feat(client): purchased UAL tiers wired — lib/Clip addressing, stance enter/exits, turn-in-place (T-1088)

ual1.glb (120 clips) + ual2.glb (134) replace the free-tier subsets;
CharacterVisual loads both under explicit library names with lib/Clip exact
addressing (bare names keep cross-library search). Gait table re-pointed;
two new one-shot overlays in the gait machine: stance transitions
(Sprint/Crouch Enter/Exit, destination-Enter priority, clip-length timer,
movement never stalls) and turn-in-place (Turn90/180 L/R from shortest-arc
sign, >=60/135 deg idle yaw jumps, retrigger-guarded). All clip names
verified by dumping the imported GLBs. 70 gait tests + live smoke green
(both libraries load with exact counts).

S9 live-tune list: turn handedness (unverified headless — one-line swap),
TURN_SPEED_SCALE=2.0 compromise vs the snappy yaw ease, turn-on-stop feel.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-06 21:53:35 +02:00
co-authored by Claude Fable 5
parent e46aa404fc
commit c82ea3ec92
10 changed files with 580 additions and 94 deletions
@@ -839,3 +839,5 @@ RMB gesture vocabulary (user, live session 2026-07-06, added to the path-preview
Follow-facing refinement (user, live session 2026-07-06): during an RMB path-follow the BODY commits to the leg/movement direction (mouse no longer swings body yaw); the mouse instead drives a LAYERED LOOK-AT — Head bone (~70deg limit) plus torso twist via a spine bone (~30deg) for looking far lateral/behind; beyond their sum the character physically cannot look further without turning (correct). Pure client presentation on the D-249 model; SetFacing continues to ride the wire during follows, so the SERVER vision cone still follows the mouse (diegetic: the character looks where the player points while walking a committed path). Implementation: Godot LookAtModifier3D pair under the CharacterVisual skeleton, influence-faded in/out on follow start/end; rig gains a commit_body_to_motion flag (yaw from leg velocity while set).', NULL, '2026-07-06 18:29:55', '2026-07-06 18:29:55.012', '2026-07-06 18:29:55.012', NULL, '890daaabcde4a85a222f9d206dcda2d0', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKHFRCP5R0VBA9BKR97RRBJ0', 'status', 'backlog', 'in_progress', NULL, '2026-07-06 18:55:29', '2026-07-06 18:55:29.038', '2026-07-06 18:55:29.038', NULL, 'da64cb6b48dd4311c5b257cbd70d891b', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKHFRCP5R0VBA9BKR97RRBJ0', 'status', 'in_progress', 'done', NULL, '2026-07-06 19:18:30', '2026-07-06 19:18:30.658', '2026-07-06 19:18:30.658', NULL, '5bcddf023648706d42815d7aaf08255a', 2) ON CONFLICT(hash) DO NOTHING;
INSERT INTO ticket_history (ticket_record_id, field, old_value, new_value, changed_by, changed_at, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKE0EW2617K9VE4QHSYSR9HW', 'status', 'backlog', 'in_progress', NULL, '2026-07-06 19:25:35', '2026-07-06 19:25:35.248', '2026-07-06 19:25:35.248', NULL, '8fa2e4eba023cb3ae1577a5f16c9cfd2', 2) ON CONFLICT(hash) DO NOTHING;
+2
View File
@@ -710,3 +710,5 @@ RMB gesture vocabulary (user, live session 2026-07-06, added to the path-preview
Follow-facing refinement (user, live session 2026-07-06): during an RMB path-follow the BODY commits to the leg/movement direction (mouse no longer swings body yaw); the mouse instead drives a LAYERED LOOK-AT — Head bone (~70deg limit) plus torso twist via a spine bone (~30deg) for looking far lateral/behind; beyond their sum the character physically cannot look further without turning (correct). Pure client presentation on the D-249 model; SetFacing continues to ride the wire during follows, so the SERVER vision cone still follows the mouse (diegetic: the character looks where the player points while walking a committed path). Implementation: Godot LookAtModifier3D pair under the CharacterVisual skeleton, influence-faded in/out on follow start/end; rig gains a commit_body_to_motion flag (yaw from leg velocity while set).', 'backlog', 'high', NULL, 'client', NULL, '2026-07-06 07:01:06.475', '2026-07-06 18:29:55.012', NULL, 'c45dd9ede3dbadcc20b4ce12b90a94f5', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKHFRCP5R0VBA9BKR97RRBJ0', 'task', '06FB0TNSRXX29H5X0EB0F0GBW4', 'Server aim-lock: explicit SetFacing should survive accepted moves (vision-cone flap during path-follows)', 'Found live in the T-1088 sandbox: during a client path-follow the vision cone flaps to path-forward on every accepted step because movement.rs facing_from_delta overwrites Facing on each move, and D-054''s change-gated SetFacing never re-asserts an unchanged octant. Client mitigation shipped (InputMapper.reassert_facing ~2 ticks after each emitted step) shrinks the flap to ~100ms per step but cannot eliminate it — movement wins within a tick. Proper fix is server-side facing decoupling (e.g. an explicit-aim flag/timestamp on Facing that accepted moves do not overwrite while fresh), which is exactly Q-084''s parked walk-vs-aim split now with play evidence. Needs a D-record before wire semantics change; touch nothing until the sidequest''s presentation-layer constraint lifts.', 'backlog', 'medium', NULL, 'server', NULL, '2026-07-06 18:44:32.561', '2026-07-06 18:44:32.561', NULL, 'c83a2bdbf3c41b678f04db6e5077b78a', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKHFRCP5R0VBA9BKR97RRBJ0', 'task', '06FB0TNSRXX29H5X0EB0F0GBW4', 'Server aim-lock: explicit SetFacing should survive accepted moves (vision-cone flap during path-follows)', 'Found live in the T-1088 sandbox: during a client path-follow the vision cone flaps to path-forward on every accepted step because movement.rs facing_from_delta overwrites Facing on each move, and D-054''s change-gated SetFacing never re-asserts an unchanged octant. Client mitigation shipped (InputMapper.reassert_facing ~2 ticks after each emitted step) shrinks the flap to ~100ms per step but cannot eliminate it — movement wins within a tick. Proper fix is server-side facing decoupling (e.g. an explicit-aim flag/timestamp on Facing that accepted moves do not overwrite while fresh), which is exactly Q-084''s parked walk-vs-aim split now with play evidence. Needs a D-record before wire semantics change; touch nothing until the sidequest''s presentation-layer constraint lifts.', 'in_progress', 'medium', NULL, 'server', NULL, '2026-07-06 18:44:32.561', '2026-07-06 18:55:29.037', NULL, '01cc8d20f141986d0d4fdfe4d6cb1f22', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKHFRCP5R0VBA9BKR97RRBJ0', 'task', '06FB0TNSRXX29H5X0EB0F0GBW4', 'Server aim-lock: explicit SetFacing should survive accepted moves (vision-cone flap during path-follows)', 'Found live in the T-1088 sandbox: during a client path-follow the vision cone flaps to path-forward on every accepted step because movement.rs facing_from_delta overwrites Facing on each move, and D-054''s change-gated SetFacing never re-asserts an unchanged octant. Client mitigation shipped (InputMapper.reassert_facing ~2 ticks after each emitted step) shrinks the flap to ~100ms per step but cannot eliminate it — movement wins within a tick. Proper fix is server-side facing decoupling (e.g. an explicit-aim flag/timestamp on Facing that accepted moves do not overwrite while fresh), which is exactly Q-084''s parked walk-vs-aim split now with play evidence. Needs a D-record before wire semantics change; touch nothing until the sidequest''s presentation-layer constraint lifts.', 'done', 'medium', NULL, 'server', NULL, '2026-07-06 18:44:32.561', '2026-07-06 19:18:30.657', NULL, 'a71401dfc41971383da8d314361e15bb', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
INSERT INTO tickets (record_id, type, parent_record_id, title, description, status, priority, assigned_to, team, decision_ref, created_at, updated_at, deleted_at, hash, canonical_version) VALUES ('06FKE0EW2617K9VE4QHSYSR9HW', 'bug', '06FB0TNSRXX29H5X0EB0F0GBW4', '5 of 11 body types misrender bare in CharacterVisual (thin_f/m, heavy_f/m, child)', 'Found by the T-1089 Synty intake spike (2026-07-06), body-only controls with NO garment attached: thin_f/m, heavy_f/m, child misrender in CharacterVisual (exploded/spider arms, detached head/hair; child 303mm max warp, 87 collapsed edges; f-bodies bust-through). These are the newer high-poly bodies (no seg_hips, different segmentation) — exactly the 5 with no production peasant-clothing variants. Upstream of ANY clothing route; blocks T-1089''s 11-of-11 acceptance criterion and resolves part of Q-060. Evidence: spikes/synty-intake/out/bodies_fit_log.json + out/qa_bodies/ (44 screenshots) + out/bodies_recon.json.', 'in_progress', 'high', NULL, 'client', NULL, '2026-07-06 10:38:16.593', '2026-07-06 19:25:35.248', NULL, 'ec4a20d81cb872c936cd825d4ebca616', 2) ON CONFLICT(record_id) DO UPDATE SET type=excluded.type, parent_record_id=excluded.parent_record_id, title=excluded.title, description=excluded.description, status=excluded.status, priority=excluded.priority, assigned_to=excluded.assigned_to, team=excluded.team, decision_ref=excluded.decision_ref, updated_at=excluded.updated_at, deleted_at=excluded.deleted_at, hash=excluded.hash, canonical_version=excluded.canonical_version WHERE excluded.updated_at > tickets.updated_at OR (excluded.updated_at = tickets.updated_at AND excluded.hash > tickets.hash);
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+84 -38
View File
@@ -31,7 +31,16 @@ extends Node3D
const BASE_PATH := "res://assets/characters/"
const SKELETON_PATH := BASE_PATH + "skeleton/armature.glb"
const ANIM_LIBRARY_PATH := BASE_PATH + "animations/ual_standard.glb"
## Purchased UAL tiers (D-248 / T-1088): each GLB's imported default library ("") is
## registered under an explicit name so "lib/Clip" addressing resolves exactly and the
## two GLBs' identically-named "" libraries do not collide. Bare-name play_animation()
## still works via a cross-library search (back-compat). UAL1 = base locomotion +
## Turn90 + Sprint/Crouch Enter/Exit; UAL2 = Turn180 + 8-dir walk sets + life-sim idles.
## The importer strips the "_Loop" suffix and sets loop mode (verified 2026-07-06).
const ANIM_LIBRARIES := {
"ual1": BASE_PATH + "animations/ual1.glb",
"ual2": BASE_PATH + "animations/ual2.glb",
}
const SKIN_TONE_DIR := BASE_PATH + "skin_tones/"
const EYE_IRIS_MASK_PATH := BASE_PATH + "bodies/eye_iris_mask.png"
const TOON_SHADER_PATH := BASE_PATH + "shaders/toon.gdshader"
@@ -732,61 +741,89 @@ func _rebuild_outlines() -> void:
func _load_animations() -> void:
if _skeleton == null:
return
var anim_scene: PackedScene = load(ANIM_LIBRARY_PATH) as PackedScene
if anim_scene == null:
push_warning("CharacterVisual: animation library not found at %s" % ANIM_LIBRARY_PATH)
return
var anim_root: Node = anim_scene.instantiate()
# Find the AnimationPlayer in the imported GLB scene
var source_player: AnimationPlayer = null
for child in anim_root.get_children():
if child is AnimationPlayer:
source_player = child as AnimationPlayer
break
if source_player == null:
# Try deeper — some GLB imports nest the player
for child in anim_root.get_children():
for grandchild in child.get_children():
if grandchild is AnimationPlayer:
source_player = grandchild as AnimationPlayer
break
if source_player:
break
if source_player == null:
push_warning("CharacterVisual: no AnimationPlayer found in animation library")
anim_root.queue_free()
return
# Parent AnimationPlayer to _body_root (the imported scene root) so that
# animation track paths like "Armature/Skeleton3D:bone_name" resolve correctly.
# The imported GLB has structure: root > Armature > Skeleton3D.
_anim_player = AnimationPlayer.new()
_anim_player.name = "AnimPlayer"
_body_root.add_child(_anim_player)
# Copy animation libraries from the source player
for lib_name in source_player.get_animation_library_list():
var lib: AnimationLibrary = source_player.get_animation_library(lib_name)
_anim_player.add_animation_library(lib_name, lib.duplicate())
anim_root.queue_free()
# Load every purchased UAL tier, registering each GLB's imported default ("")
# library under its explicit name (D-248 / T-1088) — "ual1", "ual2".
var loaded := 0
for lib_name: String in ANIM_LIBRARIES:
loaded += _load_animation_library(lib_name, ANIM_LIBRARIES[lib_name])
if loaded == 0:
push_warning("CharacterVisual: no animation libraries loaded")
return
# Play idle if available
play_animation("idle")
## Play a named animation. Searches all libraries for a matching name.
## Load one UAL GLB and register its libraries. The imported default library ("")
## carries the clips; it is re-registered under the explicit `lib_name` so
## "lib/Clip" addressing resolves and a second GLB's "" library cannot collide.
## Returns the number of libraries added (0 on failure).
func _load_animation_library(lib_name: String, path: String) -> int:
var anim_scene: PackedScene = load(path) as PackedScene
if anim_scene == null:
push_warning("CharacterVisual: animation library not found at %s" % path)
return 0
var anim_root: Node = anim_scene.instantiate()
var source_player := _find_anim_player(anim_root)
if source_player == null:
push_warning("CharacterVisual: no AnimationPlayer found in %s" % path)
anim_root.queue_free()
return 0
var added := 0
for src_lib_name in source_player.get_animation_library_list():
# Default "" library -> the explicit tier name; any pre-named source library
# is kept but namespaced under the tier so tiers never collide.
var target_name: String = lib_name if src_lib_name == "" else lib_name + "_" + str(src_lib_name)
if _anim_player.has_animation_library(target_name):
continue
var lib: AnimationLibrary = source_player.get_animation_library(src_lib_name)
_anim_player.add_animation_library(target_name, lib.duplicate())
added += 1
anim_root.queue_free()
return added
## Recursively find the first AnimationPlayer under `root` (GLB imports sometimes
## nest it below the scene root).
static func _find_anim_player(root: Node) -> AnimationPlayer:
if root is AnimationPlayer:
return root as AnimationPlayer
for child in root.get_children():
var found := _find_anim_player(child)
if found:
return found
return null
## Play a named animation. Two addressing forms (T-1088 / D-248):
## - Explicit "lib/Clip" (name contains "/") resolves to that library's clip
## exactly — no cross-library search, so tier placement is unambiguous.
## - A bare name searches every library and plays the first match (back-compat
## for existing callers and the "idle" convenience alias below).
## blend_time >= 0.0 is passed to AnimationPlayer.play() as custom_blend (crossfade
## seconds); the -1.0 default preserves the original hard-cut behavior for existing
## callers (T-1088 design §6.3 — the locomotion gait machine is the first blend user).
## seconds); the -1.0 default preserves the original hard-cut behavior (design §6.3 —
## the locomotion gait machine is the first blend user).
func play_animation(anim_name: String, blend_time: float = -1.0) -> void:
if _anim_player == null:
return
# Search across all libraries for the animation
# Explicit "lib/Clip" addressing — resolve exactly.
if anim_name.contains("/"):
if _anim_player.has_animation(anim_name):
_play_resolved(anim_name, blend_time)
return
push_warning("CharacterVisual: animation '%s' not found (explicit lib/Clip)" % anim_name)
return
# Bare name — search across all libraries for a matching clip.
for lib_name in _anim_player.get_animation_library_list():
var lib: AnimationLibrary = _anim_player.get_animation_library(lib_name)
if lib.has_animation(anim_name):
var full_name: String = lib_name + "/" + anim_name if lib_name != "" else anim_name
if blend_time >= 0.0:
_anim_player.play(full_name, blend_time)
else:
_anim_player.play(full_name)
_play_resolved(full_name, blend_time)
return
# Try common idle variants
for variant in ["Idle", "idle_01", "Idle_01", "breathing_idle", "Breathing_Idle"]:
@@ -796,6 +833,15 @@ func play_animation(anim_name: String, blend_time: float = -1.0) -> void:
push_warning("CharacterVisual: animation '%s' not found in any library" % anim_name)
# Play a fully-qualified animation name ("lib/Clip" or a default-library bare name),
# honoring the custom-blend contract: blend_time >= 0.0 crossfades, -1.0 hard-cuts.
func _play_resolved(full_name: String, blend_time: float) -> void:
if blend_time >= 0.0:
_anim_player.play(full_name, blend_time)
else:
_anim_player.play(full_name)
## Stop all animations and return to rest pose.
func stop_animation() -> void:
if _anim_player:
+172 -7
View File
@@ -5,6 +5,20 @@ extends RefCounted
## velocity (never input), transitions are edge-triggered crossfades, and playback
## rate is cadence-synced so foot fall matches actual ground speed (§6.2).
##
## Two one-shot overlays sit on top of the gait loop (T-1088, UAL Enter/Exit + Turn
## clips):
## - STANCE TRANSITIONS: on a stance change with a Sprint/Crouch Enter/Exit clip,
## play it once (loop=0) then blend into the target loop. The rig position channel
## is independent, so the character keeps gliding — movement never stalls.
## - TURN-IN-PLACE: when IDLE and the yaw TARGET jumps >= TURN_TRIGGER_DEG (a fast
## mouse reface), play Turn90/Turn180 L/R once while the rig's lerp_angle does the
## actual yaw work, then fall back to the idle clip. Retrigger is guarded by the
## active-one-shot window.
## Both overlays use a clip-length timer (decremented in update(delta)) rather than the
## AnimationPlayer.animation_finished signal: it fits the existing pure-polling drive,
## needs no signal lifecycle on a RefCounted across load_descriptor() player rebuilds,
## and is directly headless-testable by advancing update() calls.
##
## Wiring (sandbox root, design §14 group C):
## var anim := LocomotionAnim.new()
## anim.setup(player_rig, character_visual) # after both exist in-tree
@@ -32,10 +46,18 @@ signal gait_changed(clip: StringName)
## acceptably (tune-by-eye; record the outcome on T-1088 per design §11.9).
var skip_phase_seek: bool = false
var _rig = null # duck-typed rig (locomotion_rig.gd): stance / is_moving / current_speed
var _rig = null # duck-typed rig (locomotion_rig.gd): stance / is_moving / current_speed / yaw_target
var _visual = null # duck-typed CharacterVisual: play_animation() / get_animation_player()
var _current_clip: StringName = &"" # empty = nothing played yet (first play hard-cuts)
var _current_moving: bool = false
var _current_is_oneshot: bool = false # true while _current_clip is an Enter/Exit/Turn one-shot
# One-shot overlay state (stance transitions + turn-in-place).
var _last_stance: String = "" # stance-change edge detector (empty = not yet seeded)
var _turn_ref_yaw: float = 0.0 # yaw-target reference for idle turn-jump detection (rad)
var _oneshot_clip: StringName = &"" # active one-shot clip (empty = none)
var _oneshot_remaining_s: float = 0.0 # seconds left on the active one-shot (<= 0 = none)
var _oneshot_is_turn: bool = false # true if the active one-shot is a turn (idle-only)
## Pure gait table lookup (§6.1). Unknown stances warn and fall back to the Walk row
@@ -48,13 +70,22 @@ static func gait(stance: String, is_moving: bool) -> StringName:
return StringName(row["moving"]) if is_moving else StringName(row["idle"])
## Clip basename — the part after "lib/", or the whole name when unqualified. Lets the
## name-based logic (crouch detection, NATIVE_MPS lookup) stay addressing-agnostic now
## that gait clips carry explicit "ual1/..."-style library prefixes (D-248).
static func bare(clip: StringName) -> String:
var s := String(clip)
var slash := s.rfind("/")
return s.substr(slash + 1) if slash >= 0 else s
## Pure blend-table selection (§6.3). Any transition into or out of a Crouch_* clip
## takes the crouch blend; otherwise the idle/gait edge decides.
static func blend_for(
from_clip: StringName, to_clip: StringName, from_moving: bool, to_moving: bool
) -> float:
var blends: Dictionary = SandboxConstants.BLEND
if String(from_clip).begins_with("Crouch") or String(to_clip).begins_with("Crouch"):
if bare(from_clip).begins_with("Crouch") or bare(to_clip).begins_with("Crouch"):
return float(blends["crouch"])
if not from_moving and to_moving:
return float(blends["idle_to_gait"])
@@ -63,6 +94,37 @@ static func blend_for(
return float(blends["gait_to_gait"])
## Signed shortest arc from one yaw to another, in [-PI, PI). Local copy so the machine
## stays free of any rig-class dependency (it is duck-typed against the rig).
static func shortest_arc(from_yaw: float, to_yaw: float) -> float:
return wrapf(to_yaw - from_yaw, -PI, PI)
## Stance-transition one-shot for a stance change, or &"" if none applies (§ T-1088).
## Destination Enter wins over source Exit — entering the new stance is the salient
## action; the only case both apply is Crouch<->Sprint. Same stance in/out -> no clip.
static func transition_clip_for(from_stance: String, to_stance: String) -> StringName:
if from_stance == to_stance:
return &""
if SandboxConstants.STANCE_ENTER_CLIP.has(to_stance):
return StringName(SandboxConstants.STANCE_ENTER_CLIP[to_stance])
if SandboxConstants.STANCE_EXIT_CLIP.has(from_stance):
return StringName(SandboxConstants.STANCE_EXIT_CLIP[from_stance])
return &""
## Turn-in-place one-shot for a signed idle yaw-target jump (rad), or &"" if the jump is
## below TURN_TRIGGER_DEG. >= TURN_180_DEG selects the 180 clip (UAL2); the sign picks
## L (positive) vs R (negative) — see TURN_CLIP for the live-verify handedness note.
static func turn_clip_for(delta_rad: float) -> StringName:
var mag := absf(delta_rad)
if mag < deg_to_rad(SandboxConstants.TURN_TRIGGER_DEG):
return &""
var arc := "180" if mag >= deg_to_rad(SandboxConstants.TURN_180_DEG) else "90"
var hand := "L" if delta_rad > 0.0 else "R"
return StringName(SandboxConstants.TURN_CLIP["%s_%s" % [arc, hand]])
## The clip currently driven (empty StringName until the first play) — surfaced by
## the sandbox root for the DebugHud "clip" readout.
func get_current_clip() -> StringName:
@@ -85,10 +147,101 @@ func _on_rig_teleported(_pos_m: Vector3) -> void:
## Per-frame drive — call after the rig's own interpolation for the frame.
func update(_delta: float) -> void:
## Order: (1) first-frame seed, (2) drive an active one-shot to completion, (3) detect a
## stance change or an idle yaw-jump and start a new one-shot, (4) otherwise normal gait.
func update(delta: float) -> void:
if _rig == null or _visual == null:
return
_apply_state(_rig.stance, _rig.is_moving, _rig.current_speed)
var stance: String = _rig.stance
var moving: bool = _rig.is_moving
var speed: float = _rig.current_speed
# (1) First-ever frame: hard-cut to the current gait and seed the edge baselines.
if _current_clip == &"":
_apply_state(stance, moving, speed)
_last_stance = stance
_turn_ref_yaw = _read_yaw_target()
return
# (2) An active stance-transition / turn one-shot owns the clip until it elapses.
if _oneshot_remaining_s > 0.0:
_oneshot_remaining_s -= delta
# Keep the turn reference fresh so a mouse sweep DURING the one-shot doesn't
# burst into a turn the instant it ends.
_turn_ref_yaw = _read_yaw_target()
# A turn is idle-only: if the rig started moving, abandon it so the leg gait
# shows without stalling.
if _oneshot_is_turn and moving:
_oneshot_remaining_s = 0.0
if _oneshot_remaining_s > 0.0:
return
# Just elapsed — clear and fall through so _apply_state blends into the loop.
_oneshot_clip = &""
_oneshot_is_turn = false
# (3a) Stance change -> maybe a transition one-shot (Sprint/Crouch Enter/Exit).
if stance != _last_stance:
var trans := transition_clip_for(_last_stance, stance)
_last_stance = stance
if not String(trans).is_empty():
_play_oneshot(trans, SandboxConstants.STANCE_TRANSITION_BLEND, false, moving)
return
# (3b) Idle yaw-target jump -> maybe a turn-in-place one-shot.
var yaw_target := _read_yaw_target()
if not moving:
var d := shortest_arc(_turn_ref_yaw, yaw_target)
_turn_ref_yaw = yaw_target
if absf(d) >= deg_to_rad(SandboxConstants.TURN_TRIGGER_DEG):
var turn := turn_clip_for(d)
if not String(turn).is_empty():
_play_oneshot(turn, SandboxConstants.TURN_BLEND, true, false)
return
else:
# Moving: body yaw follows the legs (D-252); keep the reference current so a
# post-stop reface measures only the jump that happens AFTER arrival.
_turn_ref_yaw = yaw_target
# (4) Normal gait selection.
_apply_state(stance, moving, speed)
# Rig yaw target (rad, WorldRoot-local) for idle turn-jump detection, duck-typed so a
# rig/stub without a yaw_target simply never triggers turns (delta stays 0).
func _read_yaw_target() -> float:
if _rig != null and "yaw_target" in _rig:
return float(_rig.yaw_target)
return _turn_ref_yaw
# Play a one-shot overlay (stance transition or turn): crossfade in, hold for the clip's
# (speed-scaled) duration, then let update() blend into the target loop. Turns play at
# TURN_SPEED_SCALE so the deliberate UAL turn clip doesn't drag far past the rig's snappy
# idle yaw ease; transitions play at native rate.
func _play_oneshot(clip: StringName, blend: float, is_turn: bool, moving: bool) -> void:
var scale := SandboxConstants.TURN_SPEED_SCALE if is_turn else 1.0
_visual.play_animation(clip, blend)
var player = _visual.get_animation_player()
if player != null:
player.speed_scale = scale
_oneshot_clip = clip
_oneshot_is_turn = is_turn
_oneshot_remaining_s = _clip_length(clip) / maxf(scale, 0.01)
_current_clip = clip
_current_moving = moving
_current_is_oneshot = true
gait_changed.emit(clip)
# Clip length (s) from the real (or stubbed) AnimationPlayer, 0.0 when unavailable.
func _clip_length(clip: StringName) -> float:
var player = _visual.get_animation_player()
if player == null:
return 0.0
var anim: Animation = player.get_animation(clip)
if anim == null:
return 0.0
return anim.length
## Teleport hard reset (§6.3): a cross-map jump must not smear — replay the correct
@@ -96,6 +249,12 @@ func update(_delta: float) -> void:
func notify_teleport() -> void:
if _rig == null or _visual == null:
return
# A teleport aborts any in-flight one-shot overlay — the destination pose is a hard
# cut, not a continuation of an Enter/Exit/Turn.
_oneshot_clip = &""
_oneshot_remaining_s = 0.0
_oneshot_is_turn = false
_current_is_oneshot = false
var moving: bool = _rig.is_moving
var clip := gait(_rig.stance, moving)
var changed := clip != _current_clip
@@ -106,6 +265,10 @@ func notify_teleport() -> void:
player.seek(0.0, false)
_current_clip = clip
_current_moving = moving
# Re-seed the edge baselines so the post-teleport state does not fire a spurious
# stance transition or turn on the next frame.
_last_stance = _rig.stance
_turn_ref_yaw = _read_yaw_target()
_update_speed_scale(clip, moving, _rig.current_speed)
if changed:
gait_changed.emit(clip)
@@ -128,15 +291,17 @@ func _transition_to(clip: StringName, moving: bool) -> void:
if not first_play:
blend = blend_for(_current_clip, clip, _current_moving, moving)
# gait<->gait phase preservation (§6.3): capture the leg beat before switching,
# then re-seek into the new clip so feet keep their rhythm across the blend.
# then re-seek into the new clip so feet keep their rhythm across the blend. Skipped
# when leaving a one-shot (Enter/Exit/Turn) — its phase does not map to a gait loop.
var phase := -1.0
if not first_play and _current_moving and moving and not skip_phase_seek:
if not first_play and _current_moving and moving and not skip_phase_seek and not _current_is_oneshot:
phase = _capture_phase()
_visual.play_animation(clip, blend)
if phase >= 0.0:
_seek_phase(clip, phase)
_current_clip = clip
_current_moving = moving
_current_is_oneshot = false
gait_changed.emit(clip)
@@ -151,7 +316,7 @@ func _update_speed_scale(clip: StringName, moving: bool, speed: float) -> void:
if not moving:
player.speed_scale = 1.0
return
var native: float = SandboxConstants.NATIVE_MPS.get(String(clip), 0.0)
var native: float = SandboxConstants.NATIVE_MPS.get(bare(clip), 0.0)
if native <= 0.0:
player.speed_scale = 1.0 # moving clip missing from NATIVE_MPS — table drift
return
+64 -9
View File
@@ -56,20 +56,23 @@ const TURN_BUDGET_DEG := {
# -- Animation (design §6) -------------------------------------------------------
## Gait table (§6.1) — the ONLY place animation clip strings live.
## Clip names are the imported bare names: library "", "_Loop" stripped by the glTF
## importer, case-sensitive (design-input §2.2). Careful = Walk_Formal (D-053 stance
## readability at ortho distance; fallback if it reads "parade march": Walk at 0.6x —
## one table cell). Jog_Fwd is the reserve if Sprint reads too aggressive at 2.5 m/s.
## Gait table (§6.1) — the ONLY place gait clip strings live. Explicit "lib/Clip"
## addressing (D-248 / T-1088): every locomotion loop lives in the UAL1 tier. Names
## are the verified imported names (dumped 2026-07-06 from ual1.glb): the glTF importer
## strips the "_Loop" suffix and sets loop mode, so "Walk_Loop" -> "Walk" (loop=1).
## Careful = Walk_Formal (D-053 stance readability at ortho distance; fallback if it
## reads "parade march": Walk at 0.6x — one table cell). Jog_Fwd (ual1) is the reserve
## if Sprint reads too aggressive at 2.5 m/s.
const GAIT_CLIP := {
"Sprint": {"idle": &"Idle", "moving": &"Sprint"},
"Walk": {"idle": &"Idle", "moving": &"Walk"},
"Careful": {"idle": &"Idle", "moving": &"Walk_Formal"},
"Crouch": {"idle": &"Crouch_Idle", "moving": &"Crouch_Fwd"},
"Sprint": {"idle": &"ual1/Idle", "moving": &"ual1/Sprint"},
"Walk": {"idle": &"ual1/Idle", "moving": &"ual1/Walk"},
"Careful": {"idle": &"ual1/Idle", "moving": &"ual1/Walk_Formal"},
"Crouch": {"idle": &"ual1/Crouch_Idle", "moving": &"ual1/Crouch_Fwd"},
}
## Native clip ground speed (m/s) for cadence sync (§6.2):
## speed_scale = clamp(rig_speed / NATIVE_MPS[clip], SPEED_SCALE_CLAMP.x, .y).
## Keyed by clip BASENAME (the part after "lib/") so it is addressing-agnostic.
## Initial guesses — tuned live against the DebugHud readout.
const NATIVE_MPS := {"Walk": 1.4, "Walk_Formal": 1.2, "Sprint": 3.2, "Crouch_Fwd": 0.9}
const SPEED_SCALE_CLAMP := Vector2(0.6, 1.8)
@@ -84,6 +87,58 @@ const BLEND := {
"teleport": 0.0,
}
# -- Stance-transition one-shots (T-1088; UAL1 Enter/Exit clips) ----------------------
#
# On a stance change, if the destination stance has an Enter clip OR the source stance
# has an Exit clip, play that one-shot (loop=0) and blend into the target loop when it
# elapses. The rig position channel is independent, so the character keeps gliding while
# the transition plays (movement never stalls). Only Sprint and Crouch have Enter/Exit
# clips in UAL1 (verified 2026-07-06); Walk/Careful transition with a plain gait blend.
# Priority when both apply (only Crouch<->Sprint): destination Enter wins over source
# Exit — "entering the new stance" is the salient action. Live-tune the edge if it reads
# wrong. Names are verified imported names (all loop=0 one-shots).
const STANCE_ENTER_CLIP := {
"Sprint": &"ual1/Sprint_Enter",
"Crouch": &"ual1/Crouch_Enter",
}
const STANCE_EXIT_CLIP := {
"Sprint": &"ual1/Sprint_Exit",
"Crouch": &"ual1/Crouch_Exit",
}
## Cross-fade (s) INTO a stance-transition one-shot. The blend back OUT to the target
## loop reuses the BLEND table (crouch clips take BLEND.crouch).
const STANCE_TRANSITION_BLEND := 0.12
# -- Turn-in-place one-shots (T-1088; UAL1 Turn90, UAL2 Turn180) ----------------------
#
# When IDLE and the yaw TARGET jumps (mouse-driven octant snap) by >= TURN_TRIGGER_DEG,
# play a turn one-shot synced to the rig's yaw ease, then fall back to the stance idle
# clip. L/R is chosen from the sign of the shortest-arc delta; >= TURN_180_DEG uses the
# 180 clip (UAL2). Retrigger is guarded — a fresh turn cannot start until the current
# one elapses. Octants snap at 45 deg, so effective triggers are 90 deg -> Turn90 and
# 135/180 deg -> Turn180. Names are verified imported names (all loop=0 one-shots).
## Minimum yaw-target jump (deg) that triggers a turn-in-place. Below this, the rig's
## normal yaw ease handles the reface with no clip.
const TURN_TRIGGER_DEG := 60.0
## At/above this jump (deg), use the Turn180 clip instead of Turn90.
const TURN_180_DEG := 135.0
## Turn one-shot clips keyed by "<arc>_<hand>". Turn90 is UAL1, Turn180 is UAL2.
## Hand: positive shortest-arc yaw delta -> "_L", negative -> "_R" (VERIFY handedness
## live — a swap is a one-line fix if the model turns the wrong way).
const TURN_CLIP := {
"90_L": &"ual1/Turn90_L",
"90_R": &"ual1/Turn90_R",
"180_L": &"ual2/Turn180_L",
"180_R": &"ual2/Turn180_R",
}
## Cross-fade (s) into and out of a turn one-shot.
const TURN_BLEND := 0.15
## Playback rate for turn one-shots. The UAL turn clips are deliberate (~1.7-2.0 s); the
## rig's idle yaw ease is snappy (~0.3 s for 180 deg), so at 1.0x the turn shuffle drags
## long past the settled body. 2.0x is an initial compromise — S9 live-tunes it against
## the on-screen yaw-ease duration (raise to shorten the turn, lower for weightier turns).
const TURN_SPEED_SCALE := 2.0
# -- Camera (design §7; D-148, D-015, D-158) -------------------------------------
## Pitch presets in degrees from horizontal — D-148 preset list is authoritative;
+256 -40
View File
@@ -25,15 +25,22 @@ class StubRig:
var stance: String = "Walk"
var is_moving: bool = false
var current_speed: float = 0.0
var yaw_target: float = 0.0 # idle turn-jump detector input (rad)
class StubAnimPlayer:
extends RefCounted
## Clip lengths mirror the verified import dump (design-input §2.2) — values only
## matter for phase arithmetic, not for clip existence (layer 1 covers that).
## Clip lengths mirror the verified import dump (2026-07-06), keyed by the explicit
## "lib/Clip" address (D-248). Values only matter for phase/one-shot-timer arithmetic,
## not for clip existence (layer 1 covers that against the real GLB).
const LENGTHS := {
"Idle": 2.5, "Walk": 1.33, "Walk_Formal": 1.33,
"Sprint": 0.67, "Crouch_Idle": 2.93, "Crouch_Fwd": 2.0,
"ual1/Idle": 2.5, "ual1/Walk": 1.33, "ual1/Walk_Formal": 1.33,
"ual1/Sprint": 0.67, "ual1/Crouch_Idle": 2.93, "ual1/Crouch_Fwd": 2.0,
# stance-transition + turn one-shots
"ual1/Sprint_Enter": 0.87, "ual1/Sprint_Exit": 1.67,
"ual1/Crouch_Enter": 0.83, "ual1/Crouch_Exit": 0.83,
"ual1/Turn90_L": 2.0, "ual1/Turn90_R": 2.0,
"ual2/Turn180_L": 1.67, "ual2/Turn180_R": 1.67,
}
var speed_scale: float = 1.0
var current_animation: String = ""
@@ -95,15 +102,20 @@ func test_every_gait_cell_exists_in_imported_animation_list() -> void:
var player: AnimationPlayer = visual.get_animation_player()
assert_object(player).override_failure_message(
"get_animation_player() must return the AnimPlayer after load_descriptor()"
+ " — null means the skeleton or ual_standard.glb failed to load"
+ " — null means the skeleton or the ual1/ual2 GLBs failed to load"
).is_not_null()
if player == null:
return
var clips := player.get_animation_list()
assert_bool(clips.is_empty()).override_failure_message(
"imported animation list is empty — ual_standard.glb library copy failed"
"imported animation list is empty — ual1.glb/ual2.glb library copy failed"
).is_false()
# Both explicit libraries must have registered (D-248 lib/Clip addressing).
var libs := player.get_animation_library_list()
assert_bool(libs.has(&"ual1") and libs.has(&"ual2")).override_failure_message(
"expected explicit libraries 'ual1' and 'ual2' — got %s" % [libs]
).is_true()
for stance: String in SandboxConstants.GAIT_CLIP:
var row: Dictionary = SandboxConstants.GAIT_CLIP[stance]
for cell: String in row:
@@ -111,12 +123,34 @@ func test_every_gait_cell_exists_in_imported_animation_list() -> void:
assert_bool(clips.has(clip)).override_failure_message(
(
"GAIT_CLIP[%s][%s] = '%s' not in the imported animation list —"
+ " play_animation() would miss SILENTLY (case-sensitive; library"
+ " '' bare names, '_Loop' stripped by the importer). List: %s"
+ " play_animation() would miss SILENTLY (case-sensitive; explicit"
+ " 'lib/Clip' addressing, '_Loop' stripped by the importer). List: %s"
) % [stance, cell, clip, clips]
).is_true()
func test_transition_and_turn_clips_exist_in_imported_animation_list() -> void:
# The stance-transition (Sprint/Crouch Enter/Exit) and turn-in-place (Turn90/Turn180
# L/R) name tables must resolve in the real headless CharacterVisual — same silent-miss
# tripwire as the gait table, for the one-shot overlays (T-1088).
var visual: CharacterVisual = auto_free(CharacterVisual.new())
add_child(visual)
visual.load_descriptor(CharacterVisualDescriptor.new())
var player: AnimationPlayer = visual.get_animation_player()
assert_object(player).is_not_null()
if player == null:
return
var clips := player.get_animation_list()
var expected: Array = []
expected.append_array(SandboxConstants.STANCE_ENTER_CLIP.values())
expected.append_array(SandboxConstants.STANCE_EXIT_CLIP.values())
expected.append_array(SandboxConstants.TURN_CLIP.values())
for clip: StringName in expected:
assert_bool(clips.has(String(clip))).override_failure_message(
"one-shot clip '%s' not in the imported animation list — %s" % [clip, clips]
).is_true()
func test_gait_table_covers_all_four_stances() -> void:
# The wire stance enum (D-053/D-055): every variant must have both cells.
for stance: String in ["Sprint", "Walk", "Careful", "Crouch"]:
@@ -135,18 +169,57 @@ func test_gait_table_covers_all_four_stances() -> void:
func test_gait_returns_table_cells() -> void:
assert_str(String(LocomotionAnim.gait("Walk", false))).is_equal("Idle")
assert_str(String(LocomotionAnim.gait("Walk", true))).is_equal("Walk")
assert_str(String(LocomotionAnim.gait("Careful", true))).is_equal("Walk_Formal")
assert_str(String(LocomotionAnim.gait("Sprint", true))).is_equal("Sprint")
assert_str(String(LocomotionAnim.gait("Crouch", false))).is_equal("Crouch_Idle")
assert_str(String(LocomotionAnim.gait("Crouch", true))).is_equal("Crouch_Fwd")
assert_str(String(LocomotionAnim.gait("Walk", false))).is_equal("ual1/Idle")
assert_str(String(LocomotionAnim.gait("Walk", true))).is_equal("ual1/Walk")
assert_str(String(LocomotionAnim.gait("Careful", true))).is_equal("ual1/Walk_Formal")
assert_str(String(LocomotionAnim.gait("Sprint", true))).is_equal("ual1/Sprint")
assert_str(String(LocomotionAnim.gait("Crouch", false))).is_equal("ual1/Crouch_Idle")
assert_str(String(LocomotionAnim.gait("Crouch", true))).is_equal("ual1/Crouch_Fwd")
func test_gait_unknown_stance_falls_back_to_walk_row() -> void:
# Mirrors the wire default (player_stance serde-defaults to Walk).
assert_str(String(LocomotionAnim.gait("Prone", true))).is_equal("Walk")
assert_str(String(LocomotionAnim.gait("Prone", false))).is_equal("Idle")
assert_str(String(LocomotionAnim.gait("Prone", true))).is_equal("ual1/Walk")
assert_str(String(LocomotionAnim.gait("Prone", false))).is_equal("ual1/Idle")
# =============================================================================
# 2b. bare() basename helper + one-shot name tables (§ T-1088)
# =============================================================================
func test_bare_strips_library_prefix() -> void:
assert_str(LocomotionAnim.bare(&"ual1/Walk")).is_equal("Walk")
assert_str(LocomotionAnim.bare(&"ual2/Turn180_L")).is_equal("Turn180_L")
# Unqualified names pass through unchanged (back-compat).
assert_str(LocomotionAnim.bare(&"Crouch_Fwd")).is_equal("Crouch_Fwd")
func test_transition_clip_table() -> void:
# Destination Enter / source Exit, verified imported names (UAL1).
assert_str(String(LocomotionAnim.transition_clip_for("Walk", "Sprint"))).is_equal("ual1/Sprint_Enter")
assert_str(String(LocomotionAnim.transition_clip_for("Sprint", "Walk"))).is_equal("ual1/Sprint_Exit")
assert_str(String(LocomotionAnim.transition_clip_for("Walk", "Crouch"))).is_equal("ual1/Crouch_Enter")
assert_str(String(LocomotionAnim.transition_clip_for("Crouch", "Walk"))).is_equal("ual1/Crouch_Exit")
# Walk<->Careful have no Enter/Exit clips — plain gait blend, no one-shot.
assert_str(String(LocomotionAnim.transition_clip_for("Walk", "Careful"))).is_equal("")
assert_str(String(LocomotionAnim.transition_clip_for("Careful", "Walk"))).is_equal("")
# Same stance -> no transition.
assert_str(String(LocomotionAnim.transition_clip_for("Sprint", "Sprint"))).is_equal("")
# Both apply (Crouch<->Sprint) -> destination Enter wins.
assert_str(String(LocomotionAnim.transition_clip_for("Crouch", "Sprint"))).is_equal("ual1/Sprint_Enter")
assert_str(String(LocomotionAnim.transition_clip_for("Sprint", "Crouch"))).is_equal("ual1/Crouch_Enter")
func test_turn_clip_table() -> void:
# Below TURN_TRIGGER_DEG -> no clip (the rig's yaw ease handles it).
assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(45.0)))).is_equal("")
# 90 deg: sign picks L (positive) / R (negative), Turn90 lives in UAL1.
assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(90.0)))).is_equal("ual1/Turn90_L")
assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(-90.0)))).is_equal("ual1/Turn90_R")
# >= TURN_180_DEG: Turn180 lives in UAL2.
assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(180.0)))).is_equal("ual2/Turn180_L")
assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(-135.0)))).is_equal("ual2/Turn180_R")
# =============================================================================
@@ -171,16 +244,18 @@ func test_blend_gait_to_gait() -> void:
func test_blend_crouch_overrides_all_edges() -> void:
# "<->Crouch_*" takes the crouch blend regardless of the idle/gait edge kind.
# Uses explicit "lib/Clip" names to prove the crouch detection is addressing-agnostic
# (blend_for() strips the library prefix via bare()).
var crouch: float = SandboxConstants.BLEND["crouch"]
assert_float(LocomotionAnim.blend_for(&"Walk", &"Crouch_Fwd", true, true)) \
assert_float(LocomotionAnim.blend_for(&"ual1/Walk", &"ual1/Crouch_Fwd", true, true)) \
.is_equal_approx(crouch, EPS)
assert_float(LocomotionAnim.blend_for(&"Crouch_Fwd", &"Walk", true, true)) \
assert_float(LocomotionAnim.blend_for(&"ual1/Crouch_Fwd", &"ual1/Walk", true, true)) \
.is_equal_approx(crouch, EPS)
assert_float(LocomotionAnim.blend_for(&"Idle", &"Crouch_Idle", false, false)) \
assert_float(LocomotionAnim.blend_for(&"ual1/Idle", &"ual1/Crouch_Idle", false, false)) \
.is_equal_approx(crouch, EPS)
assert_float(LocomotionAnim.blend_for(&"Crouch_Idle", &"Crouch_Fwd", false, true)) \
assert_float(LocomotionAnim.blend_for(&"ual1/Crouch_Idle", &"ual1/Crouch_Fwd", false, true)) \
.is_equal_approx(crouch, EPS)
assert_float(LocomotionAnim.blend_for(&"Crouch_Fwd", &"Crouch_Idle", true, false)) \
assert_float(LocomotionAnim.blend_for(&"ual1/Crouch_Fwd", &"ual1/Crouch_Idle", true, false)) \
.is_equal_approx(crouch, EPS)
@@ -195,7 +270,7 @@ func test_first_update_plays_idle_with_hard_cut() -> void:
var visual: StubVisual = m[2]
anim.update(0.016)
assert_int(visual.plays.size()).is_equal(1)
assert_str(_last_play(visual)["name"]).is_equal("Idle")
assert_str(_last_play(visual)["name"]).is_equal("ual1/Idle")
# First-ever play: -1.0 rides play_animation's default hard-cut path.
assert_float(_last_play(visual)["blend"]).is_equal_approx(-1.0, EPS)
@@ -219,7 +294,7 @@ func test_idle_to_walk_uses_idle_to_gait_blend() -> void:
rig.is_moving = true
rig.current_speed = 1.25
anim.update(0.016)
assert_str(_last_play(visual)["name"]).is_equal("Walk")
assert_str(_last_play(visual)["name"]).is_equal("ual1/Walk")
assert_float(_last_play(visual)["blend"]) \
.is_equal_approx(SandboxConstants.BLEND["idle_to_gait"], EPS)
@@ -235,20 +310,21 @@ func test_walk_to_idle_uses_gait_to_idle_blend() -> void:
rig.is_moving = false
rig.current_speed = 0.0
anim.update(0.016)
assert_str(_last_play(visual)["name"]).is_equal("Idle")
assert_str(_last_play(visual)["name"]).is_equal("ual1/Idle")
assert_float(_last_play(visual)["blend"]) \
.is_equal_approx(SandboxConstants.BLEND["gait_to_idle"], EPS)
func test_stance_toggle_while_idle_keeps_shared_idle_clip() -> void:
# Walk-idle and Sprint-idle share the Idle cell — the clip identity is the edge,
# so no re-play and no gait_changed re-emit on the stance flip.
func test_stance_toggle_between_transitionless_stances_keeps_shared_idle_clip() -> void:
# Walk-idle and Careful-idle share the Idle cell AND have no Enter/Exit clip — the
# clip identity is the edge, so no re-play and no gait_changed re-emit on the flip.
# (Sprint/Crouch now DO fire an Enter/Exit one-shot — see the transition tests.)
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var rig: StubRig = m[1]
var visual: StubVisual = m[2]
anim.update(0.016)
rig.stance = "Sprint"
rig.stance = "Careful"
anim.update(0.016)
assert_int(visual.plays.size()).is_equal(1)
@@ -266,7 +342,7 @@ func test_gait_changed_emitted_once_per_edge() -> void:
rig.current_speed = 1.25
anim.update(0.016) # -> Walk
anim.update(0.016) # no edge
assert_array(emitted).is_equal(["Idle", "Walk"])
assert_array(emitted).is_equal(["ual1/Idle", "ual1/Walk"])
# =============================================================================
@@ -331,6 +407,8 @@ func test_idle_runs_at_native_rate() -> void:
func test_gait_to_gait_preserves_phase() -> void:
# Walk -> Careful (Walk_Formal) is the transitionless gait<->gait pair (no Enter/Exit
# clip intervenes); Walk -> Sprint now routes through Sprint_Enter (see transitions).
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var rig: StubRig = m[1]
@@ -340,14 +418,14 @@ func test_gait_to_gait_preserves_phase() -> void:
anim.update(0.016) # -> Walk
# Mid-stride: half way through the Walk loop.
visual.player.current_animation_position = 0.5 * visual.player.current_animation_length
rig.stance = "Sprint"
rig.current_speed = 2.5
anim.update(0.016) # -> Sprint, gait<->gait
assert_str(_last_play(visual)["name"]).is_equal("Sprint")
rig.stance = "Careful"
rig.current_speed = 1.2
anim.update(0.016) # -> Walk_Formal, gait<->gait
assert_str(_last_play(visual)["name"]).is_equal("ual1/Walk_Formal")
assert_int(visual.player.seeks.size()).is_equal(1)
# phase 0.5 into Sprint's 0.67 s loop; update=false keeps the crossfade pose.
# phase 0.5 into Walk_Formal's 1.33 s loop; update=false keeps the crossfade pose.
assert_float(visual.player.seeks[0][0]) \
.is_equal_approx(0.5 * StubAnimPlayer.LENGTHS["Sprint"], EPS)
.is_equal_approx(0.5 * StubAnimPlayer.LENGTHS["ual1/Walk_Formal"], EPS)
assert_bool(visual.player.seeks[0][1]).is_false()
@@ -363,10 +441,10 @@ func test_skip_phase_seek_flag_disables_the_seek() -> void:
rig.current_speed = 1.25
anim.update(0.016)
visual.player.current_animation_position = 0.5 * visual.player.current_animation_length
rig.stance = "Sprint"
rig.current_speed = 2.5
rig.stance = "Careful"
rig.current_speed = 1.2
anim.update(0.016)
assert_str(_last_play(visual)["name"]).is_equal("Sprint")
assert_str(_last_play(visual)["name"]).is_equal("ual1/Walk_Formal")
assert_int(visual.player.seeks.size()).is_equal(0)
@@ -401,7 +479,7 @@ func test_teleport_replays_with_zero_blend_and_rewinds() -> void:
rig.is_moving = false # rig snapped at the teleport target
rig.current_speed = 0.0
anim.notify_teleport()
assert_str(_last_play(visual)["name"]).is_equal("Idle")
assert_str(_last_play(visual)["name"]).is_equal("ual1/Idle")
assert_float(_last_play(visual)["blend"]) \
.is_equal_approx(SandboxConstants.BLEND["teleport"], EPS)
# play() on an already-current clip does not rewind — the reset must seek 0.
@@ -423,14 +501,152 @@ func test_setup_connects_rig_teleported_signal_when_present() -> void:
rig.is_moving = false
rig.current_speed = 0.0
rig.teleported.emit(Vector3(25.25, 0.0, 29.25))
assert_str(_last_play(visual)["name"]).is_equal("Idle")
assert_str(_last_play(visual)["name"]).is_equal("ual1/Idle")
assert_float(_last_play(visual)["blend"]) \
.is_equal_approx(SandboxConstants.BLEND["teleport"], EPS)
# =============================================================================
# 8. Stance-transition one-shots (T-1088)
# =============================================================================
func test_stance_change_triggers_transition_oneshot() -> void:
# Idle Walk -> Crouch fires the Crouch_Enter one-shot (loop=0) with the transition
# blend, while the rig keeps interpolating independently.
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var rig: StubRig = m[1]
var visual: StubVisual = m[2]
anim.update(0.016) # seed baselines, idle
rig.stance = "Crouch"
anim.update(0.016)
assert_str(_last_play(visual)["name"]).is_equal("ual1/Crouch_Enter")
assert_float(_last_play(visual)["blend"]) \
.is_equal_approx(SandboxConstants.STANCE_TRANSITION_BLEND, EPS)
# One-shots play at native rate (no cadence scaling).
assert_float(visual.player.speed_scale).is_equal_approx(1.0, EPS)
func test_transition_holds_then_blends_into_target_loop() -> void:
# The one-shot owns the clip for its length (Crouch_Enter = 0.83 s @ 1.0x), then the
# next frame blends into the destination loop (idle -> Crouch_Idle).
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var rig: StubRig = m[1]
var visual: StubVisual = m[2]
anim.update(0.016) # seed
rig.stance = "Crouch"
anim.update(0.016) # -> Crouch_Enter
var plays_at_trigger := visual.plays.size()
# Within the 0.83 s window: the clip is held, no new play.
anim.update(0.2)
assert_int(visual.plays.size()).is_equal(plays_at_trigger)
# Advance past the window: elapses and blends into Crouch_Idle the same frame.
anim.update(0.8)
assert_str(_last_play(visual)["name"]).is_equal("ual1/Crouch_Idle")
func test_transition_does_not_stall_movement_flag() -> void:
# Movement independence: even mid-transition the machine never blocks the rig — it
# only owns the CLIP. If movement is underway when the transition ends, it lands on
# the moving loop.
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var rig: StubRig = m[1]
var visual: StubVisual = m[2]
rig.is_moving = true
rig.current_speed = 1.25
anim.update(0.016) # seed -> Walk
rig.stance = "Sprint"
rig.current_speed = 3.0
anim.update(0.016) # -> Sprint_Enter one-shot
assert_str(_last_play(visual)["name"]).is_equal("ual1/Sprint_Enter")
anim.update(1.0) # elapse (Sprint_Enter 0.87 s) -> Sprint moving loop
assert_str(_last_play(visual)["name"]).is_equal("ual1/Sprint")
# =============================================================================
# 9. Turn-in-place one-shots (T-1088)
# =============================================================================
func test_idle_yaw_jump_triggers_turn() -> void:
# A >= 60 deg idle yaw-target jump plays a Turn90 one-shot; +delta -> L.
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var rig: StubRig = m[1]
var visual: StubVisual = m[2]
anim.update(0.016) # seed, yaw_target 0
rig.yaw_target = deg_to_rad(90.0)
anim.update(0.016)
assert_str(_last_play(visual)["name"]).is_equal("ual1/Turn90_L")
assert_float(_last_play(visual)["blend"]).is_equal_approx(SandboxConstants.TURN_BLEND, EPS)
assert_float(visual.player.speed_scale) \
.is_equal_approx(SandboxConstants.TURN_SPEED_SCALE, EPS)
func test_small_idle_yaw_change_does_not_turn() -> void:
# A 45 deg reface stays under TURN_TRIGGER_DEG — the rig's yaw ease handles it, no clip.
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var rig: StubRig = m[1]
var visual: StubVisual = m[2]
anim.update(0.016) # seed -> Idle
rig.yaw_target = deg_to_rad(45.0)
anim.update(0.016)
assert_int(visual.plays.size()).is_equal(1) # only the seed idle play
func test_moving_yaw_change_does_not_turn() -> void:
# Turns are idle-only — while moving, the body yaw follows the legs (D-252).
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var rig: StubRig = m[1]
var visual: StubVisual = m[2]
rig.is_moving = true
rig.current_speed = 1.25
anim.update(0.016) # seed -> Walk
rig.yaw_target = deg_to_rad(120.0)
anim.update(0.016)
assert_str(_last_play(visual)["name"]).is_equal("ual1/Walk") # no turn clip
func test_turn_retrigger_guarded_while_active() -> void:
# A second jump during an active turn does not start a new turn (retrigger guard).
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var rig: StubRig = m[1]
var visual: StubVisual = m[2]
anim.update(0.016) # seed
rig.yaw_target = deg_to_rad(90.0)
anim.update(0.016) # -> Turn90_L (2.0 s / 2.0x = 1.0 s window)
var plays_at_turn := visual.plays.size()
rig.yaw_target = deg_to_rad(180.0) # another jump mid-turn
anim.update(0.1) # still within the window
assert_int(visual.plays.size()).is_equal(plays_at_turn) # guarded, no new play
func test_turn_abandoned_when_movement_starts() -> void:
# A turn is idle-only: if the rig starts moving mid-turn, abandon it and show the
# leg gait immediately (movement never stalls).
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var rig: StubRig = m[1]
var visual: StubVisual = m[2]
anim.update(0.016) # seed idle
rig.yaw_target = deg_to_rad(90.0)
anim.update(0.016) # -> Turn90_L active
rig.is_moving = true
rig.current_speed = 1.25
anim.update(0.016) # movement -> abandon turn -> Walk
assert_str(_last_play(visual)["name"]).is_equal("ual1/Walk")
class SignallingStubRig:
extends RefCounted
signal teleported(pos_m: Vector3)
var stance: String = "Walk"
var is_moving: bool = false
var current_speed: float = 0.0
var yaw_target: float = 0.0