feat: Implement facing profiles and bend direction toggles in test harness
- Added functionality for skeleton IK bone switches, allowing users to dynamically change the bend direction of joints via a context menu. - Introduced facing profiles (LEFT, RIGHT, FORWARD) that modify the bend direction of limbs based on the selected profile. - Implemented body part z-ordering based on the facing profile, ensuring correct rendering order of limbs relative to the torso. - Added a coordinates display panel that shows the position and rotation of the Skeleton2D and its bones, as well as IK target positions. - Created a new script to generate a walk animation for the stickman rig, including keyframe tracks for various IK targets. - Updated documentation to reflect the new features and their specifications.
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@tool
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extends Node2D
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@export var build_walk_animation: bool = false:
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set(value):
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if value:
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_create_walk_right_animation()
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func _create_walk_right_animation() -> void:
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var anim_player: AnimationPlayer = get_node_or_null("AnimationPlayer")
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if not anim_player:
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push_error("AnimationPlayer node not found as direct child of Master!")
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return
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var anim = Animation.new()
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anim.length = 0.8
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anim.loop_mode = Animation.LOOP_LINEAR
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var times = [0.0, 0.2, 0.4, 0.6, 0.8]
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# Keyframe tracks mapped relative to root Master node
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var tracks = {
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"IK_Targets/Torso:position": [
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Vector2(0, 10), Vector2(0, -15), Vector2(0, 10), Vector2(0, -15), Vector2(0, 10)
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],
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"IK_Targets/Head:position": [
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Vector2(100, -614), Vector2(100, -639), Vector2(100, -614), Vector2(100, -639), Vector2(100, -614)
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],
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"IK_Targets/Right_Leg:position": [
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Vector2(110, 390), Vector2(0, 397), Vector2(-110, 380), Vector2(-20, 320), Vector2(110, 390)
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],
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"IK_Targets/Left_Leg:position": [
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Vector2(-110, 380), Vector2(-20, 320), Vector2(110, 390), Vector2(0, 397), Vector2(-110, 380)
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],
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"IK_Targets/Right_Hand:position": [
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Vector2(-90, 110), Vector2(0, 115), Vector2(90, 110), Vector2(0, 115), Vector2(-90, 110)
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],
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"IK_Targets/Left_Hand:position": [
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Vector2(90, 110), Vector2(0, 115), Vector2(-90, 110), Vector2(0, 115), Vector2(-90, 110)
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]
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}
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for path in tracks:
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var track_idx = anim.add_track(Animation.TYPE_VALUE)
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anim.track_set_path(track_idx, path)
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anim.track_set_interpolation_type(track_idx, Animation.INTERPOLATION_CUBIC)
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for i in range(times.size()):
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anim.track_insert_key(track_idx, times[i], tracks[path][i])
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# Add or retrieve default library
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var lib = anim_player.get_animation_library("")
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if not lib:
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lib = AnimationLibrary.new()
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anim_player.add_animation_library("", lib)
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if lib.has_animation("walk_right"):
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lib.remove_animation("walk_right")
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lib.add_animation("walk_right", anim)
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print("✓ Successfully generated 'walk_right' animation in AnimationPlayer!")
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