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:
+201
-148
@@ -28,7 +28,12 @@ const HANDLE_COLOR_HEAD := Color(1.00, 1.00, 0.00) # yellow
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const HANDLE_COLOR_TORSO := Color(1.00, 0.00, 1.00) # magenta
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const SKELETON_PATH := "Skeleton2D"
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const BODY_CONTAINER_PATH := "Body"
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## AnimationPlayer node path (relative to rig root).
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const ANIMATION_PLAYER_PATH := "AnimationPlayer"
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## Initially-selected animation in the dropdown (RIGGING.md default).
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const DEFAULT_ANIMATION := "walk_right"
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## Width of the coordinates readout panel (Task 3).
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const COORDS_PANEL_WIDTH: float = 320.0
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@@ -80,63 +85,12 @@ const LEAF_BONE_IK_PATHS: Dictionary = {
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"RightLowerLeg": "IK_Targets/Right_Leg",
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}
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## Facing profiles for the rig's TwoBoneIK "Flip Bend Direction" flags (Phase
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## 9 / Task 1). LEFT = facing left, RIGHT = facing right, FORWARD = facing the
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## user. The enum values are used directly as the facing-menu item ids.
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enum FacingProfile { LEFT, RIGHT, FORWARD }
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const JOINT_HIT_RADIUS_PX: float = 14.0 # screen-space grab radius for bend joints
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## Bend joints (upper↔lower limb connectors) whose TwoBoneIK "Flip Bend
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## Direction" flag is user-controllable. Keyed by joint name; values are the
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## lower bone's NodePath relative to the Skeleton2D.
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const BEND_JOINTS: Array[String] = ["LeftArm", "RightArm", "LeftLeg", "RightLeg"]
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const BEND_JOINT_BONE_PATHS: Dictionary = {
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"LeftArm": "Torso/LeftUpperArm/LeftLowerArm",
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"RightArm": "Torso/RightUpperArm/RightLowerArm",
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"LeftLeg": "Torso/LeftUpperLeg/LeftLowerLeg",
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"RightLeg": "Torso/RightUpperLeg/RightLowerLeg",
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}
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## flip_bend_direction value per facing profile, keyed by bend-joint name.
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const PROFILE_FLAGS: Dictionary = {
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FacingProfile.LEFT: { "LeftArm": false, "RightArm": false, "LeftLeg": true, "RightLeg": true },
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FacingProfile.RIGHT: { "LeftArm": true, "RightArm": true, "LeftLeg": false, "RightLeg": false },
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FacingProfile.FORWARD: { "LeftArm": false, "RightArm": true, "LeftLeg": true, "RightLeg": false },
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}
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## Body/* visual part node names in draw order (back-to-front) per facing
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## profile (Phase 9 / Task 2). First entry draws backmost, last frontmost.
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## Upper limbs stay behind lower limbs; on the far (behind-torso) side the arm
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## pair draws behind the leg pair, on the near (in-front) side the arm pair
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## draws in front of the leg pair; the head is always frontmost.
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const Z_ORDER_BY_PROFILE: Dictionary = {
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FacingProfile.FORWARD: [
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"Body",
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"LeftUpperLeg", "RightUpperLeg",
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"LeftLowerLeg", "RightLowerLeg",
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"LeftUpperArm", "RightUpperArm",
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"LeftLowerArm", "RightLowerArm",
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"Head",
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],
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FacingProfile.LEFT: [
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"LeftUpperArm", "LeftLowerArm",
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"LeftUpperLeg", "LeftLowerLeg",
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"Body",
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"RightUpperLeg", "RightLowerLeg",
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"RightUpperArm", "RightLowerArm",
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"Head",
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],
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FacingProfile.RIGHT: [
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"RightUpperArm", "RightLowerArm",
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"RightUpperLeg", "RightLowerLeg",
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"Body",
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"LeftUpperLeg", "LeftLowerLeg",
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"LeftUpperArm", "LeftLowerArm",
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"Head",
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],
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}
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## Harness-tracked playback state (the harness is the sole driver of the
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## AnimationPlayer, so it tracks state authoritatively via button handlers and
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## the animation_finished signal rather than polling is_playing()).
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enum PlaybackState { STOPPED, PLAYING, PAUSED }
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# ---------------------------------------------------------------------------
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# Runtime-built node references
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@@ -151,14 +105,18 @@ var _status_label: Label
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var _file_dialog: FileDialog
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var _coords_panel: PanelContainer
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var _coords_label: RichTextLabel
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var _anim_dropdown: OptionButton
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var _play_button: Button
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var _stop_button: Button
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var _loop_check: CheckBox
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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var _rig: Node2D = null
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var _rig_script: StickmanRig = null
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var _skeleton: Skeleton2D = null
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var _body_container: Node2D = null
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var _ik_handles: Dictionary = {} # { String : Marker2D }
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var _coord_bones: Dictionary = {} # { String : Bone2D }
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@@ -170,15 +128,20 @@ var _is_panning: bool = false
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var _pan_last: Vector2 = Vector2.ZERO
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var _dragging_handle: Marker2D = null
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# Task 1: IK bend-direction state (survives respawn; matches authored defaults).
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var _facing_profile: int = FacingProfile.FORWARD
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# UI mirror of the last-selected facing profile (persists across respawns; the
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# rig's StickmanRig script owns the actual flags/z-order). Used for the [√] menu
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# prefix and re-application after each spawn.
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var _facing_profile: int = StickmanRig.FacingProfile.FORWARD
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var _context_joint: String = ""
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var _bend_joint_bones: Dictionary = {} # { String : Bone2D }
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var _bend_modifications: Dictionary = {} # { String : SkeletonModification2DTwoBoneIK }
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var _facing_button: MenuButton
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var _facing_menu: PopupMenu
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var _context_menu: PopupMenu
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var _anim_player: AnimationPlayer = null
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var _selected_animation: String = ""
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var _playback_state: int = PlaybackState.STOPPED
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var _loop: bool = true # harness-level, persists across respawns (like _show_coords)
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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@@ -222,13 +185,33 @@ func _build_ui() -> void:
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_facing_button = MenuButton.new()
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_facing_button.text = "Facing"
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_facing_menu = _facing_button.get_popup()
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_facing_menu.add_item(_facing_menu_label(FacingProfile.LEFT), FacingProfile.LEFT)
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_facing_menu.add_item(_facing_menu_label(FacingProfile.RIGHT), FacingProfile.RIGHT)
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_facing_menu.add_item(_facing_menu_label(FacingProfile.FORWARD), FacingProfile.FORWARD)
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_facing_menu.add_item(_facing_menu_label(StickmanRig.FacingProfile.LEFT), StickmanRig.FacingProfile.LEFT)
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_facing_menu.add_item(_facing_menu_label(StickmanRig.FacingProfile.RIGHT), StickmanRig.FacingProfile.RIGHT)
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_facing_menu.add_item(_facing_menu_label(StickmanRig.FacingProfile.FORWARD), StickmanRig.FacingProfile.FORWARD)
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_facing_menu.id_pressed.connect(_on_facing_menu_id_pressed)
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_facing_menu.about_to_popup.connect(_update_facing_menu_labels)
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hbox.add_child(_facing_button)
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_anim_dropdown = OptionButton.new()
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_anim_dropdown.item_selected.connect(_on_anim_dropdown_selected)
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hbox.add_child(_anim_dropdown)
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_play_button = Button.new()
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_play_button.text = "Play"
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_play_button.pressed.connect(_on_play_pressed)
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hbox.add_child(_play_button)
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_stop_button = Button.new()
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_stop_button.text = "Stop"
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_stop_button.pressed.connect(_on_stop_pressed)
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hbox.add_child(_stop_button)
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_loop_check = CheckBox.new()
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_loop_check.text = "Loop"
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_loop_check.button_pressed = true
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_loop_check.toggled.connect(_on_loop_toggled)
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hbox.add_child(_loop_check)
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var open_btn := Button.new()
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open_btn.text = "Open .stk…"
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open_btn.pressed.connect(_on_open_pressed)
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@@ -266,6 +249,10 @@ func _build_ui() -> void:
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_status_label.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
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hbox.add_child(_status_label)
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# Rig-behavior controls (Facing + animation) are hidden until an .stk is
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# loaded — they are meaningless without a spawned rig.
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_set_rig_controls_visible(false)
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# Viewport area (fills everything below the top bar).
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_viewport_container = SubViewportContainer.new()
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_viewport_container.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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@@ -360,6 +347,12 @@ func _on_viewport_container_resized() -> void:
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return
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_viewport.size = Vector2i(size)
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func _set_rig_controls_visible(visible: bool) -> void:
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for control: Control in [_facing_button, _anim_dropdown, _play_button, _stop_button, _loop_check]:
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if control != null:
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control.visible = visible
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# ---------------------------------------------------------------------------
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# Input handling
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# ---------------------------------------------------------------------------
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@@ -408,14 +401,13 @@ func _handle_right_click(screen_pos: Vector2) -> void:
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func _hit_test_bend_joint(world_pos: Vector2) -> String:
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if _rig_script == null or not is_instance_valid(_rig_script):
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return ""
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var hit_radius := JOINT_HIT_RADIUS_PX / _camera.zoom.x
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var best_joint := ""
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var best_dist := hit_radius
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for joint: String in BEND_JOINTS:
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var bone: Bone2D = _bend_joint_bones.get(joint) as Bone2D
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if bone == null or not is_instance_valid(bone):
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continue
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var dist := world_pos.distance_to(bone.global_position)
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for joint: String in _rig_script.get_bend_joints():
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var dist := world_pos.distance_to(_rig_script.get_bend_joint_global_position(joint))
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if dist <= best_dist:
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best_joint = joint
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best_dist = dist
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@@ -574,58 +566,47 @@ func _bone_color(bone_name: String) -> Color:
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# ---------------------------------------------------------------------------
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func _facing_menu_label(profile: int) -> String:
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return ("[√] " if profile == _facing_profile else "") + FacingProfile.keys()[profile].capitalize()
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return ("[√] " if profile == _facing_profile else "") + StickmanRig.FacingProfile.keys()[profile].capitalize()
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func _update_facing_menu_labels() -> void:
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if _facing_menu == null:
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return
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for profile: int in [FacingProfile.LEFT, FacingProfile.RIGHT, FacingProfile.FORWARD]:
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for profile: int in [StickmanRig.FacingProfile.LEFT, StickmanRig.FacingProfile.RIGHT, StickmanRig.FacingProfile.FORWARD]:
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var idx := _facing_menu.get_item_index(profile)
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if idx >= 0:
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_facing_menu.set_item_text(idx, _facing_menu_label(profile))
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func _on_facing_menu_id_pressed(id: int) -> void:
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_apply_facing_profile(id)
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_facing_profile = id
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if _rig_script != null and is_instance_valid(_rig_script):
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_rig_script.set_facing_profile(id)
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_update_facing_menu_labels()
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func _apply_facing_profile(profile: int) -> void:
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_facing_profile = profile
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for joint: String in BEND_JOINTS:
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var mod: SkeletonModification2DTwoBoneIK = _bend_modifications.get(joint) as SkeletonModification2DTwoBoneIK
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if mod == null:
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continue
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mod.flip_bend_direction = bool(PROFILE_FLAGS[profile][joint])
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_apply_body_z_order()
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_debug_overlay.queue_redraw()
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func _apply_body_z_order() -> void:
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if _body_container == null or not is_instance_valid(_body_container):
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return
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var order: Array = Z_ORDER_BY_PROFILE.get(_facing_profile, Z_ORDER_BY_PROFILE[FacingProfile.FORWARD])
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for part_name: String in order:
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var part := _body_container.get_node_or_null(NodePath(part_name))
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if part != null:
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_body_container.move_child(part, _body_container.get_child_count() - 1)
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func _context_menu_label(joint: String) -> String:
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var mod: SkeletonModification2DTwoBoneIK = _bend_modifications.get(joint) as SkeletonModification2DTwoBoneIK
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if mod == null:
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if _rig_script == null or not is_instance_valid(_rig_script):
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return "Invert Bend"
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return "Normal Bend" if mod.flip_bend_direction else "Invert Bend"
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return "Normal Bend" if _rig_script.get_joint_bend_flipped(joint) else "Invert Bend"
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func _on_context_menu_id_pressed(_id: int) -> void:
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if _context_joint.is_empty():
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return
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var mod: SkeletonModification2DTwoBoneIK = _bend_modifications.get(_context_joint) as SkeletonModification2DTwoBoneIK
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if mod == null:
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if _rig_script == null or not is_instance_valid(_rig_script):
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return
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mod.flip_bend_direction = not mod.flip_bend_direction
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_rig_script.set_joint_bend_flipped(_context_joint, not _rig_script.get_joint_bend_flipped(_context_joint))
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_debug_overlay.queue_redraw()
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func _on_facing_profile_changed(_profile: int) -> void:
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_facing_profile = _rig_script.get_facing_profile() if _rig_script != null else _facing_profile
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_update_facing_menu_labels()
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_debug_overlay.queue_redraw()
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func _on_bend_flag_changed(_joint: String, _flipped: bool) -> void:
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_debug_overlay.queue_redraw()
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# ---------------------------------------------------------------------------
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@@ -653,14 +634,27 @@ func _load_and_spawn(path: String) -> void:
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return
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_rig = rig
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_rig_script = rig as StickmanRig
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# Capture the user's last-selected profile before add_child: the rig's
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# _ready() emits facing_profile_changed(FORWARD), which routes through
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# _on_facing_profile_changed and would otherwise clobber the remembered
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# _facing_profile mirror before it is re-applied below.
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var remembered_profile := _facing_profile
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if _rig_script == null:
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push_warning("TestHarness: spawned rig is missing the StickmanRig script; facing/bend controls disabled.")
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else:
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_rig_script.facing_profile_changed.connect(_on_facing_profile_changed)
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_rig_script.bend_flag_changed.connect(_on_bend_flag_changed)
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_world.add_child(_rig)
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_world.move_child(_rig, 0) # keep the rig behind the debug overlay
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_resolve_rig_nodes()
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_ensure_modification_stack_enabled()
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_apply_facing_profile(_facing_profile)
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if _rig_script != null and is_instance_valid(_rig_script):
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_rig_script.set_facing_profile(remembered_profile)
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_status_label.text = path.get_file()
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_set_rig_controls_visible(true)
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_recenter_camera()
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_debug_overlay.queue_redraw()
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@@ -669,14 +663,18 @@ func _free_current_rig() -> void:
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if _rig != null and is_instance_valid(_rig):
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_rig.queue_free()
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_rig = null
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_rig_script = null
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_skeleton = null
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_body_container = null
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_ik_handles.clear()
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_bend_joint_bones.clear()
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_bend_modifications.clear()
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_coord_bones.clear()
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_context_joint = ""
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_dragging_handle = null
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_anim_player = null
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_anim_dropdown.clear()
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_selected_animation = ""
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_playback_state = PlaybackState.STOPPED
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_update_play_button()
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_set_rig_controls_visible(false)
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func _resolve_rig_nodes() -> void:
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@@ -684,10 +682,6 @@ func _resolve_rig_nodes() -> void:
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if _skeleton == null:
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push_warning("TestHarness: missing '%s' node in rig." % SKELETON_PATH)
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_body_container = _rig.get_node_or_null(NodePath(BODY_CONTAINER_PATH)) as Node2D
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if _body_container == null:
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push_warning("TestHarness: missing '%s' node in rig." % BODY_CONTAINER_PATH)
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_ik_handles.clear()
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for handle_name: String in IK_HANDLE_PATHS:
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var handle := _rig.get_node_or_null(NodePath(IK_HANDLE_PATHS[handle_name])) as Marker2D
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@@ -696,40 +690,8 @@ func _resolve_rig_nodes() -> void:
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else:
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push_warning("TestHarness: missing IK handle '%s'." % IK_HANDLE_PATHS[handle_name])
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_resolve_bend_joints()
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_resolve_coord_bones()
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func _resolve_bend_joints() -> void:
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_bend_joint_bones.clear()
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_bend_modifications.clear()
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if _skeleton == null:
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return
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for joint: String in BEND_JOINTS:
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var path: String = BEND_JOINT_BONE_PATHS[joint]
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var bone := _skeleton.get_node_or_null(NodePath(path)) as Bone2D
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if bone != null and is_instance_valid(bone):
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_bend_joint_bones[joint] = bone
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else:
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push_warning("TestHarness: missing bend-joint bone '%s'." % path)
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var stack: SkeletonModificationStack2D = _skeleton.modification_stack
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if stack == null:
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return
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for i: int in stack.modification_count:
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var mod := stack.get_modification(i)
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if not (mod is SkeletonModification2DTwoBoneIK):
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continue
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var ik := mod as SkeletonModification2DTwoBoneIK
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for joint: String in BEND_JOINTS:
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if ik.joint_two_bone2d_node == NodePath(BEND_JOINT_BONE_PATHS[joint]):
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_bend_modifications[joint] = ik
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break
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for joint: String in BEND_JOINTS:
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if not _bend_modifications.has(joint):
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push_warning("TestHarness: missing TwoBoneIK modification for bend joint '%s'." % joint)
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_resolve_anim_player()
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func _resolve_coord_bones() -> void:
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@@ -744,14 +706,32 @@ func _resolve_coord_bones() -> void:
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push_warning("TestHarness: missing coordinate bone '%s'." % path)
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func _ensure_modification_stack_enabled() -> void:
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if _skeleton == null:
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func _resolve_anim_player() -> void:
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_anim_player = _rig.get_node_or_null(NodePath(ANIMATION_PLAYER_PATH)) as AnimationPlayer
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_populate_animation_dropdown()
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||||
if _anim_player == null:
|
||||
push_warning("TestHarness: missing '%s' node in rig." % ANIMATION_PLAYER_PATH)
|
||||
return
|
||||
var stack: SkeletonModificationStack2D = _skeleton.modification_stack
|
||||
if stack != null:
|
||||
stack.enabled = true
|
||||
else:
|
||||
push_warning("TestHarness: Skeleton2D has no modification_stack assigned.")
|
||||
_anim_player.animation_finished.connect(_on_animation_finished)
|
||||
|
||||
|
||||
func _populate_animation_dropdown() -> void:
|
||||
_anim_dropdown.clear()
|
||||
_selected_animation = ""
|
||||
_playback_state = PlaybackState.STOPPED
|
||||
_update_play_button()
|
||||
if _anim_player == null:
|
||||
return
|
||||
var preferred_idx := 0
|
||||
var anim_list: PackedStringArray = _anim_player.get_animation_list()
|
||||
for i: int in anim_list.size():
|
||||
var anim_name: String = anim_list[i]
|
||||
_anim_dropdown.add_item(anim_name)
|
||||
if anim_name == DEFAULT_ANIMATION:
|
||||
preferred_idx = i
|
||||
if _anim_dropdown.item_count > 0:
|
||||
_anim_dropdown.select(preferred_idx)
|
||||
_selected_animation = _anim_dropdown.get_item_text(preferred_idx)
|
||||
|
||||
|
||||
func _recenter_camera() -> void:
|
||||
@@ -763,6 +743,79 @@ func _recenter_camera() -> void:
|
||||
_camera.zoom = Vector2.ONE
|
||||
_debug_overlay.queue_redraw()
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Animation playback
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _on_anim_dropdown_selected(index: int) -> void:
|
||||
_selected_animation = _anim_dropdown.get_item_text(index)
|
||||
# Changing selection stops any in-progress playback (Play restarts it).
|
||||
if _anim_player != null and is_instance_valid(_anim_player):
|
||||
_anim_player.stop()
|
||||
_playback_state = PlaybackState.STOPPED
|
||||
_update_play_button()
|
||||
|
||||
|
||||
func _on_play_pressed() -> void:
|
||||
if _anim_player == null or not is_instance_valid(_anim_player):
|
||||
return
|
||||
if _selected_animation.is_empty():
|
||||
return
|
||||
match _playback_state:
|
||||
PlaybackState.STOPPED:
|
||||
_apply_loop_mode()
|
||||
_anim_player.play(_selected_animation) # restart from position 0
|
||||
_playback_state = PlaybackState.PLAYING
|
||||
PlaybackState.PLAYING:
|
||||
_anim_player.pause()
|
||||
_playback_state = PlaybackState.PAUSED
|
||||
PlaybackState.PAUSED:
|
||||
_anim_player.play() # resume the assigned (paused) animation
|
||||
_playback_state = PlaybackState.PLAYING
|
||||
_update_play_button()
|
||||
|
||||
|
||||
func _on_stop_pressed() -> void:
|
||||
if _anim_player == null or not is_instance_valid(_anim_player):
|
||||
return
|
||||
_anim_player.stop() # resets position to 0 and stops
|
||||
_playback_state = PlaybackState.STOPPED
|
||||
_update_play_button()
|
||||
|
||||
|
||||
func _on_loop_toggled(pressed: bool) -> void:
|
||||
_loop = pressed
|
||||
_apply_loop_mode()
|
||||
|
||||
|
||||
func _on_animation_finished(_anim_name: StringName) -> void:
|
||||
if _loop:
|
||||
return # looping: never treat a wrap as "finished"
|
||||
_playback_state = PlaybackState.STOPPED
|
||||
_update_play_button()
|
||||
|
||||
|
||||
func _apply_loop_mode() -> void:
|
||||
if _anim_player == null or not is_instance_valid(_anim_player):
|
||||
return
|
||||
if _selected_animation.is_empty():
|
||||
return
|
||||
var anim: Animation = _anim_player.get_animation(_selected_animation)
|
||||
if anim != null:
|
||||
anim.loop_mode = Animation.LOOP_LINEAR if _loop else Animation.LOOP_NONE
|
||||
|
||||
|
||||
func _update_play_button() -> void:
|
||||
if _play_button == null:
|
||||
return
|
||||
match _playback_state:
|
||||
PlaybackState.STOPPED:
|
||||
_play_button.text = "Play"
|
||||
PlaybackState.PLAYING:
|
||||
_play_button.text = "Pause"
|
||||
PlaybackState.PAUSED:
|
||||
_play_button.text = "Resume"
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Checkbox handlers
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user