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
+82 -48
View File
@@ -1,41 +1,36 @@
extends SceneTree
## Dev tool: how abruptly does the model change posture when you start running?
## Regression for the original "slide, then walk, then run" locomotion bug.
##
## godot --headless --path . -s res://debug/transition_check.gd -- [skin_glb]
##
## Accelerates from a standstill the way the movement code does, then stops, and
## logs the clip in play plus the body's forward lean each frame. Reports the
## worst single-frame change in lean and how long the lean took to arrive.
##
## Written for "idle to running snaps the character leaning forward". The lean
## is procedural (ShooterPoseModifier), so it does NOT come from the clip
## crossfade and is not visible in an animation-blend graph — it was driven by a
## normalised input direction that steps 0 -> 1 the instant a key goes down,
## planting a full run posture in ~0.1 s while the Idle->Run crossfade still had
## 0.4 s to run.
## Ground acceleration is the same exponential response as state_ground.gd.
## The test proves that the authored BlendSpace receives that physical speed on
## the same frame, including the first high-acceleration frame and the stop
## frame. It also proves that the removed procedural lean/brake layer stays off.
const ACCEL := 18.0 # m/s^2, roughly the controller's ground acceleration
const TOP := 9.0 # m/s
const RESPONSE := 60.0
const TOP := 11.0
const DT := 1.0 / 60.0
const RUN_FRAMES := 24
var _t := 0.0
var _frames := 0
var _model: SkinnedPlayerModel = null
var _speed := 0.0
var _prev_lean := 0.0
var _worst_step := 0.0
var _clip_changes: Array = []
var _last_clip := ""
var _t_10 := -1.0
var _t_90 := -1.0
var _peak := 0.0
var _first_speed := -1.0
var _first_stride := -1.0
var _worst_error := 0.0
var _stop_stride := -1.0
var _manual_tick := false
var _foot_bone := -1
var _foot_rotation_start := Quaternion.IDENTITY
var _foot_rotation_delta := 0.0
func _initialize() -> void:
var args := OS.get_cmdline_user_args()
var path: String = args[0] if args.size() > 0 \
else "res://assets/characters/skins/taila.glb"
else "res://assets/characters/skins/miku.glb"
var scene := Node3D.new()
root.add_child(scene)
current_scene = scene
@@ -46,36 +41,75 @@ func _initialize() -> void:
func _process(_delta: float) -> bool:
_frames += 1
if _frames < 8:
return false
if not _model.loaded:
if _frames < 8 or not _model.loaded:
return false
if not _manual_tick:
_model.set_process(false)
_manual_tick = true
_foot_bone = _model._role_bone("foot.L",
["foot.L", "LeftFoot", "Left ankle"])
# Accelerate for 1.5 s, then coast at top speed to 2.5 s.
_t += DT
_speed = minf(TOP, _speed + ACCEL * DT) if _t < 2.5 else 0.0
_model.update_state("ground", _speed, false)
var sample := _frames - 8
if sample < RUN_FRAMES:
var response := 1.0 - exp(-RESPONSE * DT)
_speed = lerpf(_speed, TOP, response)
else:
_speed = 0.0
# Same order as the live controller: direction first, then physical speed.
_model.set_locomotion(0.0, 1.0 if _speed > 0.01 else 0.0, 0.0)
_model.update_state("ground", _speed, false)
_model._process(DT)
var lean: float = _model.get_lean_debug()
if _last_clip != _model.current_clip_debug():
_last_clip = _model.current_clip_debug()
_clip_changes.append("%.2fs %s @ %.1f m/s" % [_t, _last_clip, _speed])
if _t < 2.5:
_peak = maxf(_peak, lean)
if _t_10 < 0.0 and lean > 0.1:
_t_10 = _t
if _t_90 < 0.0 and lean > 0.9:
_t_90 = _t
_worst_step = maxf(_worst_step, absf(lean - _prev_lean))
_prev_lean = lean
var stride := _model.locomotion_effective_speed_debug()
_worst_error = maxf(_worst_error, absf(stride - _speed))
if _foot_bone >= 0:
var foot_rotation := _model.skeleton.get_bone_pose_rotation(_foot_bone)
if sample == 1:
_foot_rotation_start = foot_rotation
elif sample > 1 and sample < RUN_FRAMES:
_foot_rotation_delta = maxf(_foot_rotation_delta,
_foot_rotation_start.angle_to(foot_rotation))
if sample == 0:
_first_speed = _speed
_first_stride = stride
if sample == RUN_FRAMES:
_stop_stride = stride
if _t > 3.5:
print("\n=== idle -> run transition ===")
print(" clip changes: " + ", ".join(_clip_changes))
print(" lean reached 10%% at %.2fs, 90%% at %.2fs (peak %.2f)" % [_t_10, _t_90, _peak])
print(" worst single-frame lean change: %.4f (%.2f per second at 60fps)"
% [_worst_step, _worst_step * 60.0])
print(" a snap looks like ~0.10s to 90%%; a blended move is ~0.6s or more\n")
if sample > RUN_FRAMES + 2:
print("\n=== velocity-driven locomotion ===")
print(" first frame: body %.3f m/s, authored stride %.3f m/s" \
% [_first_speed, _first_stride])
print(" worst stride/speed error: %.5f m/s" % _worst_error)
print(" stop-frame stride: %.5f m/s" % _stop_stride)
print(" animated foot rotation delta: %.5f rad" % _foot_rotation_delta)
print(" procedural lean %.5f, brake %.5f" \
% [_model.get_lean_debug(), _model.get_brake_debug()])
var failures: Array[String] = []
if _first_speed < 6.0:
failures.append("test did not reproduce high first-frame acceleration")
if absf(_first_stride - _first_speed) > 0.02:
failures.append("legs did not receive first-frame physical speed")
if _worst_error > 0.02:
failures.append("authored stride diverged from physical speed")
if _stop_stride > 0.02:
failures.append("legs did not reach Idle on the stop frame")
if _foot_bone < 0:
failures.append("could not resolve a foot bone")
elif _foot_rotation_delta < 0.03:
failures.append("runtime foot pose stayed static")
if absf(_model.get_lean_debug()) > 0.02:
failures.append("procedural locomotion lean is still active")
if absf(_model.get_brake_debug()) > 0.02:
failures.append("procedural stop pose is still active")
if failures.is_empty():
print("TRANSITION_CHECK PASS: same-frame, authored locomotion\n")
quit(0)
else:
for failure in failures:
push_error("TRANSITION_CHECK FAIL: " + failure)
quit(1)
return true
return false