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:
@@ -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;
|
||||
|
||||
@@ -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);
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||||
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);
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||||
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);
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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);
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@@ -31,7 +31,16 @@ extends Node3D
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const BASE_PATH := "res://assets/characters/"
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const SKELETON_PATH := BASE_PATH + "skeleton/armature.glb"
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const ANIM_LIBRARY_PATH := BASE_PATH + "animations/ual_standard.glb"
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## Purchased UAL tiers (D-248 / T-1088): each GLB's imported default library ("") is
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## registered under an explicit name so "lib/Clip" addressing resolves exactly and the
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## two GLBs' identically-named "" libraries do not collide. Bare-name play_animation()
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## still works via a cross-library search (back-compat). UAL1 = base locomotion +
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## Turn90 + Sprint/Crouch Enter/Exit; UAL2 = Turn180 + 8-dir walk sets + life-sim idles.
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## The importer strips the "_Loop" suffix and sets loop mode (verified 2026-07-06).
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const ANIM_LIBRARIES := {
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"ual1": BASE_PATH + "animations/ual1.glb",
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"ual2": BASE_PATH + "animations/ual2.glb",
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}
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const SKIN_TONE_DIR := BASE_PATH + "skin_tones/"
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const EYE_IRIS_MASK_PATH := BASE_PATH + "bodies/eye_iris_mask.png"
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const TOON_SHADER_PATH := BASE_PATH + "shaders/toon.gdshader"
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@@ -732,61 +741,89 @@ func _rebuild_outlines() -> void:
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func _load_animations() -> void:
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if _skeleton == null:
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return
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var anim_scene: PackedScene = load(ANIM_LIBRARY_PATH) as PackedScene
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if anim_scene == null:
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push_warning("CharacterVisual: animation library not found at %s" % ANIM_LIBRARY_PATH)
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return
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var anim_root: Node = anim_scene.instantiate()
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# Find the AnimationPlayer in the imported GLB scene
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var source_player: AnimationPlayer = null
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for child in anim_root.get_children():
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if child is AnimationPlayer:
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source_player = child as AnimationPlayer
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break
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if source_player == null:
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# Try deeper — some GLB imports nest the player
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for child in anim_root.get_children():
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for grandchild in child.get_children():
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if grandchild is AnimationPlayer:
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source_player = grandchild as AnimationPlayer
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break
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if source_player:
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break
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if source_player == null:
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push_warning("CharacterVisual: no AnimationPlayer found in animation library")
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anim_root.queue_free()
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return
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# Parent AnimationPlayer to _body_root (the imported scene root) so that
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# animation track paths like "Armature/Skeleton3D:bone_name" resolve correctly.
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# The imported GLB has structure: root > Armature > Skeleton3D.
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_anim_player = AnimationPlayer.new()
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_anim_player.name = "AnimPlayer"
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_body_root.add_child(_anim_player)
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# Copy animation libraries from the source player
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for lib_name in source_player.get_animation_library_list():
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var lib: AnimationLibrary = source_player.get_animation_library(lib_name)
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_anim_player.add_animation_library(lib_name, lib.duplicate())
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anim_root.queue_free()
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# Load every purchased UAL tier, registering each GLB's imported default ("")
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# library under its explicit name (D-248 / T-1088) — "ual1", "ual2".
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var loaded := 0
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for lib_name: String in ANIM_LIBRARIES:
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loaded += _load_animation_library(lib_name, ANIM_LIBRARIES[lib_name])
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if loaded == 0:
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push_warning("CharacterVisual: no animation libraries loaded")
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return
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# Play idle if available
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play_animation("idle")
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## Play a named animation. Searches all libraries for a matching name.
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## Load one UAL GLB and register its libraries. The imported default library ("")
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## carries the clips; it is re-registered under the explicit `lib_name` so
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## "lib/Clip" addressing resolves and a second GLB's "" library cannot collide.
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## Returns the number of libraries added (0 on failure).
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func _load_animation_library(lib_name: String, path: String) -> int:
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var anim_scene: PackedScene = load(path) as PackedScene
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if anim_scene == null:
|
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push_warning("CharacterVisual: animation library not found at %s" % path)
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return 0
|
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var anim_root: Node = anim_scene.instantiate()
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var source_player := _find_anim_player(anim_root)
|
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if source_player == null:
|
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push_warning("CharacterVisual: no AnimationPlayer found in %s" % path)
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anim_root.queue_free()
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return 0
|
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var added := 0
|
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for src_lib_name in source_player.get_animation_library_list():
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# Default "" library -> the explicit tier name; any pre-named source library
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# is kept but namespaced under the tier so tiers never collide.
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||||
var target_name: String = lib_name if src_lib_name == "" else lib_name + "_" + str(src_lib_name)
|
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if _anim_player.has_animation_library(target_name):
|
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continue
|
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var lib: AnimationLibrary = source_player.get_animation_library(src_lib_name)
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_anim_player.add_animation_library(target_name, lib.duplicate())
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added += 1
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anim_root.queue_free()
|
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return added
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||||
|
||||
|
||||
## Recursively find the first AnimationPlayer under `root` (GLB imports sometimes
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## nest it below the scene root).
|
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static func _find_anim_player(root: Node) -> AnimationPlayer:
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if root is AnimationPlayer:
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return root as AnimationPlayer
|
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for child in root.get_children():
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var found := _find_anim_player(child)
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if found:
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return found
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return null
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||||
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||||
|
||||
## 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
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||||
## 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:
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user