feat: Implement Stickman Factory and Test Harness for runtime rigging

- Added StickmanFactory to load and instantiate .stk files into master_rig.tscn.
- Created a Test Harness scene for debugging bone scales, vector drawing offsets, and IK limits.
- Updated stk_rig_adapter to fit head bone and mount head shapes as full geometry.
- Enhanced README and PROJECT documentation to reflect new features and usage.
- Introduced UI elements for file selection and visual debugging in the Test Harness.
- Refactored code to improve clarity and maintainability, including removal of unused functions.
This commit is contained in:
2026-08-18 21:44:56 -04:00
parent 48d98ce0fe
commit 1252728c06
10 changed files with 618 additions and 95 deletions
+47
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@@ -0,0 +1,47 @@
class_name StickmanFactory
extends RefCounted
## StickmanFactory - Runtime factory for spawning rig instances from .stk files
## (Phase 9).
##
## Loads a versioned .stk JSON dictionary and instantiates a master_rig.tscn,
## adapting it via StkRigAdapter. Consumed by the standalone test harness, not
## referenced by the editor.
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const RIG_SCENE := preload("res://master_rig.tscn")
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
static func load_stk(path: String) -> Dictionary:
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_warning("StickmanFactory: failed to open '%s' (error %d)." % [path, FileAccess.get_open_error()])
return {}
var text := file.get_as_text()
file.close()
var parsed: Variant = JSON.parse_string(text)
if parsed == null or not parsed is Dictionary:
push_warning("StickmanFactory: failed to parse '%s' as JSON." % path)
return {}
return parsed as Dictionary
static func spawn_from_data(stk_data: Dictionary) -> Node2D:
var rig := RIG_SCENE.instantiate() as Node2D
StkRigAdapter.apply(stk_data, rig)
return rig
static func spawn(path: String) -> Node2D:
var data := load_stk(path)
if data.is_empty():
return null
return spawn_from_data(data)
+1
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@@ -0,0 +1 @@
uid://cdrs7705oidyc
+15 -49
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@@ -61,6 +61,8 @@ const IK_RIGHT_HAND := "IK_Targets/Right_Hand"
const IK_LEFT_LEG := "IK_Targets/Left_Leg"
const IK_RIGHT_LEG := "IK_Targets/Right_Leg"
const HEAD_BONE_PATH := "Skeleton2D/Torso/Head"
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
@@ -90,6 +92,7 @@ static func _fit_bones(stk_data: Dictionary, rig: Node2D) -> void:
var la := float(proportions.get("lower_arm_length", DEFAULT_PROPORTIONS["lower_arm_length"]))
var ul := float(proportions.get("upper_leg_length", DEFAULT_PROPORTIONS["upper_leg_length"]))
var ll := float(proportions.get("lower_leg_length", DEFAULT_PROPORTIONS["lower_leg_length"]))
var torso := float(proportions.get("torso_length", DEFAULT_PROPORTIONS["torso_length"]))
# Arms — upper length + lower-bone origin on X.
_set_prop(rig, BONE_PATHS["left_upper_arm"], "length", ua)
@@ -107,6 +110,12 @@ static func _fit_bones(stk_data: Dictionary, rig: Node2D) -> void:
_set_prop(rig, BONE_PATHS["right_lower_leg"], "position", Vector2(0.0, ul))
_set_prop(rig, BONE_PATHS["right_lower_leg"], "length", ll)
# Head — position the head bone at the top of the torso (preserve the
# existing x so the rig's ~ -0.1288 x-offset is retained).
var head_bone := rig.get_node_or_null(NodePath(HEAD_BONE_PATH))
if head_bone is Node2D:
_set_prop(rig, HEAD_BONE_PATH, "position", Vector2((head_bone as Node2D).position.x, -torso))
static func _set_prop(rig: Node2D, path: String, prop: String, value: Variant) -> void:
var node := rig.get_node_or_null(NodePath(path))
@@ -183,16 +192,17 @@ static func _mount_shapes(stk_data: Dictionary, rig: Node2D) -> void:
pivot = Vector2(float(pv.get("x", 0.0)), float(pv.get("y", 0.0)))
part_length = float(pd.get("length", 0.0))
# Head: prefer setting the circle script's exports.
if part_name == "head" and ("radius" in visual):
_mount_head_circle(visual, shapes)
continue
var bone_length := _bone_length_for(part_name, proportions)
var scale_factor := 1.0
if part_name != "head" and part_length > 0.0001:
scale_factor = bone_length / part_length
# Phase 9: the Body/Head node is a plain Node2D carrying an inline
# @tool circle-drawing script; clear it so the head is mounted with the
# same full-geometry path as every other part.
if part_name == "head":
visual.set_script(null)
_reset_own_geometry(visual)
_clear_visual_children(visual)
@@ -217,21 +227,6 @@ static func _bone_length_for(part_name: String, proportions: Dictionary) -> floa
return 1.0
static func _mount_head_circle(visual: Node, shapes: Array) -> void:
_clear_visual_children(visual)
if shapes.is_empty():
visual.set("radius", 0.0)
return
var radius := 0.0
var bbox := _compute_shapes_bbox(shapes)
if bbox.size.x > 0.0001 or bbox.size.y > 0.0001:
var diameter: float = bbox.size.y if bbox.size.y > 0.0001 else bbox.size.x
radius = diameter * 0.5
visual.set("radius", radius)
visual.set("color", _first_shape_color(shapes))
static func _mount_shape(visual: Node, shape: Dictionary, pivot: Vector2, scale_factor: float) -> void:
var pts := _transform_points(shape.get("points", []), pivot, scale_factor)
if pts.size() < 2:
@@ -288,32 +283,3 @@ static func _clear_visual_children(visual: Node) -> void:
if child is Line2D or child is Polygon2D:
visual.remove_child(child)
child.queue_free()
static func _compute_shapes_bbox(shapes: Array) -> Rect2:
var min_x := INF
var min_y := INF
var max_x := -INF
var max_y := -INF
for shape in shapes:
if not shape is Dictionary:
continue
var pts_var: Variant = (shape as Dictionary).get("points", [])
if pts_var is Array:
for p in pts_var as Array:
if p is Dictionary:
var d := p as Dictionary
min_x = minf(min_x, float(d.get("x", 0.0)))
min_y = minf(min_y, float(d.get("y", 0.0)))
max_x = maxf(max_x, float(d.get("x", 0.0)))
max_y = maxf(max_y, float(d.get("y", 0.0)))
if min_x > max_x or min_y > max_y:
return Rect2()
return Rect2(Vector2(min_x, min_y), Vector2(max_x - min_x, max_y - min_y))
static func _first_shape_color(shapes: Array) -> Color:
for shape in shapes:
if shape is Dictionary:
return Color.from_string(str((shape as Dictionary).get("color", "#ffffff")), Color.WHITE)
return Color.WHITE
+401
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@@ -0,0 +1,401 @@
extends Control
## TestHarness - Standalone runtime rig viewer / IK playground (Phase 9).
##
## Loads .stk files via StickmanFactory, spawns a master_rig.tscn instance into
## a SubViewport, and provides a debug overlay (skeleton bones + IK handles)
## plus interactive IK-handle dragging. NOT wired into the editor — run
## standalone via F6 on res://scenes/test_harness.tscn.
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const MIN_ZOOM: float = 0.1
const MAX_ZOOM: float = 5.0
const ZOOM_STEP: float = 1.10
const HANDLE_HIT_RADIUS_PX: float = 12.0 # screen-space grab radius
const HANDLE_DRAW_RADIUS_PX: float = 6.0 # screen-space marker radius
const JOINT_DOT_RADIUS_PX: float = 4.0 # screen-space bone-joint dot radius
const BONE_LINE_WIDTH_PX: float = 2.0 # screen-space bone line width
const BONE_COLOR_LEFT := Color(0.35, 0.70, 1.00)
const BONE_COLOR_RIGHT := Color(1.00, 0.50, 0.20)
const BONE_COLOR_CENTRAL := Color(1.00, 1.00, 1.00)
const HANDLE_COLOR_HAND := Color(0.00, 1.00, 0.00) # green
const HANDLE_COLOR_FOOT := Color(0.00, 0.50, 1.00) # blue
const SKELETON_PATH := "Skeleton2D"
## Quick-load buttons: [label, res:// path].
const QUICK_LOADS: Array = [
["Break", "res://stickmen/break.stk"],
["Basic", "res://stickmen/basic.stk"],
["Test", "res://stickmen/test.stk"],
]
## IK handle node paths (relative to rig root), keyed by handle name.
const IK_HANDLE_PATHS: Dictionary = {
"Left_Hand": "IK_Targets/Left_Hand",
"Right_Hand": "IK_Targets/Right_Hand",
"Left_Leg": "IK_Targets/Left_Leg",
"Right_Leg": "IK_Targets/Right_Leg",
}
# ---------------------------------------------------------------------------
# Runtime-built node references
# ---------------------------------------------------------------------------
var _viewport_container: SubViewportContainer
var _viewport: SubViewport
var _world: Node2D
var _camera: Camera2D
var _debug_overlay: Node2D
var _status_label: Label
var _file_dialog: FileDialog
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var _rig: Node2D = null
var _skeleton: Skeleton2D = null
var _ik_handles: Dictionary = {} # { String : Marker2D }
var _show_bones: bool = true
var _show_ik: bool = true
var _is_panning: bool = false
var _pan_last: Vector2 = Vector2.ZERO
var _dragging_handle: Marker2D = null
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
_build_ui()
_viewport_container.resized.connect(_on_viewport_container_resized)
call_deferred("_on_viewport_container_resized")
func _input(event: InputEvent) -> void:
if _file_dialog != null and _file_dialog.visible:
return
if event is InputEventMouseButton:
_handle_mouse_button(event as InputEventMouseButton)
elif event is InputEventMouseMotion:
_handle_mouse_motion(event as InputEventMouseMotion)
# ---------------------------------------------------------------------------
# UI construction
# ---------------------------------------------------------------------------
func _build_ui() -> void:
# Dark background behind the transparent SubViewport.
var bg := ColorRect.new()
bg.color = Color(0.10, 0.10, 0.10, 1.0)
bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
add_child(bg)
# Top UI bar.
var top_bar := PanelContainer.new()
top_bar.set_anchors_and_offsets_preset(Control.PRESET_TOP_WIDE)
top_bar.offset_bottom = 40.0
add_child(top_bar)
var hbox := HBoxContainer.new()
hbox.add_theme_constant_override("separation", 8)
top_bar.add_child(hbox)
var open_btn := Button.new()
open_btn.text = "Open .stk…"
open_btn.pressed.connect(_on_open_pressed)
hbox.add_child(open_btn)
for entry: Array in QUICK_LOADS:
var btn := Button.new()
btn.text = str(entry[0])
btn.pressed.connect(_on_quick_load.bind(str(entry[1])))
hbox.add_child(btn)
var bones_cb := CheckBox.new()
bones_cb.text = "Show Bones"
bones_cb.button_pressed = true
bones_cb.toggled.connect(_on_show_bones_toggled)
hbox.add_child(bones_cb)
var ik_cb := CheckBox.new()
ik_cb.text = "Show IK Handles"
ik_cb.button_pressed = true
ik_cb.toggled.connect(_on_show_ik_toggled)
hbox.add_child(ik_cb)
_status_label = Label.new()
_status_label.text = "No file loaded"
_status_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_status_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
_status_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_status_label.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
hbox.add_child(_status_label)
# Viewport area (fills everything below the top bar).
_viewport_container = SubViewportContainer.new()
_viewport_container.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
_viewport_container.offset_top = 40.0
_viewport_container.mouse_filter = Control.MOUSE_FILTER_STOP
add_child(_viewport_container)
_viewport = SubViewport.new()
_viewport.transparent_bg = true
_viewport_container.add_child(_viewport)
_world = Node2D.new()
_world.name = "World"
_viewport.add_child(_world)
_camera = Camera2D.new()
_camera.enabled = true
_world.add_child(_camera)
_camera.make_current()
_debug_overlay = Node2D.new()
_debug_overlay.name = "DebugOverlay"
_debug_overlay.draw.connect(_on_debug_overlay_draw)
_world.add_child(_debug_overlay)
# File dialog for "Open .stk…".
_file_dialog = FileDialog.new()
_file_dialog.title = "Open .stk"
_file_dialog.access = FileDialog.ACCESS_FILESYSTEM
_file_dialog.file_mode = FileDialog.FILE_MODE_OPEN_FILE
_file_dialog.filters = PackedStringArray(["*.stk ; Stickman Files"])
_file_dialog.file_selected.connect(_on_file_selected)
add_child(_file_dialog)
func _on_viewport_container_resized() -> void:
var size := _viewport_container.size
if size.x < 1.0 or size.y < 1.0:
return
_viewport.size = Vector2i(size)
# ---------------------------------------------------------------------------
# Input handling
# ---------------------------------------------------------------------------
func _handle_mouse_button(mb: InputEventMouseButton) -> void:
if not _is_over_viewport(mb.position):
return
if mb.button_index == MOUSE_BUTTON_MIDDLE:
if mb.pressed:
_is_panning = true
_pan_last = mb.position
else:
_is_panning = false
return
if mb.button_index == MOUSE_BUTTON_WHEEL_UP and mb.pressed:
_apply_zoom(mb.position, ZOOM_STEP)
return
if mb.button_index == MOUSE_BUTTON_WHEEL_DOWN and mb.pressed:
_apply_zoom(mb.position, 1.0 / ZOOM_STEP)
return
if mb.button_index == MOUSE_BUTTON_LEFT:
if mb.pressed:
_dragging_handle = _hit_test_handle(_viewport_to_world(mb.position))
else:
_dragging_handle = null
func _handle_mouse_motion(mm: InputEventMouseMotion) -> void:
if _is_panning:
var delta := mm.position - _pan_last
_pan_last = mm.position
_camera.position -= delta / _camera.zoom
_debug_overlay.queue_redraw()
return
if _dragging_handle != null and is_instance_valid(_dragging_handle):
_dragging_handle.global_position = _viewport_to_world(mm.position)
_debug_overlay.queue_redraw()
func _is_over_viewport(screen_pos: Vector2) -> bool:
return _viewport_container.get_global_rect().has_point(screen_pos)
func _viewport_to_world(screen_pos: Vector2) -> Vector2:
var local := screen_pos - _viewport_container.global_position
return (local - _viewport.size * 0.5) / _camera.zoom + _camera.position
func _apply_zoom(screen_pos: Vector2, factor: float) -> void:
var world_before := _viewport_to_world(screen_pos)
var new_zoom := clampf(_camera.zoom.x * factor, MIN_ZOOM, MAX_ZOOM)
_camera.zoom = Vector2(new_zoom, new_zoom)
var world_after := _viewport_to_world(screen_pos)
_camera.position += world_before - world_after
_debug_overlay.queue_redraw()
func _hit_test_handle(world_pos: Vector2) -> Marker2D:
var hit_radius := HANDLE_HIT_RADIUS_PX / _camera.zoom.x
var best: Marker2D = null
var best_dist := hit_radius
for handle_name: String in _ik_handles:
var handle := _ik_handles[handle_name] as Marker2D
if handle == null or not is_instance_valid(handle):
continue
var dist := world_pos.distance_to(handle.global_position)
if dist <= best_dist:
best = handle
best_dist = dist
return best
# ---------------------------------------------------------------------------
# Debug overlay drawing
# ---------------------------------------------------------------------------
func _on_debug_overlay_draw() -> void:
if _show_bones:
_draw_bones()
if _show_ik:
_draw_ik_handles()
func _draw_bones() -> void:
if _skeleton == null or not is_instance_valid(_skeleton):
return
var zoom := _camera.zoom.x
var line_w := BONE_LINE_WIDTH_PX / zoom
var dot_r := JOINT_DOT_RADIUS_PX / zoom
for i: int in _skeleton.get_bone_count():
var bone := _skeleton.get_bone(i)
if bone == null:
continue
var color := _bone_color(bone.name)
var origin := bone.global_position
_debug_overlay.draw_circle(origin, dot_r, color)
var parent := bone.get_parent()
if parent is Bone2D:
_debug_overlay.draw_line((parent as Bone2D).global_position, origin, color, line_w)
func _draw_ik_handles() -> void:
var zoom := _camera.zoom.x
var r := HANDLE_DRAW_RADIUS_PX / zoom
var outline_w := 1.5 / zoom
for handle_name: String in _ik_handles:
var handle := _ik_handles[handle_name] as Marker2D
if handle == null or not is_instance_valid(handle):
continue
var color := HANDLE_COLOR_HAND if handle_name.ends_with("Hand") else HANDLE_COLOR_FOOT
var pos := handle.global_position
_debug_overlay.draw_circle(pos, r, color)
_debug_overlay.draw_arc(pos, r, 0.0, TAU, 24, Color(1.0, 1.0, 1.0, 0.8), outline_w)
func _bone_color(bone_name: String) -> Color:
if bone_name.begins_with("Left"):
return BONE_COLOR_LEFT
if bone_name.begins_with("Right"):
return BONE_COLOR_RIGHT
return BONE_COLOR_CENTRAL
# ---------------------------------------------------------------------------
# Spawn / swap
# ---------------------------------------------------------------------------
func _on_open_pressed() -> void:
_file_dialog.popup_centered_ratio(0.6)
func _on_quick_load(path: String) -> void:
_load_and_spawn(path)
func _on_file_selected(path: String) -> void:
_load_and_spawn(path)
func _load_and_spawn(path: String) -> void:
_free_current_rig()
var rig := StickmanFactory.spawn(path)
if rig == null:
_status_label.text = "Error: failed to load " + path.get_file()
return
_rig = rig
_world.add_child(_rig)
_world.move_child(_rig, 0) # keep the rig behind the debug overlay
_resolve_rig_nodes()
_ensure_modification_stack_enabled()
_status_label.text = path.get_file()
_recenter_camera()
_debug_overlay.queue_redraw()
func _free_current_rig() -> void:
if _rig != null and is_instance_valid(_rig):
_rig.queue_free()
_rig = null
_skeleton = null
_ik_handles.clear()
_dragging_handle = null
func _resolve_rig_nodes() -> void:
_skeleton = _rig.get_node_or_null(NodePath(SKELETON_PATH)) as Skeleton2D
if _skeleton == null:
push_warning("TestHarness: missing '%s' node in rig." % SKELETON_PATH)
_ik_handles.clear()
for handle_name: String in IK_HANDLE_PATHS:
var handle := _rig.get_node_or_null(NodePath(IK_HANDLE_PATHS[handle_name])) as Marker2D
if handle != null:
_ik_handles[handle_name] = handle
else:
push_warning("TestHarness: missing IK handle '%s'." % IK_HANDLE_PATHS[handle_name])
func _ensure_modification_stack_enabled() -> void:
if _skeleton == null:
return
var stack: SkeletonModificationStack2D = _skeleton.modification_stack
if stack != null:
stack.enabled = true
else:
push_warning("TestHarness: Skeleton2D has no modification_stack assigned.")
func _recenter_camera() -> void:
if _rig == null:
return
# The rig root sits at the hips; nudge the camera up so the whole figure is
# roughly centered in the viewport.
_camera.position = _rig.global_position + Vector2(0.0, -50.0)
_camera.zoom = Vector2.ONE
_debug_overlay.queue_redraw()
# ---------------------------------------------------------------------------
# Checkbox handlers
# ---------------------------------------------------------------------------
func _on_show_bones_toggled(pressed: bool) -> void:
_show_bones = pressed
_debug_overlay.queue_redraw()
func _on_show_ik_toggled(pressed: bool) -> void:
_show_ik = pressed
_debug_overlay.queue_redraw()
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uid://b7wkt57rkpfo4