Refactor stickman rig and ragdoll mechanics; enhance pose restoration and stability
- Disabled constraints for the stickman rig's head bone to allow for smoother animations. - Improved mode transitions in the sandbox stage to preserve stickman poses between EDIT and DIRECT modes. - Added side profile stabilization for knee bends in the ragdoll component to prevent unnatural poses during physics interactions. - Enhanced the snap-to-standing functionality to restore the stickman's original pose accurately. - Introduced new tests for validating pose preservation during mode transitions and ragdoll behavior during walking animations. - Created a new scene for testing stickman bending and ragdoll transitions.
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@@ -183,6 +183,8 @@ func _test_reactions(rig: StickmanRig) -> void:
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func _test_direct_restores_animated_pose(stage: Node2D, rig: StickmanRig) -> void:
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var authored: Dictionary = stage._authored[rig.get_instance_id()]
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var ragdoll := rig.get_node("RigComponents/Ragdoll") as StickmanRagdoll
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var authored_markers := ragdoll.get_spawn_pose()
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stage.set_mode(stage.StageMode.PLAY)
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rig.set_facing_profile(StickmanRig.FacingProfile.LEFT)
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rig.global_position += Vector2(220.0, -90.0)
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@@ -201,9 +203,9 @@ func _test_direct_restores_animated_pose(stage: Node2D, rig: StickmanRig) -> voi
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_check(rig.get_facing_profile() == int(authored["facing_profile"]), "PLAY to DIRECT restores the authored facing profile")
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for marker_name: String in StickmanRagdoll.STAND_POSE:
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var marker := rig.get_node("IK_Targets/" + marker_name) as Node2D
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var expected: Dictionary = StickmanRagdoll.STAND_POSE[marker_name]
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_check(marker.position.distance_to(expected["pos"] as Vector2) < 0.01, "%s marker returns to standing after PLAY" % marker_name)
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_check(absf(angle_difference(torso_marker.rotation, float(StickmanRagdoll.STAND_POSE["Torso"]["rot"]))) < 0.001, "torso marker cannot retain an upside-down PLAY frame")
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var expected: Dictionary = authored_markers[marker_name]
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_check(marker.position.distance_to(expected["pos"] as Vector2) < 0.01, "%s marker returns to its authored spawn pose after PLAY" % marker_name)
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_check(absf(angle_difference(torso_marker.rotation, float((authored_markers["Torso"] as Dictionary)["rot"]))) < 0.001, "torso marker restores its authored rotation after PLAY")
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func _test_ghost_collision(stage: Node2D) -> void:
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