Implement rig animation controls in the test harness

- Added a new animation specification document for Phase 9 Task 5 detailing the requirements for rig animation controls.
- Introduced a new `StickmanRig` script to manage the facing direction and joint bending for the rig.
- Implemented UI elements in the test harness for selecting animations, controlling playback (play/pause/resume/stop), and toggling loop mode.
- Enhanced the `test_harness.gd` script to handle animation playback state and UI interactions.
- Updated documentation in `AGENTS.md`, `README.md`, and `RIGGING.md` to reflect the new animation features.
This commit is contained in:
2026-08-24 23:41:23 -04:00
parent 273090993e
commit 07bef66703
12 changed files with 1695 additions and 283 deletions
+8 -6
View File
@@ -251,7 +251,7 @@ Phase 9 adds the **runtime pipeline** that turns a saved `.stk` file into a live
| `spawn_from_data` | `static func spawn_from_data(stk_data: Dictionary) -> Node2D` | Instantiates `res://master_rig.tscn`, calls `StkRigAdapter.apply(stk_data, rig)`, returns the rig root. |
| `spawn` | `static func spawn(path: String) -> Node2D` | Chains `load_stk()``spawn_from_data()`. Returns `null` on empty data. |
The factory is the intended runtime API: `StickmanFactory.spawn("res://stickmen/basic.stk")` yields a rigged `Node2D` ready to add to the scene tree. `StkRigAdapter` (Phase 8, extended by Phase 9) now also fits the head bone (`Head.position.y = -proportions.torso_length`) and mounts the head as **full geometry** like every other part (clearing its inline `@tool` circle script); the mounted head is dropped `HEAD_CHIN_DROP` (28 px) below the neck so its chin aligns with the pose-guide circle's bottom and overlaps the torso (Phase 9 Round 4).
The factory is the intended runtime API: `StickmanFactory.spawn("res://stickmen/basic.stk")` yields a rigged `StickmanRig` (the root of `master_rig.tscn`) ready to add to the scene tree. `StkRigAdapter` (Phase 8, extended by Phase 9) now also fits the head bone (`Head.position.y = -proportions.torso_length`) and mounts the head as **full geometry** like every other part (clearing its inline `@tool` circle script); the mounted head is dropped `HEAD_CHIN_DROP` (28 px) below the neck so its chin aligns with the pose-guide circle's bottom and overlaps the torso (Phase 9 Round 4).
**Test Harness (`res://scenes/test_harness.tscn`)** — run via **F6** on the scene (NOT via the main editor scene). Controls:
@@ -259,10 +259,11 @@ The factory is the intended runtime API: `StickmanFactory.spawn("res://stickmen/
- **Show Bones / Show IK Handles** — checkboxes toggling the debug overlay.
- **Loaded filename** — status label showing the currently loaded file.
- **Pan / zoom** — middle-mouse drag to pan, mouse-wheel to zoom the `Camera2D`; the camera recenters on each spawn.
- **IK drag** — click and drag any of the **6** `Marker2D` IK handles (`IK_Targets/Left_Hand`, `Right_Hand`, `Left_Leg`, `Right_Leg` flex the limb via TwoBoneIK; `IK_Targets/Torso` translates the whole rig rigidly via its `RemoteTransform2D`; `IK_Targets/Head` drives the head's `SkeletonModification2DLookAt` aim rotation) (Phase 9 Round 7). The harness enables the modification stack after each spawn.
- **Facing** — a `MenuButton` (leftmost in the top bar) applying a preset to the rig's TwoBoneIK **Flip Bend Direction** flags: **Left** (arms normal, legs inverted), **Right** (arms inverted, legs normal), **Forward** (left arm / right leg inverted — the authored defaults). The current profile is prefixed `[√] ` on the menu labels and persists across rig loads (Phase 9 Task 1).
- **IK drag** — click and drag any of the **6** `Marker2D` IK handles (`IK_Targets/Left_Hand`, `Right_Hand`, `Left_Leg`, `Right_Leg` flex the limb via TwoBoneIK; `IK_Targets/Torso` translates the whole rig rigidly via its `RemoteTransform2D`; `IK_Targets/Head` drives the head's `SkeletonModification2DLookAt` aim rotation) (Phase 9 Round 7). The rig self-enables its modification stack in `_ready()`.
- **Facing** — a `MenuButton` (leftmost in the top bar) applying a preset to the rig's **`StickmanRig`** exported `facing_profile`, which sets the rig's TwoBoneIK **Flip Bend Direction** flags: **Left** (arms normal, legs inverted), **Right** (arms inverted, legs normal), **Forward** (RightArm / LeftLeg inverted — the rig's default). The current profile is prefixed `[√] ` on the menu labels and persists across rig loads (Phase 9 Task 1, Task 4).
- **Bend-direction toggle** — right-click an elbow or knee joint in the viewport to pop a context menu that inverts that joint's TwoBoneIK bend direction ("Invert Bend" → "Normal Bend" and back). Only the 4 elbows/knees are targets (Phase 9 Task 1).
- **Body-part z-order** — the Facing profile also reorders the rig's `Body/*` visual part nodes (tree order = draw order): **Forward** draws all limbs in front of the torso, **Left** tucks the left arm/leg pairs behind the torso (right pairs in front), **Right** tucks the right pairs behind; upper limbs sit behind lower limbs, far-side (behind-torso) arms draw behind the legs while near-side arms draw in front of them, and the **head is always frontmost** (Phase 9 Task 2).
- **Body-part z-order** — the Facing profile also reorders the rig's `Body/*` visual part nodes (tree order = draw order), now owned by the rig's `StickmanRig._apply_body_z_order()`: **Forward** draws all limbs in front of the torso, **Left** tucks the left arm/leg pairs behind the torso (right pairs in front), **Right** tucks the right pairs behind; upper limbs sit behind lower limbs, far-side (behind-torso) arms draw behind the legs while near-side arms draw in front of them, and the **head is always frontmost** (Phase 9 Task 2, Task 4).
- **Animation** — a dropdown (populated per spawn from the rig's `AnimationPlayer.get_animation_list()`, `walk_right` pre-selected) plus **Play/Pause/Resume** (label swaps with playback state), **Stop**, and **Loop** (default ON, persists across loads) controls. The harness drives the rig's `AnimationPlayer` directly by node path (`ANIMATION_PLAYER_PATH`); loop writes `Animation.loop_mode` before play, and playback state is tracked via the button handlers + the `animation_finished` signal (no polling). The `AnimationTree` node remains an untouched placeholder. Playing `walk_right` also flips the rig's facing profile to Right via the animation's `facing_profile` track (Phase 9 Task 5).
Debug overlay (a world-space `Node2D` `_draw()`): true bone **segments** drawn between each `Bone2D` origin and its Bone2D children (color-coded left cyan / right orange / central white, with a joint dot per bone), with limb leaf bones drawn out to their IK targets so the forearm/shin segments and wrist/ankle joints are visible (Phase 9 Round 2) and the **Head** leaf drawn along the bone's own direction (~90 px, since its IK target is a LookAt aim point, not a joint) (Phase 9 Round 3), when **Show Bones** is on; colored markers at the six IK targets — hands green, feet blue, head **yellow**, torso **magenta** (Phase 9 Round 7) — plus a semi-transparent yellow aim line from the Head bone to the head marker, when **Show IK Handles** is on. Each load frees the previous rig and spawns a fresh one.
@@ -403,8 +404,9 @@ Behavior:
| `res://scenes/body_part_panel.tscn` | Reusable single body-part editor panel (title, drawing area, context menu, `ColorPickerPopup`); expands vertically in its column. |
| `res://scripts/stickman_editor.gd` | Editor controller — File/Edit/View menu actions, save/load/clear, JSON v1.5 serialization with multi-shape/rotation/scale, `part_order`, Phase 8 `proportions`/`pivot`/`length`, and Phase 9 Round 5 per-part `guide_offset` export, `settings.json` load/save, editor-wide shape clipboard (Copy/Paste across panels), broadcast of grid/snap settings to panels, Reset Views, populates panels, coordinates selection across panels. |
| `res://scripts/stk_rig_adapter.gd` | **Phase 8, extended by Phase 9 (Rounds 46 bugfix).** Standalone runtime adapter (`class_name StkRigAdapter`, `static func apply(stk_data, rig)`): fits an instantiated `master_rig.tscn` to a loaded `.stk` by re-fitting the 8 limb bones (`Skeleton2D/Torso/...` `Bone2D` lengths + lower-bone origins), recalibrating the IK targets (`IK_Targets/Left|Right_Hand`, `Left|Right_Leg`), and mounting the `.stk` shapes onto the `Body/*` visual nodes (**one node per shape**: closed → single `Polygon2D` fill, open → single `Line2D` width 2). Shape mounting recomputes each part's bounding box at mount time (file `pivot`/`length` are no longer trusted) and derives a mount transform in the rig's **hanging convention** (joint anchor at the local origin, far end along local `+Y`) via `_compute_mount_transform()`: the part's preview transform `E(P) = C + R(rot)·S·(P C)` (rotation + scale about the bbox center — the editor's exact Whole-Stickman-preview transform) is composed **first**, then the anchor/alignment θ/bone-fit scale are computed on the **transformed geometry**; rotations near ±180° (`|wrapf(rot)| > 0.75π`) swap the attachment to the drawn far end so flips are visible (e.g. the 180° torso shows its drawn neck end at the hip joint). Anchors (raw family rules): head/torso bottom-center `(cx, max_y)`, left horizontal limbs `(max_x, cy)`, right horizontal limbs `(min_x, cy)`, vertically drawn limbs top-center `(cx, min_y)`; alignment rotation θ maps the far end onto `+Y`; scaling is **anisotropic** — only the **auto-detected drawn long axis** (`width >= height`) scales to the bone length (`bone_length/extent`, guard `extent <= 0.0001``1.0`), cross-axis thickness stays 1:1. The `RemoteTransform2D` drivers keep `update_rotation = true`, so mounted shapes follow their bones under IK flexing. (Phase 9 Round 5) when a part dict carries `guide_offset`, the mounted geometry is translated by `t = (guide_offset + (A C)).rotated(c_node)`; (Phase 9 Round 6) when `guide_offset` is present, the joint anchor is whichever transformed end (`E(J_raw)` or `E(F_pt_raw)`) is nearest the part's guide joint (`center guide_offset`), replacing the per-side family choice + 180° flip heuristic for that case (fixing the lower-left-leg and lower-right-arm, which were mounted 180° off their bones) — old files without the key keep the family rules + flip heuristic as the fallback in the driver's bone frame (A = mount anchor incl. the 180° flip rule, C = raw bbox center, `c_node` = driver `RemoteTransform2D.global_rotation`), so the harness reproduces the editor's guide-relative placement 1:1; old files without the key keep the offset-0 behavior (head falls back to `HEAD_CHIN_DROP`). Each `Body/*` container's scale is reset to `(1,1)` / rotation `0` (position untouched). (Phase 9) also fits the head bone (`Head.position.y = -proportions.torso_length`) while mounting the head as **full geometry** — it clears the head's inline `@tool` circle script and mounts `.stk` head shapes as `Line2D`/`Polygon2D`, and zeroes the Head driver's local position so the chin sits on the neck joint; the head mounts upright (`θ = 0`, `s = 1`) but still applies the part scale via `E` (face ≈160 px). **Not used by the editor** — consumed by the runtime pipeline. |
| `res://scripts/stickman_factory.gd` | **Phase 9.** Runtime entry point (`class_name StickmanFactory`, `extends RefCounted`); a static factory that turns a `.stk` file into a live, rigged `master_rig.tscn` instance. `load_stk(path)` reads + parses the file (`{}` + `push_warning` on failure); `spawn_from_data(stk_data)` instantiates `res://master_rig.tscn` and calls `StkRigAdapter.apply(stk_data, rig)`; `spawn(path)` chains them (`null` on empty data). **Not used by the editor.** |
| `res://scripts/test_harness.gd` | **Phase 9.** Standalone staging scene (run via **F6** on `res://scenes/test_harness.tscn`, not wired into the editor) for debugging bone scales, vector-drawing offsets, and IK limits in isolation. Top UI bar: "Open .stk…" / quick-select buttons (`stickmen/break.stk`, `stickmen/basic.stk`, `stickmen/test.stk`), "Show Bones" / "Show IK Handles" toggles, loaded-filename label. `SubViewport` world + enabled `Camera2D` (middle-mouse pan, wheel zoom, recenter on spawn); each load frees the previous rig and spawns a fresh one via `StickmanFactory.spawn()`. A world-space debug overlay draws true bone segments (joint dots + parent→child lines, with limb leaf bones drawn out to their IK targets so wrist/ankle joints are visible; the **Head** leaf is the exception — its target is a LookAt aim point, not a joint, so it draws a ~90 px segment along the bone's own direction instead) and colored IK-target markers (hands green, feet blue, head yellow, torso magenta) plus a semi-transparent yellow head-aim line; the **6** `Marker2D` IK targets are click-draggable — the 4 limb targets flex limbs live via `SkeletonModificationStack2D` TwoBoneIK (enabled after each spawn), the Torso target translates the whole rig via its `RemoteTransform2D`, and the Head target drives the head's LookAt aim rotation (Phase 9 Round 7). |
| `res://scripts/stickman_factory.gd` | **Phase 9.** Runtime entry point (`class_name StickmanFactory`, `extends RefCounted`); a static factory that turns a `.stk` file into a live, rigged `master_rig.tscn` instance. `load_stk(path)` reads + parses the file (`{}` + `push_warning` on failure); `spawn_from_data(stk_data)` instantiates `res://master_rig.tscn`, calls `StkRigAdapter.apply(stk_data, rig)`, and returns the rig root **typed as `StickmanRig`** (the rig now carries the `StickmanRig` root script); `spawn(path)` chains them (`null` on empty data). **Not used by the editor.** |
| `res://scripts/stickman_rig.gd` | **Phase 9 Task 4.** `class_name StickmanRig`, `extends Node2D`; the runtime owner of facing direction, per-joint bone bend, and `Body/*` z-order, attached to the `master_rig.tscn` root `Master`. Exports a `facing_profile` preset (`FacingProfile` LEFT/RIGHT/FORWARD, default FORWARD) and four `@export_enum("Normal","Inverted")` per-joint bend vars (`left_arm_bend`/`right_arm_bend`/`left_leg_bend`/`right_leg_bend`). Non-`@tool`: resolves `Skeleton2D`/`Body`/bend joints at runtime, enables its own modification stack, and applies the profile (flag writes + `Body/*` reorder) in `_ready()` and setters. Signals `facing_profile_changed` / `bend_flag_changed`; public API `set_facing_profile`/`get_facing_profile`, `set_joint_bend_flipped`/`get_joint_bend_flipped`, `get_bend_joints()`, `get_bend_joint_global_position()`. Null-guarded (`push_warning` + skip). **Not used by the editor.** |
| `res://scripts/test_harness.gd` | **Phase 9.** Standalone staging scene (run via **F6** on `res://scenes/test_harness.tscn`, not wired into the editor) for debugging bone scales, vector-drawing offsets, and IK limits in isolation. Top UI bar: "Open .stk…" / quick-select buttons (`stickmen/break.stk`, `stickmen/basic.stk`, `stickmen/test.stk`), "Show Bones" / "Show IK Handles" toggles, loaded-filename label. `SubViewport` world + enabled `Camera2D` (middle-mouse pan, wheel zoom, recenter on spawn); each load frees the previous rig and spawns a fresh one via `StickmanFactory.spawn()`. A world-space debug overlay draws true bone segments (joint dots + parent→child lines, with limb leaf bones drawn out to their IK targets so wrist/ankle joints are visible; the **Head** leaf is the exception — its target is a LookAt aim point, not a joint, so it draws a ~90 px segment along the bone's own direction instead) and colored IK-target markers (hands green, feet blue, head yellow, torso magenta) plus a semi-transparent yellow head-aim line; the **6** `Marker2D` IK targets are click-draggable — the 4 limb targets flex limbs live via `SkeletonModificationStack2D` TwoBoneIK (the rig self-enables its stack), the Torso target translates the whole rig via its `RemoteTransform2D`, and the Head target drives the head's LookAt aim rotation (Phase 9 Round 7). |
| `res://scenes/test_harness.tscn` | **Phase 9.** Standalone staging scene backing `scripts/test_harness.gd` (run via **F6**; not wired into the editor). |
| `res://scripts/body_part_panel.gd` | Multi-shape creation, vertex editing, shape dragging, per-panel zoom & pan, grid drawing & snap-to-grid, ColorPicker, shape/vertex delete, Z-ordering (Send Back / Bring Forward), shape Copy/Paste, shape Mirror X/Y, drawing (fill + outline for closed shapes). |
| `res://scripts/whole_stickman_preview.gd` | Assembly preview, drag-to-reposition, part selection with white bounding box, rotation gizmo (circle below box) with Ctrl 15° snap, scale gizmo (corner crosses) with Ctrl aspect lock, part Z-ordering (Send Back / Bring Forward) via `part_order`, part Mirror X/Y (scale negation), zoom & pan, grid drawing & snap-to-grid, pose silhouette guide (Phase 7), part hit-bounds, labels, and (Phase 9 Round 5) `get_guide_joint_preview()` — the preview-space position of a guide joint, used by the editor to export per-part `guide_offset`. |