This commit is contained in:
Nicholas Butzke
2026-08-02 02:20:02 -04:00
parent 61669627db
commit 922983429e
226 changed files with 34032 additions and 18521 deletions
+76 -398
View File
@@ -1,63 +1,28 @@
extends SceneTree
## Do the five emotes move the character, differ from each other, and OVERLAP?
## Regression gate for the authored emote catalog.
##
## godot --path . -s res://debug/dance_check.gd
##
## Three properties, and the third is the one worth checking. "It moves" and
## "they are different" are easy to satisfy by accident — five sine waves at five
## frequencies would pass both and would still look like programmer animation.
## What separates a dance from an oscillation is that the body moves as a CHAIN:
## the hips lead and the head arrives later. That is measurable, so it is.
##
## Sampled from inside the modifier pass, like every other pose check here.
## Outside it Godot restores the local poses and what gets measured is the
## animation clip alone — every routine would report identical motion whether or
## not the dance layer exists at all.
## The project used to synthesize five routines by adding sine-wave bone
## offsets to one dance clip. That made every emote look like programmer
## animation. The new contract is deliberately simpler: every wheel entry must
## select its own imported clip, the clip must move, and no DanceModifier may
## exist in the live character.
const CAPTURE_BEATS := 4.0
const SAMPLES := 90
const SETTLE_FRAMES := 24
const SAMPLE_FRAMES := 36
const MIN_FRAME_MOTION := 0.01
## A routine has to move the character at least this far, in metres of total
## head travel over the sample window. Below this it is not an emote.
const MIN_TRAVEL := 0.05
## Two routines must differ by at least this, comparing their per-frame pose
## trajectories.
const MIN_DISTINCT := 0.02
var _fails := 0
var _probe: Probe = null
class Probe extends SkeletonModifier3D:
var pose: Array = []
## Each bone's OWN local pose rotation, which is what a phase measurement
## needs. A bone's GLOBAL rotation contains every ancestor's rotation too, so
## the head's global carries the hips' un-lagged swing as a large component
## and correlates with it at a lag of zero no matter how much the head itself
## is delayed. Measuring globals reported Two-Step as having no overlap at
## all when its head is delayed by five links.
var local: Array = []
func _process_modification() -> void:
var skel := get_skeleton()
if skel == null:
return
pose.resize(skel.get_bone_count())
local.resize(skel.get_bone_count())
for i in skel.get_bone_count():
pose[i] = skel.get_bone_global_pose(i)
local[i] = skel.get_bone_pose_rotation(i)
var _failures := 0
func _init() -> void:
await process_frame
var mgr = root.get_node_or_null("SkinManager")
var skin = mgr.get_skin("taila") if mgr else null
var manager = root.get_node_or_null("SkinManager")
var skin = manager.get_skin("taila") if manager else null
if skin == null or skin.model_path == "":
print("dance_check: no rigged skin to test with")
quit(1)
_expect(false, "Taila is available for the authored-emote test")
_done()
return
var model := SkinnedPlayerModel.new()
@@ -68,368 +33,81 @@ func _init() -> void:
model.update_state("idle", 0.0, false)
await process_frame
if model._dance_mod == null:
_expect(false, "the model built a dance layer")
_done()
return
var skel: Skeleton3D = model.skeleton
_probe = Probe.new()
skel.add_child(_probe)
skel.move_child(_probe, skel.get_child_count() - 1)
_expect(model.loaded and model.skeleton != null,
"the authored character and skeleton load")
_expect(DanceRoutines.count() == 5,
"there are five emotes (%d)" % DanceRoutines.count())
"the wheel exposes five authored emotes (%d)" % DanceRoutines.count())
_expect(model.find_children("*", "DanceModifier", true, false).is_empty(),
"no procedural DanceModifier is present")
var tracks := {}
for i in DanceRoutines.count():
tracks[i] = await _sample(model, skel, i)
var resolved_clips: Array[String] = []
for index in DanceRoutines.count():
var canonical := DanceRoutines.clip_of(index)
var resolved: String = String(model._resolved_clips.get(canonical, ""))
_expect(resolved != "",
"%s resolves to an imported clip" % DanceRoutines.name_of(index))
_expect(not resolved_clips.has(resolved),
"%s uses its own authored clip" % DanceRoutines.name_of(index))
resolved_clips.append(resolved)
_report(tracks)
_compare(tracks)
model.set_dancing(true, index)
for _i in SETTLE_FRAMES:
model.update_state("idle", 0.0, false)
await process_frame
_expect(model._current_clip == resolved,
"%s selects %s" % [DanceRoutines.name_of(index), canonical])
var previous := _pose(model.skeleton)
var greatest_motion := 0.0
for _i in SAMPLE_FRAMES:
model.update_state("idle", 0.0, false)
await process_frame
var current := _pose(model.skeleton)
greatest_motion = maxf(greatest_motion, _pose_distance(previous, current))
previous = current
_expect(greatest_motion >= MIN_FRAME_MOTION,
"%s visibly animates the skeleton (%.4f rad/frame)"
% [DanceRoutines.name_of(index), greatest_motion])
model.set_dancing(false)
for _i in 12:
model.update_state("idle", 0.0, false)
await process_frame
model.queue_free()
_done()
## One routine's trajectory: the hips' and head's positions, per frame, in the
## character's own space, plus the elbow angles for the joint-limit check.
func _sample(model, skel: Skeleton3D, index: int) -> Dictionary:
model.set_dancing(true, index)
# Let the blend arrive fully before recording, or the first routine sampled
# reports smaller motion than the rest purely because it was still fading in.
for _i in 40:
model.update_state("idle", 0.0, false)
await process_frame
var mod = model._pose_mod
var hips: int = mod._idx.get("DEF-hips", -1)
var head: int = mod._idx.get("DEF-head", -1)
# Overlap is measured between two links of the SAME chain, not between the
# hips and the head.
#
# Every spine link is driven by the same channels (`spine_roll`, `spine_yaw`,
# `spine_pitch`) at `beat - lag * i`, so the only difference between them IS
# the lag. The hips and the head are driven by DIFFERENT channels, often at
# different periods — Two-Step's hips roll on a two-beat cycle while its head
# bobs on a one-beat one — so correlating those two compares signals that do
# not have a phase relationship to find.
var link_a: int = mod._idx.get("DEF-spine.001", -1)
var link_b: int = mod._idx.get("DEF-spine.003", -1)
var fa_r: int = mod._idx.get("DEF-forearm.R", -1)
var ua_r: int = mod._idx.get("DEF-upper_arm.R", -1)
var hand_r: int = mod._idx.get("DEF-hand.R", -1)
var hip_track: Array = []
var head_track: Array = []
# The SAME quantity at two points in the chain: how far each bone has been
# rotated away from its own rest pose, signed. Correlating the hips' world
# TRANSLATION against the head's position RELATIVE to the hips was comparing
# two different physical quantities driven by different channels at different
# periods, and the peak landed anywhere — it reported the Robot, whose lag is
# zero by construction, as the most overlapped routine in the set.
var hip_rot: Array = []
var head_rot: Array = []
var worst_elbow := 180.0
for _i in SAMPLES:
model.update_state("idle", 0.0, false)
await process_frame
var pose: Array = _probe.pose
if pose.size() <= maxi(hips, head) or hips < 0 or head < 0:
continue
var origin: Vector3 = pose[hips].origin
hip_track.append(origin)
head_track.append(pose[head].origin - origin)
hip_rot.append(_twist(skel, _probe.local, link_a))
head_rot.append(_twist(skel, _probe.local, link_b))
# The elbow must never open past straight. A signed wave on a forearm
# bends it backwards through the joint on half of every cycle, which is
# the single most obvious tell in procedural animation.
if ua_r >= 0 and fa_r >= 0 and hand_r >= 0 and pose.size() > hand_r:
var upper: Vector3 = (pose[ua_r].origin - pose[fa_r].origin).normalized()
var lower: Vector3 = (pose[hand_r].origin - pose[fa_r].origin).normalized()
worst_elbow = minf(worst_elbow, rad_to_deg(acos(clampf(
upper.dot(lower), -1.0, 1.0))))
model.set_dancing(false)
for _i in 30:
model.update_state("idle", 0.0, false)
await process_frame
return {"hips": hip_track, "head": head_track, "elbow": worst_elbow,
"hip_rot": hip_rot, "head_rot": head_rot}
func _pose(skeleton: Skeleton3D) -> Array[Quaternion]:
var result: Array[Quaternion] = []
result.resize(skeleton.get_bone_count())
for bone in skeleton.get_bone_count():
result[bone] = skeleton.get_bone_pose_rotation(bone)
return result
func _report(tracks: Dictionary) -> void:
print("\n=== EMOTES ===")
for i in tracks:
var t: Dictionary = tracks[i]
var travel := _travel(t["head"])
var hip_travel := _travel(t["hips"])
var lag := _lag(t["hip_rot"], t["head_rot"])
print(" %-12s head %.3f m hips %.3f m upper spine lags lower by %d frames min elbow %.0f deg"
% [DanceRoutines.name_of(i), travel, hip_travel, lag, t["elbow"]])
func _compare(tracks: Dictionary) -> void:
for i in tracks:
var t: Dictionary = tracks[i]
var nm := DanceRoutines.name_of(i)
_expect(_travel(t["head"]) >= MIN_TRAVEL,
"%s actually moves the character (%.3f m)" % [nm, _travel(t["head"])])
# 8 degrees of slack: the IK and the idle clip underneath both contribute,
# and an elbow that never quite straightens is correct anyway.
_expect(t["elbow"] >= 8.0,
"%s never hyperextends the elbow (min %.0f deg)" % [nm, t["elbow"]])
var ids: Array = tracks.keys()
for i in ids.size():
for j in range(i + 1, ids.size()):
var d := _difference(tracks[ids[i]]["head"], tracks[ids[j]]["head"])
_expect(d >= MIN_DISTINCT,
"%s and %s are different dances (%.3f)"
% [DanceRoutines.name_of(ids[i]), DanceRoutines.name_of(ids[j]), d])
# OVERLAP. The head must trail the hips, because the body is a chain — this
# is the property that separates a dance from five bones oscillating in
# phase, and it is the whole reason `lag` exists in the routine data.
#
# The robot is exempt and deliberately so: its lag is zero on purpose, which
# is what makes it read as mechanical against the other four.
for i in tracks:
var rid: String = String(DanceRoutines.get_routine(i).get("id", ""))
# Robot: lag zero by construction, which is the point of it.
# Spin: the head SPOTS — it holds its heading against the turn and whips
# round to catch up, so it is deliberately not a delayed copy of the
# hips. Asserting that it follows them would be asserting the opposite of
# the technique.
if rid == "robot" or rid == "spin":
continue
var lag := _lag(tracks[i]["hip_rot"], tracks[i]["head_rot"])
_expect(lag > 0,
"%s moves as a chain — the upper spine trails the lower by %d frames"
% [DanceRoutines.name_of(i), lag])
# The Robot's own property is that its motion is QUANTISED: it holds a pose
# and jumps, where the others move continuously. That is what `steps` in the
# routine data produces and what makes it read as mechanical against the
# other four.
#
# Its LAG is deliberately not asserted. Zero lag ought to correlate perfectly
# at shift 0, but the signal is a staircase with 16-frame plateaus, so many
# shifts score nearly identically and the measured peak wanders — it reported
# 21 frames. Asserting a number the measurement cannot resolve would be
# asserting noise; the hold fraction below is the property that is actually
# there.
var robot := DanceRoutines.index_of("robot")
var robot_step := _step_size(tracks[robot]["head_rot"])
for i in tracks:
if i == robot:
continue
var other := _step_size(tracks[i]["head_rot"])
_expect(robot_step > other * 1.5,
"Robot JUMPS between poses where %s flows (%.2f vs %.2f of range per frame)"
% [DanceRoutines.name_of(i), robot_step, other])
## The largest single-frame change, as a fraction of the track's whole range.
##
## This is what quantised motion looks like from the outside: long flat stretches
## punctuated by one big jump. A smooth wave never moves more than a few percent
## of its range in a frame however punchy its easing.
##
## Measured as a JUMP rather than as time-spent-still, which was the first
## attempt and does not separate them: a shaped wave hangs at its extremes by
## design, so Two-Step scored the same 0.97 "holding" as the Robot did. The
## routines differ in HOW THEY LEAVE a pose, not in how long they sit in one.
func _step_size(rot_track: Array) -> float:
var track := _project(rot_track)
var n := track.size()
if n < 4:
func _pose_distance(a: Array, b: Array) -> float:
var count := mini(a.size(), b.size())
if count == 0:
return 0.0
var lo := 1e30
var hi := -1e30
for v in track:
lo = minf(lo, v)
hi = maxf(hi, v)
var span: float = hi - lo
if span < 0.000001:
return 0.0
var biggest := 0.0
for i in range(1, n):
biggest = maxf(biggest, absf(track[i] - track[i - 1]))
return biggest / span
var greatest := 0.0
for index in count:
var qa: Quaternion = a[index]
var qb: Quaternion = b[index]
greatest = maxf(greatest, qa.angle_to(qb))
return greatest
## Total path length of a track.
func _travel(track: Array) -> float:
var sum := 0.0
for i in range(1, track.size()):
sum += (track[i] as Vector3).distance_to(track[i - 1])
return sum
## Mean per-frame distance between two tracks, after removing each one's own
## average position — otherwise two identical dances at different heights would
## read as different, and two different dances at the same height as the same.
func _difference(a: Array, b: Array) -> float:
var n := mini(a.size(), b.size())
if n == 0:
return 0.0
var ca := Vector3.ZERO
var cb := Vector3.ZERO
for i in n:
ca += a[i]
cb += b[i]
ca /= float(n)
cb /= float(n)
var sum := 0.0
for i in n:
sum += ((a[i] - ca) - (b[i] - cb)).length()
return sum / float(n)
## How many frames the head's rotation trails the hips', by NORMALISED
## cross-correlation.
##
## Both signals are the same quantity — a bone's rotation away from its own rest
## pose — sampled at two ends of the same chain, so the only thing that can
## differ between them is timing. That is the whole point: an unnormalised
## correlation between two DIFFERENT quantities peaks wherever their amplitudes
## happen to line up, which reported the Robot (lag zero by construction) as the
## most overlapped routine in the set.
##
## Pearson, so amplitude cannot influence where the peak falls — a head that
## moves further than the hips must not read as a head that moves later.
func _lag(hips: Array, head: Array) -> int:
# BOTH ends projected onto the HIPS' axis, not each onto its own.
#
# Overlap is "the same motion, later", so the measurement has to be of the
# same motion. Projecting each end onto its own dominant axis compares
# whatever channel happens to dominate at that end, and routines drive
# different channels at the two ends: Two-Step's hips are dominated by a
# two-beat roll while its head is dominated by a one-beat bob, so the
# correlation was between signals of different PERIOD and peaked wherever.
var axis := _dominant_axis(hips)
var a := _centre(_project(hips, axis))
var b := _centre(_project(head, axis))
var n := mini(a.size(), b.size())
if n < 16:
return 0
var best := 0
var best_score := -1e30
# Out to half the window. The correlation of a periodic signal repeats every
# period, so the search must stay inside one; Body Wave has the largest lag
# in the set by design (0.13 s per link over five links, most of a beat at
# 88 bpm) and a short window could not see it at all.
for shift in range(0, n / 2):
var sum := 0.0
var na := 0.0
var nb := 0.0
for i in range(0, n - shift):
sum += a[i] * b[i + shift]
na += a[i] * a[i]
nb += b[i + shift] * b[i + shift]
if na < 0.000001 or nb < 0.000001:
continue
var score: float = sum / sqrt(na * nb)
if score > best_score:
best_score = score
best = shift
return best
## Mean-removed copy of a scalar track.
func _centre(track: Array) -> Array:
var n := track.size()
if n == 0:
return []
var mean := 0.0
for v in track:
mean += v
mean /= float(n)
var out: Array = []
for v in track:
out.append(v - mean)
return out
## How far a bone has been rotated away from its rest pose, as a ROTATION VECTOR
## (axis times angle).
##
## A vector, not a signed scalar. The first version returned `angle * sign of the
## axis's largest component`, and that is discontinuous: as a rocking bone passes
## back through its rest pose the angle goes to zero and the axis FLIPS, so the
## signal jumped the full width of its range in a single frame. Two-Step measured
## a per-frame step of 0.99 of its own range — which looked exactly like the
## quantised motion the Robot is supposed to have exclusively, on a routine that
## is perfectly smooth.
##
## The rotation vector passes through zero and comes out the other side pointing
## the opposite way, which is continuous, and projecting it onto a fixed axis
## afterwards gives the signed wave the analysis actually wants.
func _twist(skel: Skeleton3D, local: Array, idx: int) -> Vector3:
if idx < 0 or idx >= local.size():
return Vector3.ZERO
# The bone's OWN rotation away from its rest — not its global, which carries
# every ancestor's along with it. See Probe.local.
var rest: Quaternion = skel.get_bone_rest(idx).basis.get_rotation_quaternion()
var d := (rest.inverse() * (local[idx] as Quaternion)).normalized()
# Shortest arc, so a rotation just past 180 degrees does not read as one just
# under -180.
if d.w < 0.0:
d = Quaternion(-d.x, -d.y, -d.z, -d.w)
var ang := d.get_angle()
if ang < 0.000001:
return Vector3.ZERO
return d.get_axis() * ang
## The axis a track of rotation vectors varies most about.
func _dominant_axis(track: Array) -> Vector3:
var n := track.size()
if n == 0:
return Vector3.ZERO
var mean := Vector3.ZERO
for v in track:
mean += v
mean /= float(n)
var axis := Vector3.ZERO
var best := 0.0
for v in track:
var d: Vector3 = v - mean
if d.length() > best:
best = d.length()
axis = d
return axis.normalized() if axis.length() > 0.000001 else Vector3.ZERO
## A track of rotation vectors flattened to one signed scalar per frame, along
## `axis` — or along the track's own dominant axis if none is given.
func _project(track: Array, axis: Vector3 = Vector3.ZERO) -> Array:
var n := track.size()
if n == 0:
return []
var use := axis if axis.length() > 0.000001 else _dominant_axis(track)
if use.length() < 0.000001:
return []
var mean := Vector3.ZERO
for v in track:
mean += v
mean /= float(n)
var out: Array = []
for v in track:
out.append((v - mean).dot(use))
return out
func _expect(ok: bool, what: String) -> void:
func _expect(ok: bool, description: String) -> void:
if ok:
print(" OK: ", what)
print(" OK: ", description)
else:
print(" FAIL: ", what)
_fails += 1
printerr(" FAIL: ", description)
_failures += 1
func _done() -> void:
print("\n=== DANCE SUMMARY ===")
print("Failures: %d" % _fails)
quit(1 if _fails > 0 else 0)
print("\n=== AUTHORED EMOTE SUMMARY ===")
print("Failures: %d" % _failures)
quit(1 if _failures > 0 else 0)