Compare commits
2
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
ed9a2d0d18 | ||
|
|
fbce638bc5 |
@@ -0,0 +1,206 @@
|
||||
{
|
||||
"version": "1.0",
|
||||
"scene_name": "Untitled",
|
||||
"camera": {
|
||||
"position": {
|
||||
"x": 328.366180419922,
|
||||
"y": -711.875732421875
|
||||
},
|
||||
"zoom": 0.375657439231873
|
||||
},
|
||||
"objects": [
|
||||
{
|
||||
"file_id": "stickman_1",
|
||||
"type": "stickman",
|
||||
"position": {
|
||||
"x": -336.0,
|
||||
"y": -972.0
|
||||
},
|
||||
"rotation": 0.0,
|
||||
"stk_path": "res://stickmen/break.stk",
|
||||
"facing_profile": "FORWARD",
|
||||
"action_queue": [
|
||||
{
|
||||
"type": "walk_to",
|
||||
"target": {
|
||||
"x": 696.0,
|
||||
"y": -612.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"type": "ragdoll"
|
||||
},
|
||||
{
|
||||
"type": "recover"
|
||||
},
|
||||
{
|
||||
"type": "walk_to",
|
||||
"target": {
|
||||
"x": -167.4599609375,
|
||||
"y": -596.639892578125
|
||||
}
|
||||
},
|
||||
{
|
||||
"type": "ragdoll"
|
||||
},
|
||||
{
|
||||
"type": "recover"
|
||||
},
|
||||
{
|
||||
"type": "walk_to",
|
||||
"target": {
|
||||
"x": -792.1015625,
|
||||
"y": -615.075927734375
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"file_id": "terrain_1",
|
||||
"type": "terrain",
|
||||
"position": {
|
||||
"x": -384.0,
|
||||
"y": -576.0
|
||||
},
|
||||
"rotation": 0.0,
|
||||
"asset_id": "ground",
|
||||
"scale": {
|
||||
"x": 1.0,
|
||||
"y": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"file_id": "terrain_2",
|
||||
"type": "terrain",
|
||||
"position": {
|
||||
"x": -192.0,
|
||||
"y": -576.0
|
||||
},
|
||||
"rotation": 0.0,
|
||||
"asset_id": "ground",
|
||||
"scale": {
|
||||
"x": 1.0,
|
||||
"y": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"file_id": "terrain_3",
|
||||
"type": "terrain",
|
||||
"position": {
|
||||
"x": 0.0,
|
||||
"y": -576.0
|
||||
},
|
||||
"rotation": 0.0,
|
||||
"asset_id": "ground",
|
||||
"scale": {
|
||||
"x": 1.0,
|
||||
"y": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"file_id": "terrain_4",
|
||||
"type": "terrain",
|
||||
"position": {
|
||||
"x": 192.0,
|
||||
"y": -576.0
|
||||
},
|
||||
"rotation": 0.0,
|
||||
"asset_id": "ground",
|
||||
"scale": {
|
||||
"x": 1.0,
|
||||
"y": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"file_id": "terrain_5",
|
||||
"type": "terrain",
|
||||
"position": {
|
||||
"x": 384.0,
|
||||
"y": -576.0
|
||||
},
|
||||
"rotation": 0.0,
|
||||
"asset_id": "ground",
|
||||
"scale": {
|
||||
"x": 1.0,
|
||||
"y": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"file_id": "terrain_6",
|
||||
"type": "terrain",
|
||||
"position": {
|
||||
"x": 576.0,
|
||||
"y": -576.0
|
||||
},
|
||||
"rotation": 0.0,
|
||||
"asset_id": "ground",
|
||||
"scale": {
|
||||
"x": 1.0,
|
||||
"y": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"file_id": "terrain_7",
|
||||
"type": "terrain",
|
||||
"position": {
|
||||
"x": 768.0,
|
||||
"y": -576.0
|
||||
},
|
||||
"rotation": 0.0,
|
||||
"asset_id": "ground",
|
||||
"scale": {
|
||||
"x": 1.0,
|
||||
"y": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"file_id": "terrain_8",
|
||||
"type": "terrain",
|
||||
"position": {
|
||||
"x": 960.0,
|
||||
"y": -576.0
|
||||
},
|
||||
"rotation": 0.0,
|
||||
"asset_id": "ground",
|
||||
"scale": {
|
||||
"x": 1.0,
|
||||
"y": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"file_id": "terrain_9",
|
||||
"type": "terrain",
|
||||
"position": {
|
||||
"x": 1152.0,
|
||||
"y": -576.0
|
||||
},
|
||||
"rotation": 0.0,
|
||||
"asset_id": "ground",
|
||||
"scale": {
|
||||
"x": 1.0,
|
||||
"y": 1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"file_id": "terrain_10",
|
||||
"type": "terrain",
|
||||
"position": {
|
||||
"x": 1344.0,
|
||||
"y": -576.0
|
||||
},
|
||||
"rotation": 0.0,
|
||||
"asset_id": "ground",
|
||||
"scale": {
|
||||
"x": 1.0,
|
||||
"y": 1.0
|
||||
}
|
||||
}
|
||||
],
|
||||
"event_rules": [],
|
||||
"metadata": {
|
||||
"created_unix": 1789757195,
|
||||
"modified_unix": 1789779264.018,
|
||||
"autosave": false,
|
||||
"source_path": ""
|
||||
}
|
||||
}
|
||||
@@ -77,3 +77,122 @@ Update path references across project markdown files:
|
||||
3. **Test Harness Verification**: Run `res://scenes/test_harness.tscn` via **F6** to ensure walk, speak, wait, and ragdoll actions execute cleanly.
|
||||
|
||||
4. **Automated Suite**: Run the full project unit test suite in `tests/` to confirm all assertions pass.
|
||||
|
||||
---
|
||||
|
||||
### **Completion Record (verified implementation)**
|
||||
|
||||
Phase 8 is implemented. The relocated scene is `res://scenes/stickman_rig.tscn`; its root `Master` node is a `StickmanRig` facade over three authored component children. The facade remains the compatibility boundary for callers while each component owns one subsystem:
|
||||
|
||||
```text
|
||||
Master (StickmanRig)
|
||||
├── RigComponents
|
||||
│ ├── Locomotion (StickmanLocomotion)
|
||||
│ │ ├── terrain probing / ground following
|
||||
│ │ ├── walking and airborne motion
|
||||
│ │ └── collision proxies and landing reactions
|
||||
│ ├── Ragdoll (StickmanRagdoll)
|
||||
│ │ ├── procedural RigidBody2D + PinJoint2D graph
|
||||
│ │ ├── rest detection and momentum handoff
|
||||
│ │ └── capture, re-anchor, and stand-up recovery
|
||||
│ └── ActionRunner (StickmanActionRunner)
|
||||
│ ├── queued walk / speak / wait actions
|
||||
│ └── ragdoll and recovery requests
|
||||
├── Body/* mounted visuals, driven by RemoteTransform2D nodes
|
||||
├── Skeleton2D/Torso/* Bone2D chain and IK modifications
|
||||
├── IK_Targets/* six animation/recovery markers
|
||||
└── AnimationPlayer canonical walk clips and authored animation data
|
||||
```
|
||||
|
||||
`StickmanRig` owns cross-cutting state (`ANIMATED`, `RAGDOLL`, `RECOVERING`), facing profiles, bend flags, body z-order, and signal/API forwarding. `StickmanRagdoll` owns physics construction and recovery; `StickmanLocomotion` owns terrain/motion; `StickmanActionRunner` owns director queue execution. Component references are resolved and configured in `StickmanRig._ready()` and are null-guarded with warnings.
|
||||
|
||||
#### Ragdoll handoff and recovery
|
||||
|
||||
The runtime handoff preserves the current solved IK pose before physics takes ownership:
|
||||
|
||||
```text
|
||||
ANIMATED
|
||||
│ set_ragdoll(true)
|
||||
▼
|
||||
capture pre-ragdoll markers, bone rotations, facing, bend flags, knee sides
|
||||
│ build bodies from current bone endpoints; copy mounted Body/* visuals
|
||||
▼
|
||||
RAGDOLL ── rest + timeout ──▶ capture body pose + probe terrain
|
||||
│ destroy physics graph
|
||||
│ re-anchor root at captured landing feet
|
||||
▼
|
||||
RECOVERING ── tween markers/bones toward captured entry pose ──▶ ANIMATED
|
||||
```
|
||||
|
||||
The important dictionaries have these shapes (vector values are runtime `Vector2`s):
|
||||
|
||||
```gdscript
|
||||
_spawn_pose = {
|
||||
"Torso": {"pos": captured_torso_pos, "rot": captured_torso_rotation},
|
||||
"Head": {"pos": captured_head_tip, "rot": 0.0},
|
||||
"Left_Hand": {"pos": captured_left_wrist, "rot": 0.0},
|
||||
"Right_Hand": {"pos": captured_right_wrist, "rot": 0.0},
|
||||
"Left_Leg": {"pos": captured_left_ankle, "rot": 0.0},
|
||||
"Right_Leg": {"pos": captured_right_ankle, "rot": 0.0},
|
||||
}
|
||||
|
||||
_captured_pose["left_lower_leg"] = {
|
||||
"pos": rig_local_body_position,
|
||||
"rot": body_global_rotation - rig_global_rotation,
|
||||
"half": capsule_half_length,
|
||||
}
|
||||
```
|
||||
|
||||
`_spawn_pose` is initialized from the adapted skeleton by `StickmanFactory.spawn_from_data()` and is the placement ghost's authored pose; the values therefore depend on the loaded `.stk`, rather than on `STAND_POSE`. `_pre_ragdoll_state` is the recovery endpoint: it stores the six markers, limb/head rotations, facing profile, bend flags, head LookAt state, knee-side information, and chain-space offsets. `_captured_pose` is the fallen physics pose used to reconstruct the skeleton and landing position.
|
||||
|
||||
#### Stage mode flow and pose preservation
|
||||
|
||||
EDIT and DIRECT are two views of the same frozen, non-simulating world. The mode transition receives `previous_mode` so it can avoid an unnecessary reset:
|
||||
|
||||
```text
|
||||
EDIT ◄──────────────► DIRECT
|
||||
│ │
|
||||
└──────────┬───────────┘
|
||||
▼
|
||||
PLAY
|
||||
│
|
||||
set_mode(EDIT or DIRECT)
|
||||
│
|
||||
▼
|
||||
cleanup + restore spawn pose
|
||||
```
|
||||
|
||||
| Transition | Stage behavior | Rig pose behavior |
|
||||
|---|---|---|
|
||||
| EDIT → DIRECT | Hide edit controls; keep world frozen | Preserve exact live pose and IK markers |
|
||||
| DIRECT → EDIT | Restore edit controls; keep world frozen | Preserve exact live pose and IK markers |
|
||||
| EDIT/DIRECT → PLAY | Enable simulation, terrain following, and action queues | Begin from the current authored/editor pose |
|
||||
| PLAY → EDIT/DIRECT | Stop queues, disable terrain following, freeze physics, restore object transforms | `snap_to_standing()` restores the factory-captured `_spawn_pose` |
|
||||
|
||||
The root cause of the verified regression was that `snap_to_standing()` restored the legacy hardcoded `STAND_POSE`. That generic pose lowered the arms and rotated the head whenever PLAY cleanup ran. The central fix is to restore `_spawn_pose` when it exists, with `STAND_POSE` retained only as a compatibility fallback for rigs that have no captured spawn pose. Ragdoll recovery is separate: its stand-up tween still targets `_pre_ragdoll_state`, so recovery returns to the pose captured at ragdoll entry rather than the factory pose.
|
||||
|
||||
#### Facing, walk-phase bend stabilization, and head tracking
|
||||
|
||||
`FacingProfile.LEFT` is a whole-rig X mirror (`Master.scale.x = -1`); RIGHT and FORWARD use identity scale. Runtime walking always plays the canonical `walk_right` clip and mirrors it for LEFT. The profile still applies provisional per-joint bend flags and z-order tables. For side profiles, a walk keyframe can place a leg exactly straight, leaving PinJoint2D with no geometric knee side. The ragdoll component therefore:
|
||||
|
||||
- permits the straight hinge boundary (`0°`) and the intended fold range (`±150°`) for LEFT/RIGHT profiles;
|
||||
- adds only a small 3° profile-relative bias at the near-straight ragdoll handoff; and
|
||||
- checks each rendered RAGDOLL frame, correcting only an actual wrong-side knee crossing while preserving normal physical motion.
|
||||
|
||||
Head tracking is owned by the `SkeletonModification2DLookAt` targeting `IK_Targets/Head`. RIGHT/FORWARD enable it. LEFT disables LookAt and pins the canonical head rotation because the whole-rig mirror must remain mirror-invariant; this is intentional rather than a missing target update. The scene's authored head constraint is disabled so the active LookAt can follow moved markers without the old constraint interpretation pinning it.
|
||||
|
||||
#### Regression coverage
|
||||
|
||||
The completed implementation was checked with focused headless tests and the existing suites:
|
||||
|
||||
| Test | Result | Coverage |
|
||||
|---|---:|---|
|
||||
| `tests/test_phase8_rig_modularization.gd` | 23/23 | relocated scene, component ownership, head tracking, facing flags, ragdoll facade |
|
||||
| `tests/test_phase8_edit_direct_pose.gd` | 45/45 | EDIT↔DIRECT round trip and EDIT→PLAY→DIRECT pose/marker restoration |
|
||||
| `tests/test_phase8_ragdoll_walk_handoff.gd` | 80/80 | LEFT/RIGHT profiles across multiple walk animation phases and physics frames |
|
||||
| `tests/test_phase45_collision_bodies.gd` | 223/223 | collision proxies, reactions, and PLAY cleanup to authored pose |
|
||||
| `tests/test_phase3c_walk_recovery.gd` | 185/185 | walk, ragdoll, recovery, and action integration |
|
||||
| `tests/test_phase6a_airborne_landing.gd` | 24/24 | airborne pose, landing, and ragdoll cleanup |
|
||||
| `tests/test_phase4b_stage.gd` | 53/53 | stage mode UI/state transitions and pending-action cleanup |
|
||||
|
||||
The plan's original acceptance criteria remain the historical intent; this record captures the as-built ownership and the follow-up fixes verified after user testing.
|
||||
|
||||
@@ -57,11 +57,7 @@ joint_two_bone2d_node = NodePath("Torso/LeftUpperLeg/LeftLowerLeg")
|
||||
bone_index = 1
|
||||
bone2d_node = NodePath("Torso/Head")
|
||||
target_nodepath = NodePath("../IK_Targets/Head")
|
||||
enable_constraint = true
|
||||
constraint_angle_min = -180.0
|
||||
constraint_angle_max = 180.0
|
||||
constraint_angle_invert = false
|
||||
constraint_in_localspace = false
|
||||
enable_constraint = false
|
||||
|
||||
[sub_resource type="SkeletonModificationStack2D" id="SkeletonModificationStack2D_j4hao"]
|
||||
resource_local_to_scene = true
|
||||
|
||||
@@ -644,6 +644,7 @@ func _viewport_to_world(viewport_pos: Vector2) -> Vector2:
|
||||
func set_mode(mode: StageMode) -> void:
|
||||
if mode == current_mode:
|
||||
return
|
||||
var previous_mode: StageMode = current_mode
|
||||
if mode == StageMode.PLAY and not _cli_startup:
|
||||
if not _save_scene_to_path(AUTOSAVE_PATH, true):
|
||||
push_warning("SandboxStage: autosave before Play failed.")
|
||||
@@ -652,9 +653,9 @@ func set_mode(mode: StageMode) -> void:
|
||||
_cancel_palette_drag()
|
||||
match mode:
|
||||
StageMode.EDIT:
|
||||
_enter_edit_mode()
|
||||
_enter_edit_mode(previous_mode)
|
||||
StageMode.DIRECT:
|
||||
_enter_direct_mode()
|
||||
_enter_direct_mode(previous_mode)
|
||||
StageMode.PLAY:
|
||||
_enter_play_mode()
|
||||
_sync_mode_buttons()
|
||||
@@ -667,8 +668,8 @@ func set_mode(mode: StageMode) -> void:
|
||||
|
||||
|
||||
func _enter_edit_shared() -> void:
|
||||
# Snap stickmen straight back to their standing pose/position (no stand-up
|
||||
# tween glide), stopping any director queue first.
|
||||
# Restore stickmen to their authored spawn/ghost pose (no stand-up tween
|
||||
# glide), stopping any director queue first.
|
||||
for node: Node2D in _world_children_selectable():
|
||||
if node is STICKMAN_RIG:
|
||||
var rig := node as STICKMAN_RIG
|
||||
@@ -697,7 +698,10 @@ func _enter_edit_shared() -> void:
|
||||
_collision_pairs.clear()
|
||||
|
||||
|
||||
func _enter_edit_mode() -> void:
|
||||
func _enter_edit_mode(previous_mode: StageMode) -> void:
|
||||
# EDIT and DIRECT share the same frozen world. PLAY still needs the complete
|
||||
# simulation cleanup and authored-pose restore before editing resumes.
|
||||
if previous_mode != StageMode.DIRECT:
|
||||
_enter_edit_shared()
|
||||
_clear_director_pending()
|
||||
_set_edit_controls_visible(true)
|
||||
@@ -730,10 +734,14 @@ func _clear_director_pending() -> void:
|
||||
_director_visuals.clear_edit_waypoint()
|
||||
|
||||
|
||||
## Direct is internally an "edit-with-direct" state: same freeze/stand/gizmo
|
||||
## side effects, but with the spawner/grid controls hidden, the director hint
|
||||
## shown, and any placement/selection/pending-target cleared.
|
||||
func _enter_direct_mode() -> void:
|
||||
## Direct is internally an "edit-with-direct" state: the same frozen world,
|
||||
## but with the spawner/grid controls hidden, the director hint shown, and any
|
||||
## placement/selection/pending-target cleared.
|
||||
func _enter_direct_mode(previous_mode: StageMode) -> void:
|
||||
# EDIT and DIRECT share the same non-simulating world. Preserve the exact
|
||||
# placed stickman pose between them; a transition from PLAY still needs the
|
||||
# full cleanup and authored-pose restore.
|
||||
if previous_mode != StageMode.EDIT:
|
||||
_enter_edit_shared()
|
||||
set_placement_mode("")
|
||||
_selection.clear_selection()
|
||||
|
||||
+91
-10
@@ -16,6 +16,8 @@ const REST_LINEAR_THRESHOLD: float = 5.0
|
||||
const REST_ANGULAR_THRESHOLD: float = 0.1
|
||||
const STABILIZATION_DELAY: float = 0.1
|
||||
const TARGET_SOFTNESS: float = 0.2
|
||||
const SIDE_PROFILE_STRAIGHT_THRESHOLD := deg_to_rad(5.0)
|
||||
const SIDE_PROFILE_KNEE_BIAS := deg_to_rad(3.0)
|
||||
const GROUND_PROBE_START_OFFSET := 50.0
|
||||
const GROUND_PROBE_END_OFFSET := 1500.0
|
||||
const GROUND_PROBE_TOLERANCE := 200.0
|
||||
@@ -65,8 +67,10 @@ const JOINTS: Array[Dictionary] = [
|
||||
{ "child": "head", "parent": "torso", "pin": "Torso/Head", "limit": "neck" }, { "child": "left_upper_arm", "parent": "torso", "pin": "Torso/LeftUpperArm", "limit": "shoulder" }, { "child": "left_lower_arm", "parent": "left_upper_arm", "pin": "Torso/LeftUpperArm/LeftLowerArm", "limit": "cw" }, { "child": "right_upper_arm", "parent": "torso", "pin": "Torso/RightUpperArm", "limit": "shoulder" }, { "child": "right_lower_arm", "parent": "right_upper_arm", "pin": "Torso/RightUpperArm/RightLowerArm", "limit": "ccw" }, { "child": "left_upper_leg", "parent": "torso", "pin": "Torso/LeftUpperLeg", "limit": "shoulder" }, { "child": "left_lower_leg", "parent": "left_upper_leg", "pin": "Torso/LeftUpperLeg/LeftLowerLeg", "limit": "ccw" }, { "child": "right_upper_leg", "parent": "torso", "pin": "Torso/RightUpperLeg", "limit": "shoulder" }, { "child": "right_lower_leg", "parent": "right_upper_leg", "pin": "Torso/RightUpperLeg/RightLowerLeg", "limit": "cw" },
|
||||
]
|
||||
|
||||
## Per-profile elbow/knee limits retained from the monolithic rig. The component
|
||||
## owns these construction settings because it creates the PinJoint2D network.
|
||||
## Per-profile elbow/knee limits. Side-profile leg hinges include the straight
|
||||
## pose (0 degrees) and allow both knees to fold toward the same profile-relative
|
||||
## side, avoiding an instant forced +/-90-degree fold at ragdoll handoff.
|
||||
## The component owns these settings because it creates the PinJoint2D network.
|
||||
const JOINT_BAND_LIMITS: Dictionary = {
|
||||
StickmanRig.FacingProfile.FORWARD: {
|
||||
"left_lower_arm": { "lower": -150.0, "upper": 5.0 }, "right_lower_arm": { "lower": -150.0, "upper": 5.0 },
|
||||
@@ -74,11 +78,11 @@ const JOINT_BAND_LIMITS: Dictionary = {
|
||||
},
|
||||
StickmanRig.FacingProfile.LEFT: {
|
||||
"left_lower_arm": { "lower": 60.0, "upper": 100.0 }, "right_lower_arm": { "lower": -150.0, "upper": 5.0 },
|
||||
"left_lower_leg": { "lower": -100.0, "upper": -90.0 }, "right_lower_leg": { "lower": -5.0, "upper": 150.0 },
|
||||
"left_lower_leg": { "lower": -150.0, "upper": 0.0 }, "right_lower_leg": { "lower": -150.0, "upper": 0.0 },
|
||||
},
|
||||
StickmanRig.FacingProfile.RIGHT: {
|
||||
"left_lower_arm": { "lower": -100.0, "upper": -60.0 }, "right_lower_arm": { "lower": -150.0, "upper": 5.0 },
|
||||
"left_lower_leg": { "lower": 90.0, "upper": 100.0 }, "right_lower_leg": { "lower": -5.0, "upper": 150.0 },
|
||||
"left_lower_leg": { "lower": 0.0, "upper": 150.0 }, "right_lower_leg": { "lower": 0.0, "upper": 150.0 },
|
||||
},
|
||||
}
|
||||
|
||||
@@ -141,6 +145,14 @@ func initialize(skeleton: Skeleton2D) -> void:
|
||||
_previous_position = _rig.global_position
|
||||
_previous_rotation = _rig.global_rotation
|
||||
|
||||
|
||||
## Runs after the physics step and before drawing. Godot's PinJoint2D can let a
|
||||
## straight knee cross its angular limit during the step; correcting here keeps
|
||||
## that invalid intermediate pose from ever reaching the rendered frame.
|
||||
func _process(_delta: float) -> void:
|
||||
if _rig != null and _rig.state == StickmanRig.RigState.RAGDOLL:
|
||||
_enforce_side_profile_leg_bends()
|
||||
|
||||
func _resolve_limb_bones() -> void:
|
||||
_limb_bones.clear()
|
||||
for joint: String in LIMB_BONE_PATHS:
|
||||
@@ -176,12 +188,75 @@ func build() -> bool:
|
||||
if parent == null: return false
|
||||
_root = Node2D.new(); _root.name = CONTAINER_NAME; parent.add_child(_root); _bodies.clear()
|
||||
for entry: Dictionary in BODIES: _build_body(entry)
|
||||
_stabilize_side_profile_leg_bends()
|
||||
for entry: Dictionary in JOINTS: _build_joint(entry)
|
||||
var torso: RigidBody2D = _bodies.get("torso") as RigidBody2D
|
||||
if torso != null: torso.linear_velocity = _linear_velocity; torso.angular_velocity = _angular_velocity
|
||||
reset_rest_state()
|
||||
return torso != null
|
||||
|
||||
|
||||
## A walk keyframe can put a leg exactly straight. At that singularity the
|
||||
## physics solver has no geometric knee side to preserve, so floating-point
|
||||
## noise can make either knee fold as if the opposite facing profile were in
|
||||
## use. Give only near-straight side-profile legs a small world-space bend
|
||||
## toward the profile's established rear side before the joints are created.
|
||||
func _stabilize_side_profile_leg_bends() -> void:
|
||||
if _rig == null or (_rig.facing_profile != StickmanRig.FacingProfile.LEFT \
|
||||
and _rig.facing_profile != StickmanRig.FacingProfile.RIGHT):
|
||||
return
|
||||
var desired_delta := SIDE_PROFILE_KNEE_BIAS \
|
||||
if _rig.facing_profile == StickmanRig.FacingProfile.RIGHT \
|
||||
else -SIDE_PROFILE_KNEE_BIAS
|
||||
for prefix: String in ["left", "right"]:
|
||||
var upper := _bodies.get(prefix + "_upper_leg") as RigidBody2D
|
||||
var lower := _bodies.get(prefix + "_lower_leg") as RigidBody2D
|
||||
if upper == null or lower == null:
|
||||
continue
|
||||
var current_delta := wrapf(lower.global_rotation - upper.global_rotation, -PI, PI)
|
||||
if absf(current_delta) > SIDE_PROFILE_STRAIGHT_THRESHOLD:
|
||||
continue
|
||||
var upper_half := float(upper.get_meta("half_height", 0.0))
|
||||
var lower_half := float(lower.get_meta("half_height", 0.0))
|
||||
var upper_dir := Vector2.from_angle(upper.global_rotation)
|
||||
var knee := upper.global_position + upper_dir * upper_half
|
||||
var lower_dir := upper_dir.rotated(desired_delta)
|
||||
lower.global_rotation = lower_dir.angle()
|
||||
lower.global_position = knee + lower_dir * lower_half
|
||||
|
||||
|
||||
## PinJoint2D can cross its angular limit near a perfectly straight chain in
|
||||
## Godot 4.7.1. Correct only an actual side crossing so a knee cannot select
|
||||
## the opposite solution. Normal motion on the intended side remains physical.
|
||||
func _enforce_side_profile_leg_bends() -> void:
|
||||
if _rig == null or (_rig.facing_profile != StickmanRig.FacingProfile.LEFT \
|
||||
and _rig.facing_profile != StickmanRig.FacingProfile.RIGHT):
|
||||
return
|
||||
var desired_side := -1.0 if _rig.facing_profile == StickmanRig.FacingProfile.RIGHT else 1.0
|
||||
var desired_delta_sign := -desired_side
|
||||
for prefix: String in ["left", "right"]:
|
||||
var upper := _bodies.get(prefix + "_upper_leg") as RigidBody2D
|
||||
var lower := _bodies.get(prefix + "_lower_leg") as RigidBody2D
|
||||
if upper == null or lower == null or not is_instance_valid(upper) or not is_instance_valid(lower):
|
||||
continue
|
||||
var upper_half := float(upper.get_meta("half_height", 0.0))
|
||||
var lower_half := float(lower.get_meta("half_height", 0.0))
|
||||
var upper_dir := Vector2.from_angle(upper.global_rotation)
|
||||
var knee := upper.global_position + upper_dir * upper_half
|
||||
var hip := upper.global_position - upper_dir * upper_half
|
||||
var lower_dir_current := Vector2.from_angle(lower.global_rotation)
|
||||
var ankle := lower.global_position + lower_dir_current * lower_half
|
||||
var current_side := (ankle - hip).cross(knee - hip)
|
||||
if current_side * desired_side > 0.0:
|
||||
continue
|
||||
var current_delta := wrapf(lower.global_rotation - upper.global_rotation, -PI, PI)
|
||||
var corrected_delta := desired_delta_sign * minf(
|
||||
maxf(absf(current_delta), SIDE_PROFILE_KNEE_BIAS), deg_to_rad(150.0))
|
||||
var lower_dir := upper_dir.rotated(corrected_delta)
|
||||
lower.global_rotation = lower_dir.angle()
|
||||
lower.global_position = knee + lower_dir * lower_half
|
||||
lower.angular_velocity = upper.angular_velocity
|
||||
|
||||
func destroy() -> void:
|
||||
if _root != null and is_instance_valid(_root): _root.name = StringName(str(CONTAINER_NAME) + "_retired"); _root.queue_free()
|
||||
_root = null; _bodies.clear(); reset_rest_state()
|
||||
@@ -242,7 +317,10 @@ func snap_to_standing(previous_state: int) -> void:
|
||||
if _locomotion != null:
|
||||
_locomotion.clear_impact_reactions(true)
|
||||
_rig._hide_speech()
|
||||
_restore_standing_markers(false)
|
||||
# The factory captures the adapted skeleton's real authored spawn pose. That
|
||||
# is also the pose shown by the placement ghost, so every forced reset must
|
||||
# restore it instead of the legacy, one-size-fits-all STAND_POSE fallback.
|
||||
_restore_standing_markers(true)
|
||||
_rearm_ik_stack()
|
||||
_set_limb_mods_enabled(true)
|
||||
if previous_state == StickmanRig.RigState.ANIMATED:
|
||||
@@ -311,6 +389,9 @@ func initialize_spawn_pose_from_skeleton() -> void:
|
||||
func get_spawn_limb_rotations() -> Dictionary:
|
||||
return _spawn_limb_rotations
|
||||
|
||||
func get_spawn_pose() -> Dictionary:
|
||||
return _spawn_pose.duplicate(true)
|
||||
|
||||
func get_captured_pose() -> Dictionary:
|
||||
return _captured_pose
|
||||
|
||||
@@ -568,13 +649,10 @@ func _snap_skeleton_to_pose() -> void:
|
||||
var raw_head := _chain_angle_from_captured(float(head_pose.get("rot", 0.0))) - head_chain_offset - theta_t
|
||||
_head_bone.rotation = wrapf(_wrap_toward(raw_head, pre_head_rotation), -PI, PI)
|
||||
_recovery_bones.append({"bone": _head_bone, "target": _head_bone.rotation + wrapf(pre_head_rotation - _head_bone.rotation, -PI, PI)})
|
||||
if _body_container != null:
|
||||
_body_container.visible = true
|
||||
_body_container.modulate.a = 1.0
|
||||
_rearm_ik_stack()
|
||||
_set_limb_mods_enabled(false)
|
||||
if _head_look_at != null:
|
||||
_head_look_at.enabled = false
|
||||
_rearm_ik_stack()
|
||||
for leg_joint: String in ["LeftLeg", "RightLeg"]:
|
||||
var modification := _bend_modifications.get(leg_joint) as SkeletonModification2DTwoBoneIK
|
||||
if modification == null:
|
||||
@@ -598,6 +676,9 @@ func _snap_skeleton_to_pose() -> void:
|
||||
var captured_side := 1.0 if (ankle - hip).cross(knee - hip) >= 0.0 else -1.0
|
||||
modification.flip_bend_direction = bool(entry.get("flag", false)) if captured_side == float(entry.get("side", captured_side)) else not bool(entry.get("flag", false))
|
||||
modification.enabled = true
|
||||
if _body_container != null:
|
||||
_body_container.visible = true
|
||||
_body_container.modulate.a = 1.0
|
||||
|
||||
func _play_stand_up() -> void:
|
||||
_stand_up_generation += 1
|
||||
@@ -641,8 +722,8 @@ func _on_stand_up_finished(generation: int) -> void:
|
||||
_body_container.modulate.a = 1.0
|
||||
if _locomotion != null:
|
||||
_locomotion.set_collision_bodies_enabled(true)
|
||||
_rig._apply_idle_limb_solver_mode(recovered_rotations)
|
||||
state_transition_requested.emit(StickmanRig.RigState.ANIMATED)
|
||||
_rig._apply_idle_limb_solver_mode(recovered_rotations)
|
||||
|
||||
func _build_body(entry: Dictionary) -> void:
|
||||
var key: String = str(entry["key"]); var body := RigidBody2D.new(); body.name = "Ragdoll_" + key
|
||||
|
||||
+10
-10
@@ -479,9 +479,9 @@ func request_recovery() -> void:
|
||||
_ragdoll_component.request_recovery()
|
||||
|
||||
|
||||
## Instantly snaps the rig back to its authored standing pose — no stand-up
|
||||
## tween. Used by the sandbox stage so a stickman "reappears" at its starting
|
||||
## position/state on return to EDIT (instead of animating the recovery glide).
|
||||
## Instantly restores the rig's factory-captured spawn/ghost pose — no stand-up
|
||||
## tween. Used by the sandbox stage so a stickman reappears in its authored
|
||||
## starting pose when leaving PLAY (instead of using the generic fallback pose).
|
||||
func snap_to_standing() -> void:
|
||||
if _ragdoll_component != null:
|
||||
_ragdoll_component.snap_to_standing(int(state))
|
||||
@@ -620,7 +620,10 @@ func _apply_idle_limb_solver_mode(rotations: Dictionary = {}) -> void:
|
||||
and state == RigState.ANIMATED and not is_walking()
|
||||
var source: Dictionary = rotations.duplicate(true) if not rotations.is_empty() else _capture_limb_rotations()
|
||||
_set_limb_mods_enabled(not pin_mirrored_idle)
|
||||
if not pin_mirrored_idle:
|
||||
# Recovery supplies the exact pre-ragdoll rotations. Write them immediately
|
||||
# even for profiles that keep IK enabled so the completion frame cannot show
|
||||
# the recovery-side knee solution while the solver waits for its next tick.
|
||||
if not pin_mirrored_idle and rotations.is_empty():
|
||||
return
|
||||
for joint: String in source:
|
||||
var bones: Dictionary = _limb_bones.get(joint, {})
|
||||
@@ -658,18 +661,15 @@ func _capture_limb_rotations() -> Dictionary:
|
||||
## Fix: when facing LEFT, disable the LookAt and pin the head bone to the
|
||||
## authored canonical local rotation (0), so the head is a rigid mirror of the
|
||||
## FORWARD pose; RIGHT/FORWARD re-enable the LookAt. The pin is re-asserted
|
||||
## every physics frame while the kinematic puppet is live (ANIMATED/RECOVERING)
|
||||
## because re-enabling the IK stack during recovery would otherwise let the
|
||||
## LookAt flip the bone again.
|
||||
## every physics frame while the kinematic puppet is ANIMATED; recovery disables
|
||||
## LookAt separately while its stand-up tween drives the head bone.
|
||||
func _apply_head_lookat_mirror_mode() -> void:
|
||||
if _head_look_at == null or not is_instance_valid(_head_look_at):
|
||||
return
|
||||
var mirrored := facing_profile == FacingProfile.LEFT
|
||||
_head_look_at.enabled = false#not mirrored
|
||||
_head_look_at.enabled = not mirrored
|
||||
if mirrored and _head_bone != null and is_instance_valid(_head_bone):
|
||||
_head_bone.rotation = 0.0
|
||||
elif not mirrored:
|
||||
_head_bone.rotation = 0
|
||||
|
||||
## Per-joint setter notify: updates the resolved TwoBoneIK mod's
|
||||
## flip_bend_direction and emits bend_flag_changed. No-op before _ready (the
|
||||
|
||||
@@ -183,6 +183,8 @@ func _test_reactions(rig: StickmanRig) -> void:
|
||||
|
||||
func _test_direct_restores_animated_pose(stage: Node2D, rig: StickmanRig) -> void:
|
||||
var authored: Dictionary = stage._authored[rig.get_instance_id()]
|
||||
var ragdoll := rig.get_node("RigComponents/Ragdoll") as StickmanRagdoll
|
||||
var authored_markers := ragdoll.get_spawn_pose()
|
||||
stage.set_mode(stage.StageMode.PLAY)
|
||||
rig.set_facing_profile(StickmanRig.FacingProfile.LEFT)
|
||||
rig.global_position += Vector2(220.0, -90.0)
|
||||
@@ -201,9 +203,9 @@ func _test_direct_restores_animated_pose(stage: Node2D, rig: StickmanRig) -> voi
|
||||
_check(rig.get_facing_profile() == int(authored["facing_profile"]), "PLAY to DIRECT restores the authored facing profile")
|
||||
for marker_name: String in StickmanRagdoll.STAND_POSE:
|
||||
var marker := rig.get_node("IK_Targets/" + marker_name) as Node2D
|
||||
var expected: Dictionary = StickmanRagdoll.STAND_POSE[marker_name]
|
||||
_check(marker.position.distance_to(expected["pos"] as Vector2) < 0.01, "%s marker returns to standing after PLAY" % marker_name)
|
||||
_check(absf(angle_difference(torso_marker.rotation, float(StickmanRagdoll.STAND_POSE["Torso"]["rot"]))) < 0.001, "torso marker cannot retain an upside-down PLAY frame")
|
||||
var expected: Dictionary = authored_markers[marker_name]
|
||||
_check(marker.position.distance_to(expected["pos"] as Vector2) < 0.01, "%s marker returns to its authored spawn pose after PLAY" % marker_name)
|
||||
_check(absf(angle_difference(torso_marker.rotation, float((authored_markers["Torso"] as Dictionary)["rot"]))) < 0.001, "torso marker restores its authored rotation after PLAY")
|
||||
|
||||
|
||||
func _test_ghost_collision(stage: Node2D) -> void:
|
||||
|
||||
@@ -0,0 +1,122 @@
|
||||
extends SceneTree
|
||||
|
||||
const STAGE_SCENE := preload("res://scenes/sandbox_stage.tscn")
|
||||
const BONE_PATHS: Array[String] = [
|
||||
"Skeleton2D/Torso/Head",
|
||||
"Skeleton2D/Torso/LeftUpperArm",
|
||||
"Skeleton2D/Torso/LeftUpperArm/LeftLowerArm",
|
||||
"Skeleton2D/Torso/RightUpperArm",
|
||||
"Skeleton2D/Torso/RightUpperArm/RightLowerArm",
|
||||
]
|
||||
const MARKER_NAMES: Array[String] = ["Head", "Left_Hand", "Right_Hand", "Torso"]
|
||||
const ROTATION_TOLERANCE := 0.0001
|
||||
const POSITION_TOLERANCE := 0.01
|
||||
|
||||
var _checks := 0
|
||||
var _failures := 0
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
call_deferred("_run")
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
var stage := STAGE_SCENE.instantiate() as Node2D
|
||||
root.add_child(stage)
|
||||
stage._snap_enabled = false
|
||||
var rig: StickmanRig = stage._spawner.spawn("stickman", Vector2.ZERO)
|
||||
stage._finalize_placed_node(rig)
|
||||
for frame in 3:
|
||||
await process_frame
|
||||
var pose_before := _capture_pose(rig)
|
||||
var markers_before := _capture_markers(rig)
|
||||
stage.set_mode(stage.StageMode.DIRECT)
|
||||
for frame in 3:
|
||||
await process_frame
|
||||
var pose_after := _capture_pose(rig)
|
||||
var markers_after := _capture_markers(rig)
|
||||
_check(stage.current_mode == stage.StageMode.DIRECT, "stage enters DIRECT")
|
||||
for path: String in BONE_PATHS:
|
||||
var before: Dictionary = pose_before[path]
|
||||
var after: Dictionary = pose_after[path]
|
||||
_check(absf(angle_difference(float(before["rotation"]), float(after["rotation"]))) <= ROTATION_TOLERANCE,
|
||||
"EDIT to DIRECT preserves %s rotation" % path.get_file())
|
||||
_check((before["position"] as Vector2).distance_to(after["position"] as Vector2) <= POSITION_TOLERANCE,
|
||||
"EDIT to DIRECT preserves %s position" % path.get_file())
|
||||
for marker_name: String in MARKER_NAMES:
|
||||
var before: Dictionary = markers_before[marker_name]
|
||||
var after: Dictionary = markers_after[marker_name]
|
||||
_check((before["position"] as Vector2).distance_to(after["position"] as Vector2) <= POSITION_TOLERANCE,
|
||||
"EDIT to DIRECT preserves %s IK marker" % marker_name)
|
||||
stage.set_mode(stage.StageMode.EDIT)
|
||||
for frame in 3:
|
||||
await process_frame
|
||||
var pose_round_trip := _capture_pose(rig)
|
||||
var markers_round_trip := _capture_markers(rig)
|
||||
_check(stage.current_mode == stage.StageMode.EDIT, "stage returns to EDIT")
|
||||
for path: String in BONE_PATHS:
|
||||
var before: Dictionary = pose_before[path]
|
||||
var round_trip: Dictionary = pose_round_trip[path]
|
||||
_check(absf(angle_difference(float(before["rotation"]), float(round_trip["rotation"]))) <= ROTATION_TOLERANCE,
|
||||
"EDIT to DIRECT to EDIT preserves %s rotation" % path.get_file())
|
||||
_check((before["position"] as Vector2).distance_to(round_trip["position"] as Vector2) <= POSITION_TOLERANCE,
|
||||
"EDIT to DIRECT to EDIT preserves %s position" % path.get_file())
|
||||
for marker_name: String in MARKER_NAMES:
|
||||
var before: Dictionary = markers_before[marker_name]
|
||||
var round_trip: Dictionary = markers_round_trip[marker_name]
|
||||
_check((before["position"] as Vector2).distance_to(round_trip["position"] as Vector2) <= POSITION_TOLERANCE,
|
||||
"EDIT to DIRECT to EDIT preserves %s IK marker" % marker_name)
|
||||
stage.set_mode(stage.StageMode.PLAY)
|
||||
for frame in 3:
|
||||
await physics_frame
|
||||
stage.set_mode(stage.StageMode.DIRECT)
|
||||
for frame in 4:
|
||||
await physics_frame
|
||||
var pose_after_play := _capture_pose(rig)
|
||||
var markers_after_play := _capture_markers(rig)
|
||||
_check(stage.current_mode == stage.StageMode.DIRECT, "stage enters DIRECT after PLAY")
|
||||
for path: String in BONE_PATHS:
|
||||
var before: Dictionary = pose_before[path]
|
||||
var after_play: Dictionary = pose_after_play[path]
|
||||
_check(absf(angle_difference(float(before["rotation"]), float(after_play["rotation"]))) <= ROTATION_TOLERANCE,
|
||||
"EDIT to PLAY to DIRECT restores %s rotation" % path.get_file())
|
||||
_check((before["position"] as Vector2).distance_to(after_play["position"] as Vector2) <= POSITION_TOLERANCE,
|
||||
"EDIT to PLAY to DIRECT restores %s position" % path.get_file())
|
||||
for marker_name: String in MARKER_NAMES:
|
||||
var before: Dictionary = markers_before[marker_name]
|
||||
var after_play: Dictionary = markers_after_play[marker_name]
|
||||
_check((before["position"] as Vector2).distance_to(after_play["position"] as Vector2) <= POSITION_TOLERANCE,
|
||||
"EDIT to PLAY to DIRECT restores %s IK marker" % marker_name)
|
||||
stage.queue_free()
|
||||
await process_frame
|
||||
if _failures == 0:
|
||||
print("RESULT: ALL PASSED (%d assertions)" % _checks)
|
||||
quit(0)
|
||||
else:
|
||||
print("RESULT: %d FAILURE(S) out of %d assertions" % [_failures, _checks])
|
||||
quit(1)
|
||||
|
||||
|
||||
func _capture_pose(rig: StickmanRig) -> Dictionary:
|
||||
var result := {}
|
||||
for path: String in BONE_PATHS:
|
||||
var bone := rig.get_node(path) as Bone2D
|
||||
result[path] = {"rotation": bone.global_rotation, "position": bone.global_position}
|
||||
return result
|
||||
|
||||
|
||||
func _capture_markers(rig: StickmanRig) -> Dictionary:
|
||||
var result := {}
|
||||
for marker_name: String in MARKER_NAMES:
|
||||
var marker := rig.get_node("IK_Targets/" + marker_name) as Marker2D
|
||||
result[marker_name] = {"position": marker.position, "rotation": marker.rotation}
|
||||
return result
|
||||
|
||||
|
||||
func _check(condition: bool, label: String) -> void:
|
||||
_checks += 1
|
||||
if condition:
|
||||
print("PASS: %s" % label)
|
||||
else:
|
||||
_failures += 1
|
||||
push_error("FAIL: %s" % label)
|
||||
@@ -0,0 +1 @@
|
||||
uid://d4q7x1m8n2vkp
|
||||
@@ -0,0 +1,90 @@
|
||||
extends SceneTree
|
||||
|
||||
const STAGE_SCENE := preload("res://scenes/sandbox_stage.tscn")
|
||||
const WALK_PHASES: Array[float] = [0.0, 0.08, 0.16, 0.24, 0.32, 0.40, 0.48, 0.56, 0.64, 0.72]
|
||||
const SETTLE_FRAMES := 30
|
||||
|
||||
var _checks := 0
|
||||
var _failures := 0
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
call_deferred("_run")
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
for profile: int in [StickmanRig.FacingProfile.RIGHT, StickmanRig.FacingProfile.LEFT]:
|
||||
for walk_phase: float in WALK_PHASES:
|
||||
await _check_handoff(profile, walk_phase)
|
||||
if _failures == 0:
|
||||
print("RESULT: ALL PASSED (%d assertions)" % _checks)
|
||||
quit(0)
|
||||
else:
|
||||
print("RESULT: %d FAILURE(S) out of %d assertions" % [_failures, _checks])
|
||||
quit(1)
|
||||
|
||||
|
||||
func _check_handoff(profile: int, walk_phase: float) -> void:
|
||||
var stage := STAGE_SCENE.instantiate() as Node2D
|
||||
root.add_child(stage)
|
||||
stage._snap_enabled = false
|
||||
var rig: StickmanRig = stage._spawner.spawn("stickman", Vector2.ZERO)
|
||||
rig.auto_recover = false
|
||||
var destination_x := 500.0 if profile == StickmanRig.FacingProfile.RIGHT else -500.0
|
||||
rig.walk_to(Vector2(destination_x, 0.0))
|
||||
var animation := rig.get_node("AnimationPlayer") as AnimationPlayer
|
||||
animation.seek(walk_phase, true)
|
||||
await process_frame
|
||||
await physics_frame
|
||||
var label := "%s @ %.2fs" % [StickmanRig.FacingProfile.keys()[profile], walk_phase]
|
||||
_check(rig.get_facing_profile() == profile, "%s keeps its facing profile before ragdoll" % label)
|
||||
rig.set_ragdoll(true)
|
||||
var ragdoll := rig.get_node("RigComponents/Ragdoll") as StickmanRagdoll
|
||||
var expected_side := -1.0 if profile == StickmanRig.FacingProfile.RIGHT else 1.0
|
||||
_check(_both_legs_match(_ragdoll_leg_sides(ragdoll), expected_side),
|
||||
"%s enters ragdoll with both knees on the profile side" % label)
|
||||
for frame in SETTLE_FRAMES:
|
||||
await physics_frame
|
||||
await process_frame
|
||||
# SceneTree.process_frame is emitted before Node._process callbacks. Wait one
|
||||
# more idle frame so the rendered pose includes the post-physics knee guard.
|
||||
await process_frame
|
||||
var settled_sides := _ragdoll_leg_sides(ragdoll)
|
||||
_check(_both_legs_match(settled_sides, expected_side),
|
||||
"%s keeps both knees on the profile side for %d frames (sides %s)"
|
||||
% [label, SETTLE_FRAMES, str(settled_sides)])
|
||||
_check(rig.get_facing_profile() == profile, "%s never changes facing profile" % label)
|
||||
stage.queue_free()
|
||||
await process_frame
|
||||
|
||||
|
||||
func _ragdoll_leg_sides(ragdoll: StickmanRagdoll) -> Dictionary:
|
||||
var bodies := ragdoll.get_bodies()
|
||||
var result := {}
|
||||
for prefix: String in ["left", "right"]:
|
||||
var upper := bodies.get(prefix + "_upper_leg") as RigidBody2D
|
||||
var lower := bodies.get(prefix + "_lower_leg") as RigidBody2D
|
||||
var upper_half := float(upper.get_meta("half_height", 0.0))
|
||||
var lower_half := float(lower.get_meta("half_height", 0.0))
|
||||
var upper_dir := Vector2.from_angle(upper.global_rotation)
|
||||
var lower_dir := Vector2.from_angle(lower.global_rotation)
|
||||
var hip := upper.global_position - upper_dir * upper_half
|
||||
var knee := upper.global_position + upper_dir * upper_half
|
||||
var ankle := lower.global_position + lower_dir * lower_half
|
||||
result["LeftLeg" if prefix == "left" else "RightLeg"] = \
|
||||
signf((ankle - hip).cross(knee - hip))
|
||||
return result
|
||||
|
||||
|
||||
func _both_legs_match(sides: Dictionary, expected_side: float) -> bool:
|
||||
return float(sides.get("LeftLeg", 0.0)) == expected_side \
|
||||
and float(sides.get("RightLeg", 0.0)) == expected_side
|
||||
|
||||
|
||||
func _check(condition: bool, label: String) -> void:
|
||||
_checks += 1
|
||||
if condition:
|
||||
print("PASS: %s" % label)
|
||||
else:
|
||||
_failures += 1
|
||||
push_error("FAIL: %s" % label)
|
||||
@@ -0,0 +1 @@
|
||||
uid://dsuireu51jue0
|
||||
@@ -32,6 +32,33 @@ func _run() -> void:
|
||||
_check(runner != null, "typed ActionRunner component resolves")
|
||||
_check(rig.get_locomotion() == locomotion, "root locomotion facade exposes authored component")
|
||||
|
||||
var head_look_at := rig._head_look_at as SkeletonModification2DLookAt
|
||||
var head_bone := rig.get_node("Skeleton2D/Torso/Head") as Bone2D
|
||||
var head_target := rig.get_node("IK_Targets/Head") as Marker2D
|
||||
_check(head_look_at != null and head_look_at.enabled,
|
||||
"FORWARD profile enables head marker tracking")
|
||||
var head_rotation_before := head_bone.rotation
|
||||
head_target.position += Vector2(-400.0, 180.0)
|
||||
for frame in 4:
|
||||
await process_frame
|
||||
_check(absf(wrapf(head_bone.rotation - head_rotation_before, -PI, PI)) > 0.1,
|
||||
"head bone follows a moved Head marker (before %.3f after %.3f target %s)"
|
||||
% [head_rotation_before, head_bone.rotation, str(head_target.global_position)])
|
||||
rig.set_facing_profile(StickmanRig.FacingProfile.LEFT)
|
||||
_check(not head_look_at.enabled, "LEFT mirror disables non-mirror-invariant head LookAt")
|
||||
rig.set_facing_profile(StickmanRig.FacingProfile.RIGHT)
|
||||
_check(head_look_at.enabled, "RIGHT profile re-enables head marker tracking")
|
||||
|
||||
var left_bands: Dictionary = StickmanRagdoll.JOINT_BAND_LIMITS[StickmanRig.FacingProfile.LEFT]
|
||||
var right_bands: Dictionary = StickmanRagdoll.JOINT_BAND_LIMITS[StickmanRig.FacingProfile.RIGHT]
|
||||
for leg_key: String in ["left_lower_leg", "right_lower_leg"]:
|
||||
var left_band: Dictionary = left_bands[leg_key]
|
||||
var right_band: Dictionary = right_bands[leg_key]
|
||||
_check(float(left_band["lower"]) < 0.0 and float(left_band["upper"]) >= 0.0,
|
||||
"LEFT %s hinge includes straight and bends backward" % leg_key)
|
||||
_check(float(right_band["lower"]) <= 0.0 and float(right_band["upper"]) > 0.0,
|
||||
"RIGHT %s hinge includes straight and bends backward" % leg_key)
|
||||
|
||||
var assigned: Array[Dictionary] = [{"type": "wait", "duration": 0.25}]
|
||||
rig.action_queue = assigned
|
||||
_check(runner.action_queue.size() == 1, "direct root action_queue assignment delegates")
|
||||
|
||||
Reference in New Issue
Block a user