 phases).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 06:43:52 +03:00

150 lines
5.6 KiB
C#

using Godot;
public partial class PhysicsHands : Node
{
private const float HandMass = 0.4f;
public const float HandMaxForce = 90f;
private const float HandMaxSpin = 120f;
public const float SnapDistance = 2f;
private const float GhostLagDistance = 0.1f;
private const float StuckDistance = 0.2f;
private const float StuckTime = 1.0f;
private static readonly Vector3 HandSize = new(0.035f, 0.09f, 0.12f);
private static PhysicsHands _instance;
private XRController3D _left;
private XRController3D _right;
private PhysicsArms _arms;
private readonly RigidBody3D[] _bodies = new RigidBody3D[2];
private readonly MeshInstance3D[] _ghosts = new MeshInstance3D[2];
private readonly float[] _stuckTimer = new float[2];
public override void _Ready()
{
_instance = this;
_left = GetNode<XRController3D>("../XROrigin3D/LeftHand");
_right = GetNode<XRController3D>("../XROrigin3D/RightHand");
_arms = GetNodeOrNull<PhysicsArms>("../PhysicsArms");
_bodies[0] = MakeHand("LeftHandBody", new Color(0.9f, 0.3f, 0.35f));
_bodies[1] = MakeHand("RightHandBody", new Color(0.3f, 0.5f, 0.9f));
_ghosts[0] = MakeGhost();
_ghosts[1] = MakeGhost();
GD.Print("PhysicsHands: physical hand bodies spawned");
}
private MeshInstance3D MakeGhost()
{
MeshInstance3D ghost = new()
{
Mesh = new BoxMesh { Size = HandSize },
Visible = false,
CastShadow = GeometryInstance3D.ShadowCastingSetting.Off,
};
ghost.SetSurfaceOverrideMaterial(0, new StandardMaterial3D
{
AlbedoColor = new Color(1f, 1f, 1f, 0.3f),
Transparency = BaseMaterial3D.TransparencyEnum.Alpha,
ShadingMode = BaseMaterial3D.ShadingModeEnum.Unshaded,
});
AddChild(ghost);
return ghost;
}
public static RigidBody3D GetBody(XRController3D controller)
{
if (_instance == null)
return PlayerRig.GetHandBody(controller); // the ragdoll player owns the hands
return _instance._left == controller ? _instance._bodies[0] : _instance._bodies[1];
}
private RigidBody3D MakeHand(string name, Color color)
{
RigidBody3D body = new()
{
Name = name,
Mass = HandMass,
GravityScale = 0f,
ContinuousCd = true,
ContactMonitor = true,
MaxContactsReported = 8,
CollisionLayer = 0b1000, // layer 4 = player hands
CollisionMask = 0b1001, // world + hands; chest (layer 3) excluded both ways
};
body.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = HandSize } });
MeshInstance3D mesh = new() { Mesh = new BoxMesh { Size = HandSize } };
StandardMaterial3D material = new() { AlbedoColor = color, Roughness = 0.5f };
mesh.SetSurfaceOverrideMaterial(0, material);
body.AddChild(mesh);
AddChild(body);
return body;
}
public override void _PhysicsProcess(double delta)
{
Chase(_left, _bodies[0], (float)delta);
Chase(_right, _bodies[1], (float)delta);
}
private void Chase(XRController3D controller, RigidBody3D body, float delta)
{
if (body == null)
return;
if (BodyMath.ResetIfNonFinite(body, controller.GlobalTransform, "PhysicsHands"))
return;
int hand = _left == controller ? 0 : 1;
Vector3 target = controller.GlobalPosition;
Transform3D driveTarget = controller.GlobalTransform;
bool armHeld = _arms != null && _arms.ConstrainHand(hand, ref driveTarget);
bool lagging = body.GlobalPosition.DistanceTo(target) > GhostLagDistance;
if (_ghosts[hand] != null)
{
_ghosts[hand].Visible = lagging;
if (lagging)
_ghosts[hand].GlobalTransform = controller.GlobalTransform;
}
if (!PropGrabber.IsGrabbing(controller))
{
// A hand held back by its own blocked arm is not stuck — snapping it into the
// obstacle would just loop.
if (body.GlobalPosition.DistanceTo(target) > StuckDistance && !armHeld)
_stuckTimer[hand] += delta;
else
_stuckTimer[hand] = 0f;
if (_stuckTimer[hand] > StuckTime)
{
_stuckTimer[hand] = 0f;
body.GlobalTransform = controller.GlobalTransform;
body.LinearVelocity = Vector3.Zero;
GD.Print("PhysicsHands: hand stuck, snapped back");
return;
}
if (body.GlobalPosition.DistanceTo(target) > SnapDistance)
{
body.GlobalTransform = controller.GlobalTransform;
body.LinearVelocity = Vector3.Zero;
return;
}
}
Drive(body, driveTarget, delta);
}
// The hand chase itself — public so headless spikes drive their stand-ins with the real code.
public static void Drive(RigidBody3D body, Transform3D target, float delta)
{
Vector3 desiredVelocity = (target.Origin - body.GlobalPosition) / delta;
Vector3 dv = desiredVelocity - body.LinearVelocity;
Vector3 force = dv / delta * body.Mass;
if (force.Length() > HandMaxForce)
force = force.Normalized() * HandMaxForce;
body.LinearVelocity += force / body.Mass * delta;
Vector3 rotErr = BodyMath.RotationError(target.Basis.GetRotationQuaternion(),
body.GlobalTransform.Basis.GetRotationQuaternion());
body.AngularVelocity = (rotErr / delta).LimitLength(HandMaxSpin);
}
}