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 HANDLE_COLOR_HEAD := Color(1.00, 1.00, 0.00) # yellow const HANDLE_COLOR_TORSO := Color(1.00, 0.00, 1.00) # magenta 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. ## The four limb targets drive TwoBoneIK; "Head" is the LookAt aim point and ## "Torso" is the hip anchor (dragging it translates the whole rig via its ## RemoteTransform2D — no target-following logic). 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", "Head": "IK_Targets/Head", "Torso": "IK_Targets/Torso", } ## Leaf bone → IK target node path (relative to rig root), keyed by bone name. ## Used by the bone overlay to draw the forearm/shin segments out to their ## wrist/ankle targets. The Head leaf is NOT listed here — its IK target is a ## LookAt aim point, so it draws along its own bone direction instead (see ## _draw_bones' leaf fallback). const LEAF_BONE_IK_PATHS: Dictionary = { "LeftLowerArm": "IK_Targets/Left_Hand", "RightLowerArm": "IK_Targets/Right_Hand", "LeftLowerLeg": "IK_Targets/Left_Leg", "RightLowerLeg": "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) # Collect the bone's Bone2D children (true bone segments, including the # nested lower bones). var bone_children: Array[Bone2D] = [] for child in bone.get_children(): if child is Bone2D: bone_children.append(child as Bone2D) if bone_children.is_empty(): # Leaf bone — draw out to its IK target (forearm/shin), falling # back to the bone's own direction (bone_angle + rotation) when # there is no target (e.g. the Head, whose target is a LookAt aim # point, not a joint). var target := _leaf_bone_target(bone) if target != null: _debug_overlay.draw_line(origin, target.global_position, color, line_w) else: var fallback := origin + Vector2(bone.get_length(), 0.0).rotated(deg_to_rad(bone.bone_angle)).rotated(bone.global_rotation) _debug_overlay.draw_line(origin, fallback, color, line_w) else: for child_bone in bone_children: _debug_overlay.draw_line(origin, child_bone.global_position, color, line_w) func _leaf_bone_target(bone: Bone2D) -> Node2D: if not LEAF_BONE_IK_PATHS.has(bone.name): return null if _rig == null or not is_instance_valid(_rig): return null return _rig.get_node_or_null(NodePath(str(LEAF_BONE_IK_PATHS[bone.name]))) as Node2D 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(handle_name) 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) # Head aim line — visual aid showing what the head bone is aiming at. var head_handle: Marker2D = _ik_handles.get("Head", null) as Marker2D if head_handle != null and is_instance_valid(head_handle) \ and _skeleton != null and is_instance_valid(_skeleton): var head_bone := _skeleton.get_node_or_null(NodePath("Torso/Head")) as Bone2D if head_bone != null and is_instance_valid(head_bone): _debug_overlay.draw_line( head_bone.global_position, head_handle.global_position, Color(1.0, 1.0, 0.0, 0.5), 1.5 / zoom ) func _handle_color(handle_name: String) -> Color: match handle_name: "Head": return HANDLE_COLOR_HEAD "Torso": return HANDLE_COLOR_TORSO _: return HANDLE_COLOR_HAND if handle_name.ends_with("Hand") else HANDLE_COLOR_FOOT 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()