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:
+42
-39
@@ -1,60 +1,63 @@
|
||||
@tool
|
||||
extends Node2D
|
||||
extends EditorScript
|
||||
|
||||
@export var build_walk_animation: bool = false:
|
||||
set(value):
|
||||
if value:
|
||||
_create_walk_right_animation()
|
||||
|
||||
func _create_walk_right_animation() -> void:
|
||||
var anim_player: AnimationPlayer = get_node_or_null("AnimationPlayer")
|
||||
if not anim_player:
|
||||
push_error("AnimationPlayer node not found as direct child of Master!")
|
||||
func _run() -> void:
|
||||
var root = EditorInterface.get_edited_scene_root()
|
||||
if not root:
|
||||
push_error("EditorScript: No active scene open.")
|
||||
return
|
||||
|
||||
var anim_player = root.get_node_or_null("AnimationPlayer") as AnimationPlayer
|
||||
if not anim_player:
|
||||
push_error("EditorScript: AnimationPlayer node not found under root.")
|
||||
return
|
||||
|
||||
_generate_walk_animation(anim_player, "walk_right", 1, false) # FacingProfile.RIGHT (1)
|
||||
_generate_walk_animation(anim_player, "walk_left", 0, true) # FacingProfile.LEFT (0)
|
||||
|
||||
|
||||
func _generate_walk_animation(anim_player: AnimationPlayer, anim_name: String, profile_enum: int, flip_x: bool) -> void:
|
||||
var anim = Animation.new()
|
||||
anim.length = 0.8
|
||||
anim.loop_mode = Animation.LOOP_LINEAR
|
||||
var dir_mult: float = -1.0 if flip_x else 1.0
|
||||
|
||||
var times = [0.0, 0.2, 0.4, 0.6, 0.8]
|
||||
|
||||
# Keyframe tracks mapped relative to root Master node
|
||||
var tracks = {
|
||||
"IK_Targets/Torso:position": [
|
||||
Vector2(0, 10), Vector2(0, -15), Vector2(0, 10), Vector2(0, -15), Vector2(0, 10)
|
||||
],
|
||||
"IK_Targets/Head:position": [
|
||||
Vector2(100, -614), Vector2(100, -639), Vector2(100, -614), Vector2(100, -639), Vector2(100, -614)
|
||||
],
|
||||
"IK_Targets/Right_Leg:position": [
|
||||
Vector2(110, 390), Vector2(0, 397), Vector2(-110, 380), Vector2(-20, 320), Vector2(110, 390)
|
||||
],
|
||||
"IK_Targets/Left_Leg:position": [
|
||||
Vector2(-110, 380), Vector2(-20, 320), Vector2(110, 390), Vector2(0, 397), Vector2(-110, 380)
|
||||
],
|
||||
"IK_Targets/Right_Hand:position": [
|
||||
Vector2(-90, 110), Vector2(0, 115), Vector2(90, 110), Vector2(0, 115), Vector2(-90, 110)
|
||||
],
|
||||
"IK_Targets/Left_Hand:position": [
|
||||
Vector2(90, 110), Vector2(0, 115), Vector2(-90, 110), Vector2(0, 115), Vector2(-90, 110)
|
||||
]
|
||||
# 1. Profile Track (0 = LEFT, 1 = RIGHT)
|
||||
var profile_track = anim.add_track(Animation.TYPE_VALUE)
|
||||
anim.track_set_path(profile_track, ".:facing_profile")
|
||||
anim.value_track_set_update_mode(profile_track, Animation.UPDATE_DISCRETE)
|
||||
anim.track_insert_key(profile_track, 0.0, profile_enum)
|
||||
|
||||
# 2. Keyframe positions
|
||||
var raw_tracks = {
|
||||
"IK_Targets/Torso:position": [Vector2(0, 10), Vector2(0, -15), Vector2(0, 10), Vector2(0, -15), Vector2(0, 10)],
|
||||
"IK_Targets/Head:position": [Vector2(100, -614), Vector2(100, -639), Vector2(100, -614), Vector2(100, -639), Vector2(100, -614)],
|
||||
"IK_Targets/Right_Leg:position": [Vector2(110, 390), Vector2(0, 397), Vector2(-110, 380), Vector2(-20, 320), Vector2(110, 390)],
|
||||
"IK_Targets/Left_Leg:position": [Vector2(-110, 380), Vector2(-20, 320), Vector2(110, 390), Vector2(0, 397), Vector2(-110, 380)],
|
||||
"IK_Targets/Right_Hand:position": [Vector2(-90, 110), Vector2(0, 115), Vector2(90, 110), Vector2(0, 115), Vector2(-90, 110)],
|
||||
"IK_Targets/Left_Hand:position": [Vector2(90, 110), Vector2(0, 115), Vector2(-90, 110), Vector2(0, 115), Vector2(90, 110)]
|
||||
}
|
||||
|
||||
for path in tracks:
|
||||
var times = [0.0, 0.2, 0.4, 0.6, 0.8]
|
||||
|
||||
for path in raw_tracks:
|
||||
var track_idx = anim.add_track(Animation.TYPE_VALUE)
|
||||
anim.track_set_path(track_idx, path)
|
||||
anim.track_set_interpolation_type(track_idx, Animation.INTERPOLATION_CUBIC)
|
||||
|
||||
for i in range(times.size()):
|
||||
anim.track_insert_key(track_idx, times[i], tracks[path][i])
|
||||
var orig_pos: Vector2 = raw_tracks[path][i]
|
||||
var mirrored_pos = Vector2(orig_pos.x * dir_mult, orig_pos.y)
|
||||
anim.track_insert_key(track_idx, times[i], mirrored_pos)
|
||||
|
||||
# Add or retrieve default library
|
||||
# 3. Attach animation to AnimationPlayer library
|
||||
var lib = anim_player.get_animation_library("")
|
||||
if not lib:
|
||||
lib = AnimationLibrary.new()
|
||||
anim_player.add_animation_library("", lib)
|
||||
|
||||
if lib.has_animation("walk_right"):
|
||||
lib.remove_animation("walk_right")
|
||||
if lib.has_animation(anim_name):
|
||||
lib.remove_animation(anim_name)
|
||||
|
||||
lib.add_animation("walk_right", anim)
|
||||
print("✓ Successfully generated 'walk_right' animation in AnimationPlayer!")
|
||||
lib.add_animation(anim_name, anim)
|
||||
print("Successfully generated '%s' animation!" % anim_name)
|
||||
|
||||
Reference in New Issue
Block a user