# Phase 9 Round 7 — Feature: Draggable Torso & Head IK Targets in the Test Harness ## Overview User request (test harness): 1. **Draggable torso target** — so the user can drag the whole stickman around. 2. **Draggable head target** — so the user can test the LookAt IK for the head. The rig already provides both targets: - `IK_Targets/Torso` (Marker2D at the hips) with a child `RemoteTransform2D` whose `remote_path` is `../../../Skeleton2D/Torso` — moving the marker moves the hip bone, and every other bone (Head/arms/legs) and `Body/*` visual follows. - `IK_Targets/Head` (Marker2D at `(0, −624)`) — the `SkeletonModification2DLookAt` aim point for the Head bone (`bone_index = 1`, constrained, `constraint_in_localspace = true`). The harness (`scripts/test_harness.gd`) already has generic handle dragging (`IK_HANDLE_PATHS` → `_hit_test_handle` → `_dragging_handle` → `_handle_mouse_motion` sets `global_position`; `_draw_ik_handles` draws markers). Only the two new handles need wiring, plus torso-follow semantics. ## 1. Fix specification — `scripts/test_harness.gd` ### 1a. Register the new handles Add to `IK_HANDLE_PATHS`: ```gdscript "Head": "IK_Targets/Head", "Torso": "IK_Targets/Torso", ``` (Note: `LEAF_BONE_IK_PATHS` stays unchanged — the head's LookAt aim point is not a bone tip, and the Torso is not a leaf bone.) ### 1b. Torso drag (resolved: bones only) The Torso handle behaves like every other handle: dragging it moves only the marker (the `IK_Targets/Torso` RemoteTransform2D then moves the hip bone, and the bone hierarchy follows). The other IK targets (hands/legs/head) **stay put**, so dragging the figure away from them stretches the limbs toward the stationary targets — per user decision. ### 1c. Marker colors `_draw_ik_handles` currently colors hands green, everything else blue. Add distinct colors: - `HANDLE_COLOR_HEAD := Color(1.0, 1.0, 0.0)` (yellow) for `"Head"`. - `HANDLE_COLOR_TORSO := Color(1.0, 0.0, 1.0)` (magenta) for `"Torso"`. ### 1d. Head aim line (visual aid for the LookAt test) In `_draw_ik_handles`, when both the head bone and the head marker exist, draw a thin semi-transparent line from the head bone origin (`Skeleton2D/Torso/Head` global position) to the head marker so the user can see what the head is aiming at. (Optional but helpful; use the existing overlay draw style, e.g. width 1.5/zoom, alpha ~0.5.) ## 2. Files modified | File | Changes | |---|---| | `scripts/test_harness.gd` | `IK_HANDLE_PATHS` + 2 entries (Head, Torso); head/torso marker colors; head aim line. | | `docs/phase9_round7_feature_spec.md` | This file. | ## 3. Edge cases - **Missing nodes** (foreign rig): `_ik_handles` lookups are already null-guarded; the aim line needs a null guard for the head bone. - **Dragging the Torso** moves the markers only (the `RayCast_*` helpers under `IK_Targets` stay put — they are not handles). - **Head LookAt constraints** — the head bone rotates within its authored constraint range; dragging the head marker far away clamps the rotation (expected rig behavior). - **Camera** — does not follow the dragged figure (unchanged). ## 4. Test plan 1. Parse check: `..\Godot_v4.7.1-stable_win64_console.exe . --headless --check-only --quit`. 2. Headless rig-level verification (SceneTree script, spawn `break.stk`): - Move `IK_Targets/Torso` by `(50, −30)` → await a frame → assert `Skeleton2D/Torso` global position moved by ≈ the delta, and every `Body/*` visual node's global position moved by ≈ the same delta (rigid translation via the Torso RemoteTransform2D). - Move `IK_Targets/Head` from `(0, −624)` to `(300, −624)` → await a frame → assert the Head bone `global_rotation` changed, and `Body/Head.global_rotation` changed with it (rotation push) — LookAt works. 3. Harness code review: `IK_HANDLE_PATHS` has 6 entries (incl. Head, Torso); marker colors per §1c (yellow head, magenta torso); the head aim line is null-guarded and drawn in the IK overlay; the generic drag flow needs no changes (the Torso marker's RemoteTransform2D moves the hip bone on drag). (Mouse-drag flow is UI-side; the same `_handle_mouse_motion` math is covered by the review.) 4. Manual F6 check: drag the magenta torso marker — whole figure moves; drag the yellow head marker — the head turns to look at it. 5. Cleanup temp files. ## 5. Design decisions | # | Decision | Justification | |---|---|---| | D1 | Torso drag = bones only (no target following) | User decision: dragging the figure away from the stationary limb/head targets stretches the limbs — useful for testing IK reach. | | D2 | Head/torso get distinct marker colors | 6 markers need visual separation; matches the existing color-coded style. | | D3 | Head aim line drawn in the IK overlay | Makes the LookAt target relationship visible. | ## 6. Implementation order 1. `test_harness.gd` — new handles + colors + aim line + torso-follow. 2. Headless verification + parse check. 3. Docs (BUGS.md Round 7 note, AGENTS.md, README.md).