New SR_LIVE sandbox scene: CharacterVisual composited in a 3D greybox world derived from server snapshots. Per-leg constant-velocity interpolation keyed to the stance throttle, 'server feet / client eyes' facing (wire octant while moving, client aim octant idle), cadence-synced gait state machine on AnimationPlayer custom blends, D-148 orthographic follow camera (-30deg default, T-cycle presets), sim-space grid shader, camera-side wall cutaway, accumulating never-evict tile store with four-state visibility tint. Additive seams only: InputMapper.facing_angle_provider (2D path unchanged), CharacterVisual.play_animation blend_time param + get_animation_player(). Visual harness gains per-scenario scene field + SR_AUTOPILOT input scripting. 210 new gdUnit assertions across five suites; verified live (230/230 total, clean smoke, screenshot at .cache/screenshots/locomotion_idle_live.png). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
99 lines
4.2 KiB
GDScript
99 lines
4.2 KiB
GDScript
class_name SandboxMouseAimProvider
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extends RefCounted
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## T-1088 (design §9) — mouse-aim facing provider for the 3D locomotion sandbox.
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## Installed by the sandbox root as InputMapper.facing_angle_provider:
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##
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## var provider := SandboxMouseAimProvider.new(camera, world_root, player_rig)
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## InputMapper.facing_angle_provider = Callable(provider, "get_facing_angle")
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##
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## Returns sim-space radians (0 = East, +PI/2 = South — the InputMapper.facing_angle
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## convention), or NAN for "no update" (deadzone / degenerate ray / freed nodes).
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## Everything downstream in InputMapper — octant snap, SetFacing-on-change,
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## mouse-relative WASD, dialogue suppression — runs unchanged; D-054 semantics
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## preserved exactly (only the octant ever crosses the wire).
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##
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## RefCounted, not Node: InputMapper pulls the value through the Callable each
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## frame, so the provider needs no tree presence or lifecycle of its own, and the
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## pure static core stays headless-testable (design §10.4). The installed Callable
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## keeps this RefCounted alive; the installer clears the seam back to Callable()
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## on scene exit, and the is_instance_valid guards below return NAN if the scene
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## nodes are freed first.
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##
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## Math (design §9): unproject the mouse to a ray, intersect the y=0 ground plane
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## in world space, convert through WorldRoot.to_local() (undoing the single D-148
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## 45° map rotation — WorldRoot-local space IS sim-aligned space, SandboxSpace §2),
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## take the delta from the rig's WorldRoot-local position, atan2(delta.z, delta.x).
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## A screen-space mouse angle is NOT a sim-space angle in the 3D scene (constant
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## ~45° skew from the map rotation plus up to ~19° ortho-pitch warp) — the ray
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## unprojection is the only correct D-054 path.
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## Guard against a ray running (near-)parallel to the ground plane.
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const _RAY_PARALLEL_EPS := 0.000001
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var _camera: Camera3D = null
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var _world_root: Node3D = null
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var _rig: Node3D = null
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func _init(camera: Camera3D, world_root: Node3D, rig: Node3D) -> void:
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_camera = camera
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_world_root = world_root
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_rig = rig
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## Callable target for InputMapper.facing_angle_provider. Gathers the live scene
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## state (mouse, camera ray, transforms) and defers to the pure static core.
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func get_facing_angle() -> float:
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if (
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not is_instance_valid(_camera)
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or not is_instance_valid(_world_root)
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or not is_instance_valid(_rig)
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):
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return NAN
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if not _camera.is_inside_tree() or not _world_root.is_inside_tree() or not _rig.is_inside_tree():
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return NAN
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var viewport := _camera.get_viewport()
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if viewport == null:
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return NAN
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var mouse_screen := viewport.get_mouse_position()
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return compute_facing_angle(
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_camera.project_ray_origin(mouse_screen),
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_camera.project_ray_normal(mouse_screen),
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_world_root.global_transform,
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_world_root.to_local(_rig.global_position),
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SandboxConstants.MOUSE_AIM_DEADZONE_M
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)
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## Pure math core (headless-testable, design §10.4): world-space mouse ray ->
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## y=0 ground-plane hit -> WorldRoot-local delta from the rig -> sim radians.
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## world_root_transform is WorldRoot's GLOBAL transform (local -> world);
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## rig_local_pos is the rig's position in WorldRoot-local metres.
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## Returns NAN when there is no meaningful aim point: ray parallel to the ground,
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## ground plane behind the ray, or hit inside the deadzone (mirrors the 2D
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## jitter guard in InputMapper._update_facing_from_mouse).
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static func compute_facing_angle(
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ray_origin: Vector3,
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ray_dir: Vector3,
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world_root_transform: Transform3D,
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rig_local_pos: Vector3,
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deadzone_m: float
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) -> float:
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# Ray -> y=0 ground plane, world space.
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if absf(ray_dir.y) < _RAY_PARALLEL_EPS:
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return NAN
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var t := -ray_origin.y / ray_dir.y
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if t < 0.0:
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return NAN
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var hit_world := ray_origin + ray_dir * t
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# Undo the 45° map rotation: WorldRoot-local axes are sim axes (SandboxSpace §2:
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# local +X = sim East, local +Z = sim South).
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var hit_local := world_root_transform.affine_inverse() * hit_world
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var delta := hit_local - rig_local_pos
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var planar := Vector2(delta.x, delta.z)
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if planar.length_squared() < deadzone_m * deadzone_m:
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return NAN
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# atan2(z, x) IS the sim convention (0 = East, +PI/2 = South) because local
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# +Z = sim +y (South, Y-down radians — server vision_cone.rs).
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return atan2(delta.z, delta.x)
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