- Implement anisotropic scaling for shape mounting to prevent distortion. - Replace bounding-box midpoint anchors with joint-based anchors for correct rotation. - Reset node transforms to ensure clean scaling and rotation before mounting shapes. - Introduce new helper functions for computing bounding boxes, anchors, part lengths, and scales. - Neutralize driver rotations to maintain a consistent frame of reference during shape mounting. - Update documentation to reflect changes and provide detailed bugfix specifications.
400 lines
16 KiB
GDScript
400 lines
16 KiB
GDScript
class_name StkRigAdapter
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extends RefCounted
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## StkRigAdapter - Standalone runtime adapter (Phase 8).
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##
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## Fits an instantiated master_rig.tscn to a loaded .stk dictionary: re-fits
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## the skeleton bone lengths, recalibrates the IK targets, and mounts the
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## .stk vector shapes onto the rig's Body/ visual nodes. Consumed by a future
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## runtime pipeline, never referenced by the editor.
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# ---------------------------------------------------------------------------
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# Constants
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# ---------------------------------------------------------------------------
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const DEFAULT_LINE_WIDTH := 16.0
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const ELBOW_REST_Y := -256.0
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const DEFAULT_PROPORTIONS: Dictionary = {
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"upper_arm_length": 168.0,
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"lower_arm_length": 200.0,
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"upper_leg_length": 200.0,
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"lower_leg_length": 200.0,
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"torso_length": 391.5,
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}
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const PART_KEYS: PackedStringArray = [
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"head", "torso",
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"left_upper_arm", "left_lower_arm",
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"right_upper_arm", "right_lower_arm",
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"left_upper_leg", "left_lower_leg",
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"right_upper_leg", "right_lower_leg",
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]
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## Parts whose primary (bone-aligned) axis is horizontal (X).
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const X_AXIS_PARTS: PackedStringArray = [
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"left_upper_arm", "left_lower_arm", "right_upper_arm", "right_lower_arm",
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]
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## Bone node paths (relative to rig root), keyed by part name.
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const BONE_PATHS: Dictionary = {
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"left_upper_arm": "Skeleton2D/Torso/LeftUpperArm",
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"left_lower_arm": "Skeleton2D/Torso/LeftUpperArm/LeftLowerArm",
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"right_upper_arm": "Skeleton2D/Torso/RightUpperArm",
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"right_lower_arm": "Skeleton2D/Torso/RightUpperArm/RightLowerArm",
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"left_upper_leg": "Skeleton2D/Torso/LeftUpperLeg",
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"left_lower_leg": "Skeleton2D/Torso/LeftUpperLeg/LeftLowerLeg",
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"right_upper_leg": "Skeleton2D/Torso/RightUpperLeg",
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"right_lower_leg": "Skeleton2D/Torso/RightUpperLeg/RightLowerLeg",
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}
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## Body visual node paths (relative to rig root), keyed by part name.
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const BODY_PATHS: Dictionary = {
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"head": "Body/Head",
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"torso": "Body/Body",
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"left_upper_arm": "Body/LeftUpperArm",
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"left_lower_arm": "Body/LeftLowerArm",
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"right_upper_arm": "Body/RightUpperArm",
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"right_lower_arm": "Body/RightLowerArm",
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"left_upper_leg": "Body/LeftUpperLeg",
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"left_lower_leg": "Body/LeftLowerLeg",
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"right_upper_leg": "Body/RightUpperLeg",
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"right_lower_leg": "Body/RightLowerLeg",
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}
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## RemoteTransform2D driver node paths (relative to rig root), keyed by part
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## name. Each driver pushes its transform onto the matching Body/* visual node
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## (see master_rig.tscn). We neutralize their rotation so the Body/* nodes stay
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## in the clean unrotated frame the mount math assumes (position/scale pushes
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## are preserved).
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const DRIVER_PATHS: Dictionary = {
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"head": "Skeleton2D/Torso/Head/RemoteTransform2D",
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"torso": "Skeleton2D/Torso/RemoteTransform2D",
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"left_upper_arm": "Skeleton2D/Torso/LeftUpperArm/RemoteTransform2D",
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"left_lower_arm": "Skeleton2D/Torso/LeftUpperArm/LeftLowerArm/RemoteTransform2D",
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"right_upper_arm": "Skeleton2D/Torso/RightUpperArm/RemoteTransform2D",
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"right_lower_arm": "Skeleton2D/Torso/RightUpperArm/RightLowerArm/RemoteTransform2D",
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"left_upper_leg": "Skeleton2D/Torso/LeftUpperLeg/RemoteTransform2D",
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"left_lower_leg": "Skeleton2D/Torso/LeftUpperLeg/LeftLowerLeg/RemoteTransform2D",
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"right_upper_leg": "Skeleton2D/Torso/RightUpperLeg/RemoteTransform2D",
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"right_lower_leg": "Skeleton2D/Torso/RightUpperLeg/RightLowerLeg/RemoteTransform2D",
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}
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const IK_LEFT_HAND := "IK_Targets/Left_Hand"
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const IK_RIGHT_HAND := "IK_Targets/Right_Hand"
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const IK_LEFT_LEG := "IK_Targets/Left_Leg"
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const IK_RIGHT_LEG := "IK_Targets/Right_Leg"
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const HEAD_BONE_PATH := "Skeleton2D/Torso/Head"
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# ---------------------------------------------------------------------------
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# Public API
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# ---------------------------------------------------------------------------
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static func apply(stk_data: Dictionary, rig: Node2D) -> void:
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_fit_bones(stk_data, rig)
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_recalibrate_ik(stk_data, rig)
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_neutralize_driver_rotations(rig)
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_mount_shapes(stk_data, rig)
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# ---------------------------------------------------------------------------
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# Proportions
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# ---------------------------------------------------------------------------
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static func _get_proportions(stk_data: Dictionary) -> Dictionary:
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var raw: Variant = stk_data.get("proportions", {})
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if raw is Dictionary:
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return raw as Dictionary
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return {}
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# ---------------------------------------------------------------------------
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# Bone fitting
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# ---------------------------------------------------------------------------
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static func _fit_bones(stk_data: Dictionary, rig: Node2D) -> void:
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var proportions := _get_proportions(stk_data)
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var ua := float(proportions.get("upper_arm_length", DEFAULT_PROPORTIONS["upper_arm_length"]))
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var la := float(proportions.get("lower_arm_length", DEFAULT_PROPORTIONS["lower_arm_length"]))
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var ul := float(proportions.get("upper_leg_length", DEFAULT_PROPORTIONS["upper_leg_length"]))
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var ll := float(proportions.get("lower_leg_length", DEFAULT_PROPORTIONS["lower_leg_length"]))
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var torso := float(proportions.get("torso_length", DEFAULT_PROPORTIONS["torso_length"]))
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# Arms — upper length + lower-bone origin on X.
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_set_prop(rig, BONE_PATHS["left_upper_arm"], "length", ua)
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_set_prop(rig, BONE_PATHS["left_lower_arm"], "position", Vector2(-ua, 0.0))
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_set_prop(rig, BONE_PATHS["left_lower_arm"], "length", la)
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_set_prop(rig, BONE_PATHS["right_upper_arm"], "length", ua)
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_set_prop(rig, BONE_PATHS["right_lower_arm"], "position", Vector2(ua, 0.0))
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_set_prop(rig, BONE_PATHS["right_lower_arm"], "length", la)
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# Legs — upper length + lower-bone origin on Y.
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_set_prop(rig, BONE_PATHS["left_upper_leg"], "length", ul)
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_set_prop(rig, BONE_PATHS["left_lower_leg"], "position", Vector2(0.0, ul))
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_set_prop(rig, BONE_PATHS["left_lower_leg"], "length", ll)
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_set_prop(rig, BONE_PATHS["right_upper_leg"], "length", ul)
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_set_prop(rig, BONE_PATHS["right_lower_leg"], "position", Vector2(0.0, ul))
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_set_prop(rig, BONE_PATHS["right_lower_leg"], "length", ll)
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# Head — position the head bone at the top of the torso (preserve the
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# existing x so the rig's ~ -0.1288 x-offset is retained).
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var head_bone := rig.get_node_or_null(NodePath(HEAD_BONE_PATH))
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if head_bone is Node2D:
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_set_prop(rig, HEAD_BONE_PATH, "position", Vector2((head_bone as Node2D).position.x, -torso))
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static func _set_prop(rig: Node2D, path: String, prop: String, value: Variant) -> void:
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var node := rig.get_node_or_null(NodePath(path))
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if node == null:
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push_warning("StkRigAdapter: missing node '%s'; skipped '%s'." % [path, prop])
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return
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node.set(prop, value)
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# ---------------------------------------------------------------------------
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# IK target recalibration
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# ---------------------------------------------------------------------------
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static func _recalibrate_ik(stk_data: Dictionary, rig: Node2D) -> void:
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var proportions := _get_proportions(stk_data)
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var ua := float(proportions.get("upper_arm_length", DEFAULT_PROPORTIONS["upper_arm_length"]))
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var la := float(proportions.get("lower_arm_length", DEFAULT_PROPORTIONS["lower_arm_length"]))
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var ul := float(proportions.get("upper_leg_length", DEFAULT_PROPORTIONS["upper_leg_length"]))
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var ll := float(proportions.get("lower_leg_length", DEFAULT_PROPORTIONS["lower_leg_length"]))
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var left_leg := rig.get_node_or_null(NodePath(IK_LEFT_LEG)) as Node2D
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if left_leg != null:
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left_leg.position = Vector2(left_leg.position.x, ul + ll)
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else:
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push_warning("StkRigAdapter: missing IK target '%s'." % IK_LEFT_LEG)
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var right_leg := rig.get_node_or_null(NodePath(IK_RIGHT_LEG)) as Node2D
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if right_leg != null:
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right_leg.position = Vector2(right_leg.position.x, ul + ll)
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else:
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push_warning("StkRigAdapter: missing IK target '%s'." % IK_RIGHT_LEG)
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var left_hand := rig.get_node_or_null(NodePath(IK_LEFT_HAND)) as Node2D
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if left_hand != null:
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left_hand.position = Vector2(-ua, ELBOW_REST_Y - la)
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else:
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push_warning("StkRigAdapter: missing IK target '%s'." % IK_LEFT_HAND)
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var right_hand := rig.get_node_or_null(NodePath(IK_RIGHT_HAND)) as Node2D
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if right_hand != null:
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right_hand.position = Vector2(ua, ELBOW_REST_Y - la)
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else:
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push_warning("StkRigAdapter: missing IK target '%s'." % IK_RIGHT_HAND)
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# ---------------------------------------------------------------------------
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# Driver neutralization
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# ---------------------------------------------------------------------------
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static func _neutralize_driver_rotations(rig: Node2D) -> void:
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for part_name: String in DRIVER_PATHS:
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var driver := rig.get_node_or_null(NodePath(DRIVER_PATHS[part_name])) as RemoteTransform2D
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if driver == null:
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push_warning("StkRigAdapter: missing RemoteTransform2D driver '%s' for part '%s'; skipped." % [DRIVER_PATHS[part_name], part_name])
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continue
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driver.update_rotation = false
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# ---------------------------------------------------------------------------
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# Visual shape mount
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# ---------------------------------------------------------------------------
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static func _mount_shapes(stk_data: Dictionary, rig: Node2D) -> void:
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var body_parts_var: Variant = stk_data.get("body_parts", {})
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if not body_parts_var is Dictionary:
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push_warning("StkRigAdapter: 'body_parts' missing or invalid; no shapes mounted.")
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return
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var body_parts: Dictionary = body_parts_var as Dictionary
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var proportions := _get_proportions(stk_data)
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for part_name: String in PART_KEYS:
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var visual := rig.get_node_or_null(NodePath(BODY_PATHS[part_name]))
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if visual == null:
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push_warning("StkRigAdapter: missing Body node for part '%s'; skipped." % part_name)
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continue
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# Reset the node's authored transform so the mount math starts from a
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# clean unrotated, unit-scaled frame. Position is owned by the
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# RemoteTransform2D driver and is left untouched.
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_reset_node_transform(visual)
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# Phase 9: the Body/Head node is a plain Node2D carrying an inline
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# @tool circle-drawing script; clear it so the head is mounted with the
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# same full-geometry path as every other part.
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if part_name == "head":
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visual.set_script(null)
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_reset_own_geometry(visual)
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_clear_visual_children(visual)
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var shapes: Array = []
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var part_data: Variant = body_parts.get(part_name, {})
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if part_data is Dictionary:
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var pd := part_data as Dictionary
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var shapes_var: Variant = pd.get("shapes", [])
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if shapes_var is Array:
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shapes = shapes_var as Array
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# Recompute the joint anchor and part length from the shape bbox at
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# mount time (the file's pivot/length fields are write-only metadata
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# and are no longer trusted for anchoring/scaling).
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var bbox := _compute_part_bbox(shapes)
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if float(bbox["min_x"]) > float(bbox["max_x"]) or float(bbox["min_y"]) > float(bbox["max_y"]):
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continue
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var anchor := _compute_anchor(bbox, part_name)
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var part_length := _compute_part_length(bbox, part_name)
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var bone_length := _bone_length_for(part_name, proportions)
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var scale := _compute_scale(part_name, part_length, bone_length)
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for shape in shapes:
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if shape is Dictionary:
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_mount_shape(visual, shape as Dictionary, anchor, scale)
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static func _bone_length_for(part_name: String, proportions: Dictionary) -> float:
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match part_name:
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"left_upper_arm", "right_upper_arm":
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return float(proportions.get("upper_arm_length", DEFAULT_PROPORTIONS["upper_arm_length"]))
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"left_lower_arm", "right_lower_arm":
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return float(proportions.get("lower_arm_length", DEFAULT_PROPORTIONS["lower_arm_length"]))
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"left_upper_leg", "right_upper_leg":
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return float(proportions.get("upper_leg_length", DEFAULT_PROPORTIONS["upper_leg_length"]))
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"left_lower_leg", "right_lower_leg":
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return float(proportions.get("lower_leg_length", DEFAULT_PROPORTIONS["lower_leg_length"]))
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"torso":
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return float(proportions.get("torso_length", DEFAULT_PROPORTIONS["torso_length"]))
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_:
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return 1.0
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static func _compute_part_bbox(shapes: Array) -> Dictionary:
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var min_x := INF
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var min_y := INF
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var max_x := -INF
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var max_y := -INF
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for shape in shapes:
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if not shape is Dictionary:
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continue
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var pts_var: Variant = (shape as Dictionary).get("points", [])
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if pts_var is Array:
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for p in pts_var as Array:
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if p is Dictionary:
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var d := p as Dictionary
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var pt := Vector2(float(d.get("x", 0.0)), float(d.get("y", 0.0)))
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min_x = minf(min_x, pt.x)
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min_y = minf(min_y, pt.y)
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max_x = maxf(max_x, pt.x)
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max_y = maxf(max_y, pt.y)
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elif p is Vector2:
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var pt := p as Vector2
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min_x = minf(min_x, pt.x)
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min_y = minf(min_y, pt.y)
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max_x = maxf(max_x, pt.x)
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max_y = maxf(max_y, pt.y)
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elif pts_var is PackedVector2Array:
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for pt in pts_var as PackedVector2Array:
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min_x = minf(min_x, pt.x)
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min_y = minf(min_y, pt.y)
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max_x = maxf(max_x, pt.x)
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max_y = maxf(max_y, pt.y)
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return {
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"min_x": min_x,
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"min_y": min_y,
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"max_x": max_x,
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"max_y": max_y,
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}
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static func _compute_anchor(bbox: Dictionary, part_name: String) -> Vector2:
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var cx := (float(bbox["min_x"]) + float(bbox["max_x"])) * 0.5
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var cy := (float(bbox["min_y"]) + float(bbox["max_y"])) * 0.5
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match part_name:
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"head":
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return Vector2(cx, float(bbox["max_y"])) # neck base
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"left_upper_arm", "left_lower_arm":
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return Vector2(float(bbox["max_x"]), cy) # shoulder at right end
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"right_upper_arm", "right_lower_arm":
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return Vector2(float(bbox["min_x"]), cy) # shoulder at left end
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_: # torso + all legs
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return Vector2(cx, float(bbox["min_y"])) # hip/neck top-center
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static func _compute_part_length(bbox: Dictionary, part_name: String) -> float:
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if X_AXIS_PARTS.has(part_name):
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return float(bbox["max_x"]) - float(bbox["min_x"])
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return float(bbox["max_y"]) - float(bbox["min_y"])
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static func _compute_scale(part_name: String, part_length: float, bone_length: float) -> Vector2:
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var primary := 1.0
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if part_name != "head" and part_length > 0.0001:
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primary = bone_length / part_length
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if X_AXIS_PARTS.has(part_name):
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return Vector2(primary, 1.0) # arms: X is primary
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return Vector2(1.0, primary) # legs/torso/head: Y is primary (head → (1.0, 1.0))
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static func _reset_node_transform(visual: Node) -> void:
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if visual is Node2D:
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(visual as Node2D).scale = Vector2.ONE
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(visual as Node2D).rotation = 0.0
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static func _mount_shape(visual: Node, shape: Dictionary, anchor: Vector2, scale: Vector2) -> void:
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var pts := _transform_points(shape.get("points", []), anchor, scale)
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if pts.size() < 2:
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return
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var color := Color.from_string(str(shape.get("color", "#ffffff")), Color.WHITE)
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var closed := bool(shape.get("closed", false))
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if closed:
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var poly := Polygon2D.new()
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poly.polygon = pts
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poly.color = color
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visual.add_child(poly)
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var outline := Line2D.new()
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outline.points = pts
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outline.closed = true
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outline.width = DEFAULT_LINE_WIDTH
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outline.default_color = color
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visual.add_child(outline)
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else:
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var line := Line2D.new()
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line.points = pts
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line.width = DEFAULT_LINE_WIDTH
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line.default_color = color
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visual.add_child(line)
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static func _transform_points(pts_var: Variant, anchor: Vector2, scale: Vector2) -> PackedVector2Array:
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var out := PackedVector2Array()
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if pts_var is Array:
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for p in pts_var as Array:
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if p is Dictionary:
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var d := p as Dictionary
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var pt := Vector2(float(d.get("x", 0.0)), float(d.get("y", 0.0)))
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out.append(Vector2((pt.x - anchor.x) * scale.x, (pt.y - anchor.y) * scale.y))
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elif p is Vector2:
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var pt := p as Vector2
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out.append(Vector2((pt.x - anchor.x) * scale.x, (pt.y - anchor.y) * scale.y))
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elif pts_var is PackedVector2Array:
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for pt in pts_var as PackedVector2Array:
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out.append(Vector2((pt.x - anchor.x) * scale.x, (pt.y - anchor.y) * scale.y))
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return out
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static func _reset_own_geometry(visual: Node) -> void:
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if visual is Line2D:
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(visual as Line2D).points = PackedVector2Array()
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elif visual is Polygon2D:
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(visual as Polygon2D).polygon = PackedVector2Array()
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static func _clear_visual_children(visual: Node) -> void:
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for child in visual.get_children():
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if child is Line2D or child is Polygon2D:
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visual.remove_child(child)
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child.queue_free()
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