- Added draggable handles for the torso and head to the test harness. - Updated `IK_HANDLE_PATHS` to include new entries for "Head" and "Torso". - Implemented distinct colors for the torso (magenta) and head (yellow) markers. - Added a visual aid (aim line) to indicate the head's LookAt target direction. - Ensured that dragging the torso moves only the torso marker, allowing for limb stretching towards stationary targets.
470 lines
15 KiB
GDScript
470 lines
15 KiB
GDScript
extends Control
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## TestHarness - Standalone runtime rig viewer / IK playground (Phase 9).
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##
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## Loads .stk files via StickmanFactory, spawns a master_rig.tscn instance into
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## a SubViewport, and provides a debug overlay (skeleton bones + IK handles)
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## plus interactive IK-handle dragging. NOT wired into the editor — run
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## standalone via F6 on res://scenes/test_harness.tscn.
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# ---------------------------------------------------------------------------
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# Constants
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# ---------------------------------------------------------------------------
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const MIN_ZOOM: float = 0.1
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const MAX_ZOOM: float = 5.0
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const ZOOM_STEP: float = 1.10
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const HANDLE_HIT_RADIUS_PX: float = 12.0 # screen-space grab radius
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const HANDLE_DRAW_RADIUS_PX: float = 6.0 # screen-space marker radius
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const JOINT_DOT_RADIUS_PX: float = 4.0 # screen-space bone-joint dot radius
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const BONE_LINE_WIDTH_PX: float = 2.0 # screen-space bone line width
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const BONE_COLOR_LEFT := Color(0.35, 0.70, 1.00)
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const BONE_COLOR_RIGHT := Color(1.00, 0.50, 0.20)
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const BONE_COLOR_CENTRAL := Color(1.00, 1.00, 1.00)
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const HANDLE_COLOR_HAND := Color(0.00, 1.00, 0.00) # green
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const HANDLE_COLOR_FOOT := Color(0.00, 0.50, 1.00) # blue
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const HANDLE_COLOR_HEAD := Color(1.00, 1.00, 0.00) # yellow
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const HANDLE_COLOR_TORSO := Color(1.00, 0.00, 1.00) # magenta
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const SKELETON_PATH := "Skeleton2D"
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## Quick-load buttons: [label, res:// path].
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const QUICK_LOADS: Array = [
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["Break", "res://stickmen/break.stk"],
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["Basic", "res://stickmen/basic.stk"],
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["Test", "res://stickmen/test.stk"],
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]
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## IK handle node paths (relative to rig root), keyed by handle name.
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## The four limb targets drive TwoBoneIK; "Head" is the LookAt aim point and
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## "Torso" is the hip anchor (dragging it translates the whole rig via its
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## RemoteTransform2D — no target-following logic).
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const IK_HANDLE_PATHS: Dictionary = {
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"Left_Hand": "IK_Targets/Left_Hand",
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"Right_Hand": "IK_Targets/Right_Hand",
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"Left_Leg": "IK_Targets/Left_Leg",
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"Right_Leg": "IK_Targets/Right_Leg",
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"Head": "IK_Targets/Head",
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"Torso": "IK_Targets/Torso",
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}
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## Leaf bone → IK target node path (relative to rig root), keyed by bone name.
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## Used by the bone overlay to draw the forearm/shin segments out to their
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## wrist/ankle targets. The Head leaf is NOT listed here — its IK target is a
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## LookAt aim point, so it draws along its own bone direction instead (see
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## _draw_bones' leaf fallback).
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const LEAF_BONE_IK_PATHS: Dictionary = {
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"LeftLowerArm": "IK_Targets/Left_Hand",
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"RightLowerArm": "IK_Targets/Right_Hand",
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"LeftLowerLeg": "IK_Targets/Left_Leg",
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"RightLowerLeg": "IK_Targets/Right_Leg",
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}
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# ---------------------------------------------------------------------------
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# Runtime-built node references
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# ---------------------------------------------------------------------------
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var _viewport_container: SubViewportContainer
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var _viewport: SubViewport
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var _world: Node2D
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var _camera: Camera2D
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var _debug_overlay: Node2D
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var _status_label: Label
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var _file_dialog: FileDialog
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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var _rig: Node2D = null
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var _skeleton: Skeleton2D = null
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var _ik_handles: Dictionary = {} # { String : Marker2D }
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var _show_bones: bool = true
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var _show_ik: bool = true
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var _is_panning: bool = false
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var _pan_last: Vector2 = Vector2.ZERO
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var _dragging_handle: Marker2D = null
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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_build_ui()
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_viewport_container.resized.connect(_on_viewport_container_resized)
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call_deferred("_on_viewport_container_resized")
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func _input(event: InputEvent) -> void:
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if _file_dialog != null and _file_dialog.visible:
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return
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if event is InputEventMouseButton:
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_handle_mouse_button(event as InputEventMouseButton)
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elif event is InputEventMouseMotion:
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_handle_mouse_motion(event as InputEventMouseMotion)
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# ---------------------------------------------------------------------------
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# UI construction
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# ---------------------------------------------------------------------------
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func _build_ui() -> void:
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# Dark background behind the transparent SubViewport.
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var bg := ColorRect.new()
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bg.color = Color(0.10, 0.10, 0.10, 1.0)
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bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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add_child(bg)
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# Top UI bar.
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var top_bar := PanelContainer.new()
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top_bar.set_anchors_and_offsets_preset(Control.PRESET_TOP_WIDE)
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top_bar.offset_bottom = 40.0
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add_child(top_bar)
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var hbox := HBoxContainer.new()
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hbox.add_theme_constant_override("separation", 8)
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top_bar.add_child(hbox)
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var open_btn := Button.new()
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open_btn.text = "Open .stk…"
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open_btn.pressed.connect(_on_open_pressed)
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hbox.add_child(open_btn)
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for entry: Array in QUICK_LOADS:
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var btn := Button.new()
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btn.text = str(entry[0])
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btn.pressed.connect(_on_quick_load.bind(str(entry[1])))
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hbox.add_child(btn)
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var bones_cb := CheckBox.new()
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bones_cb.text = "Show Bones"
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bones_cb.button_pressed = true
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bones_cb.toggled.connect(_on_show_bones_toggled)
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hbox.add_child(bones_cb)
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var ik_cb := CheckBox.new()
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ik_cb.text = "Show IK Handles"
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ik_cb.button_pressed = true
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ik_cb.toggled.connect(_on_show_ik_toggled)
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hbox.add_child(ik_cb)
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_status_label = Label.new()
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_status_label.text = "No file loaded"
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_status_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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_status_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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_status_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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_status_label.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
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hbox.add_child(_status_label)
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# Viewport area (fills everything below the top bar).
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_viewport_container = SubViewportContainer.new()
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_viewport_container.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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_viewport_container.offset_top = 40.0
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_viewport_container.mouse_filter = Control.MOUSE_FILTER_STOP
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add_child(_viewport_container)
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_viewport = SubViewport.new()
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_viewport.transparent_bg = true
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_viewport_container.add_child(_viewport)
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_world = Node2D.new()
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_world.name = "World"
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_viewport.add_child(_world)
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_camera = Camera2D.new()
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_camera.enabled = true
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_world.add_child(_camera)
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_camera.make_current()
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_debug_overlay = Node2D.new()
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_debug_overlay.name = "DebugOverlay"
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_debug_overlay.draw.connect(_on_debug_overlay_draw)
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_world.add_child(_debug_overlay)
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# File dialog for "Open .stk…".
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_file_dialog = FileDialog.new()
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_file_dialog.title = "Open .stk"
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_file_dialog.access = FileDialog.ACCESS_FILESYSTEM
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_file_dialog.file_mode = FileDialog.FILE_MODE_OPEN_FILE
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_file_dialog.filters = PackedStringArray(["*.stk ; Stickman Files"])
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_file_dialog.file_selected.connect(_on_file_selected)
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add_child(_file_dialog)
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func _on_viewport_container_resized() -> void:
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var size := _viewport_container.size
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if size.x < 1.0 or size.y < 1.0:
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return
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_viewport.size = Vector2i(size)
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# ---------------------------------------------------------------------------
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# Input handling
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# ---------------------------------------------------------------------------
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func _handle_mouse_button(mb: InputEventMouseButton) -> void:
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if not _is_over_viewport(mb.position):
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return
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if mb.button_index == MOUSE_BUTTON_MIDDLE:
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if mb.pressed:
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_is_panning = true
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_pan_last = mb.position
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else:
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_is_panning = false
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return
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if mb.button_index == MOUSE_BUTTON_WHEEL_UP and mb.pressed:
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_apply_zoom(mb.position, ZOOM_STEP)
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return
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if mb.button_index == MOUSE_BUTTON_WHEEL_DOWN and mb.pressed:
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_apply_zoom(mb.position, 1.0 / ZOOM_STEP)
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return
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if mb.button_index == MOUSE_BUTTON_LEFT:
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if mb.pressed:
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_dragging_handle = _hit_test_handle(_viewport_to_world(mb.position))
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else:
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_dragging_handle = null
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func _handle_mouse_motion(mm: InputEventMouseMotion) -> void:
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if _is_panning:
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var delta := mm.position - _pan_last
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_pan_last = mm.position
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_camera.position -= delta / _camera.zoom
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_debug_overlay.queue_redraw()
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return
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if _dragging_handle != null and is_instance_valid(_dragging_handle):
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_dragging_handle.global_position = _viewport_to_world(mm.position)
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_debug_overlay.queue_redraw()
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func _is_over_viewport(screen_pos: Vector2) -> bool:
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return _viewport_container.get_global_rect().has_point(screen_pos)
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func _viewport_to_world(screen_pos: Vector2) -> Vector2:
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var local := screen_pos - _viewport_container.global_position
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return (local - _viewport.size * 0.5) / _camera.zoom + _camera.position
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func _apply_zoom(screen_pos: Vector2, factor: float) -> void:
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var world_before := _viewport_to_world(screen_pos)
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var new_zoom := clampf(_camera.zoom.x * factor, MIN_ZOOM, MAX_ZOOM)
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_camera.zoom = Vector2(new_zoom, new_zoom)
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var world_after := _viewport_to_world(screen_pos)
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_camera.position += world_before - world_after
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_debug_overlay.queue_redraw()
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func _hit_test_handle(world_pos: Vector2) -> Marker2D:
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var hit_radius := HANDLE_HIT_RADIUS_PX / _camera.zoom.x
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var best: Marker2D = null
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var best_dist := hit_radius
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for handle_name: String in _ik_handles:
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var handle := _ik_handles[handle_name] as Marker2D
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if handle == null or not is_instance_valid(handle):
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continue
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var dist := world_pos.distance_to(handle.global_position)
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if dist <= best_dist:
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best = handle
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best_dist = dist
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return best
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# ---------------------------------------------------------------------------
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# Debug overlay drawing
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# ---------------------------------------------------------------------------
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func _on_debug_overlay_draw() -> void:
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if _show_bones:
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_draw_bones()
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if _show_ik:
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_draw_ik_handles()
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func _draw_bones() -> void:
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if _skeleton == null or not is_instance_valid(_skeleton):
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return
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var zoom := _camera.zoom.x
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var line_w := BONE_LINE_WIDTH_PX / zoom
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var dot_r := JOINT_DOT_RADIUS_PX / zoom
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for i: int in _skeleton.get_bone_count():
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var bone := _skeleton.get_bone(i)
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if bone == null:
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continue
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var color := _bone_color(bone.name)
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var origin := bone.global_position
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_debug_overlay.draw_circle(origin, dot_r, color)
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# Collect the bone's Bone2D children (true bone segments, including the
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# nested lower bones).
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var bone_children: Array[Bone2D] = []
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for child in bone.get_children():
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if child is Bone2D:
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bone_children.append(child as Bone2D)
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if bone_children.is_empty():
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# Leaf bone — draw out to its IK target (forearm/shin), falling
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# back to the bone's own direction (bone_angle + rotation) when
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# there is no target (e.g. the Head, whose target is a LookAt aim
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# point, not a joint).
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var target := _leaf_bone_target(bone)
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if target != null:
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_debug_overlay.draw_line(origin, target.global_position, color, line_w)
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else:
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var fallback := origin + Vector2(bone.get_length(), 0.0).rotated(deg_to_rad(bone.bone_angle)).rotated(bone.global_rotation)
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_debug_overlay.draw_line(origin, fallback, color, line_w)
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else:
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for child_bone in bone_children:
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_debug_overlay.draw_line(origin, child_bone.global_position, color, line_w)
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func _leaf_bone_target(bone: Bone2D) -> Node2D:
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if not LEAF_BONE_IK_PATHS.has(bone.name):
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return null
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if _rig == null or not is_instance_valid(_rig):
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return null
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return _rig.get_node_or_null(NodePath(str(LEAF_BONE_IK_PATHS[bone.name]))) as Node2D
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func _draw_ik_handles() -> void:
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var zoom := _camera.zoom.x
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var r := HANDLE_DRAW_RADIUS_PX / zoom
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var outline_w := 1.5 / zoom
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for handle_name: String in _ik_handles:
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var handle := _ik_handles[handle_name] as Marker2D
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if handle == null or not is_instance_valid(handle):
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continue
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var color := _handle_color(handle_name)
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var pos := handle.global_position
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_debug_overlay.draw_circle(pos, r, color)
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_debug_overlay.draw_arc(pos, r, 0.0, TAU, 24, Color(1.0, 1.0, 1.0, 0.8), outline_w)
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# Head aim line — visual aid showing what the head bone is aiming at.
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var head_handle: Marker2D = _ik_handles.get("Head", null) as Marker2D
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if head_handle != null and is_instance_valid(head_handle) \
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and _skeleton != null and is_instance_valid(_skeleton):
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var head_bone := _skeleton.get_node_or_null(NodePath("Torso/Head")) as Bone2D
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if head_bone != null and is_instance_valid(head_bone):
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_debug_overlay.draw_line(
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head_bone.global_position,
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head_handle.global_position,
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Color(1.0, 1.0, 0.0, 0.5),
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1.5 / zoom
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)
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func _handle_color(handle_name: String) -> Color:
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match handle_name:
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"Head":
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return HANDLE_COLOR_HEAD
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"Torso":
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return HANDLE_COLOR_TORSO
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_:
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return HANDLE_COLOR_HAND if handle_name.ends_with("Hand") else HANDLE_COLOR_FOOT
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func _bone_color(bone_name: String) -> Color:
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if bone_name.begins_with("Left"):
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return BONE_COLOR_LEFT
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if bone_name.begins_with("Right"):
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return BONE_COLOR_RIGHT
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return BONE_COLOR_CENTRAL
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# ---------------------------------------------------------------------------
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# Spawn / swap
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# ---------------------------------------------------------------------------
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func _on_open_pressed() -> void:
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_file_dialog.popup_centered_ratio(0.6)
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func _on_quick_load(path: String) -> void:
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_load_and_spawn(path)
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func _on_file_selected(path: String) -> void:
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_load_and_spawn(path)
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func _load_and_spawn(path: String) -> void:
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_free_current_rig()
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var rig := StickmanFactory.spawn(path)
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if rig == null:
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_status_label.text = "Error: failed to load " + path.get_file()
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return
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_rig = rig
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_world.add_child(_rig)
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_world.move_child(_rig, 0) # keep the rig behind the debug overlay
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_resolve_rig_nodes()
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_ensure_modification_stack_enabled()
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_status_label.text = path.get_file()
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_recenter_camera()
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_debug_overlay.queue_redraw()
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func _free_current_rig() -> void:
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if _rig != null and is_instance_valid(_rig):
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_rig.queue_free()
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_rig = null
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_skeleton = null
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_ik_handles.clear()
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_dragging_handle = null
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func _resolve_rig_nodes() -> void:
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_skeleton = _rig.get_node_or_null(NodePath(SKELETON_PATH)) as Skeleton2D
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if _skeleton == null:
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push_warning("TestHarness: missing '%s' node in rig." % SKELETON_PATH)
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_ik_handles.clear()
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for handle_name: String in IK_HANDLE_PATHS:
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var handle := _rig.get_node_or_null(NodePath(IK_HANDLE_PATHS[handle_name])) as Marker2D
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if handle != null:
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_ik_handles[handle_name] = handle
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else:
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push_warning("TestHarness: missing IK handle '%s'." % IK_HANDLE_PATHS[handle_name])
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func _ensure_modification_stack_enabled() -> void:
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if _skeleton == null:
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return
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var stack: SkeletonModificationStack2D = _skeleton.modification_stack
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if stack != null:
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stack.enabled = true
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else:
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push_warning("TestHarness: Skeleton2D has no modification_stack assigned.")
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func _recenter_camera() -> void:
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if _rig == null:
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return
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# The rig root sits at the hips; nudge the camera up so the whole figure is
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# roughly centered in the viewport.
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_camera.position = _rig.global_position + Vector2(0.0, -50.0)
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_camera.zoom = Vector2.ONE
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_debug_overlay.queue_redraw()
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# ---------------------------------------------------------------------------
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# Checkbox handlers
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# ---------------------------------------------------------------------------
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func _on_show_bones_toggled(pressed: bool) -> void:
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_show_bones = pressed
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_debug_overlay.queue_redraw()
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func _on_show_ik_toggled(pressed: bool) -> void:
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_show_ik = pressed
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_debug_overlay.queue_redraw()
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