ani
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+77
-63
@@ -1,27 +1,27 @@
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extends SceneTree
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## Regression for the original "slide, then walk, then run" locomotion bug.
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##
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## godot --headless --path . -s res://debug/transition_check.gd -- [skin_glb]
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##
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## Ground acceleration is the same exponential response as state_ground.gd.
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## The test proves that the authored BlendSpace receives that physical speed on
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## the same frame, including the first high-acceleration frame and the stop
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## frame. It also proves that the removed procedural lean/brake layer stays off.
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## Regression for natural authored locomotion transitions.
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## Gameplay velocity remains responsive, but the visual BlendSpace must ease
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## into acceleration, direction changes and idle instead of teleporting the
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## skeleton between unrelated poses on one frame.
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const RESPONSE := 60.0
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const TOP := 11.0
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const DT := 1.0 / 60.0
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const RUN_FRAMES := 24
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const RUN_FRAMES := 48
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const STOP_FRAMES := 60
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var _frames := 0
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var _model: SkinnedPlayerModel = null
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var _model: SkinnedPlayerModel
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var _speed := 0.0
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var _first_speed := -1.0
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var _first_stride := -1.0
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var _worst_error := 0.0
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var _stop_stride := -1.0
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var _manual_tick := false
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var _first_speed := 0.0
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var _first_stride := 0.0
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var _settled_run_stride := 0.0
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var _first_stop_stride := 0.0
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var _mid_stop_stride := 0.0
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var _settled_stop_stride := 0.0
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var _largest_stride_step := 0.0
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var _previous_stride := 0.0
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var _foot_bone := -1
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var _foot_rotation_start := Quaternion.IDENTITY
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var _foot_rotation_delta := 0.0
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@@ -29,8 +29,8 @@ var _foot_rotation_delta := 0.0
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func _initialize() -> void:
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var args := OS.get_cmdline_user_args()
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var path: String = args[0] if args.size() > 0 \
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else "res://assets/characters/skins/miku.glb"
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var path: String = args[0] if not args.is_empty() \
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else "res://assets/characters/skins/kiyoko.glb"
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var scene := Node3D.new()
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root.add_child(scene)
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current_scene = scene
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@@ -43,26 +43,26 @@ func _process(_delta: float) -> bool:
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_frames += 1
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if _frames < 8 or not _model.loaded:
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return false
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if not _manual_tick:
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if _frames == 8:
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_model.set_process(false)
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_manual_tick = true
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if _model._spring_mod:
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_model._spring_mod.lod = 3
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_model._spring_mod = null
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_foot_bone = _model._role_bone("foot.L",
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["foot.L", "LeftFoot", "Left ankle"])
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var sample := _frames - 8
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if sample < RUN_FRAMES:
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var response := 1.0 - exp(-RESPONSE * DT)
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_speed = lerpf(_speed, TOP, response)
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_speed = lerpf(_speed, TOP, 1.0 - exp(-RESPONSE * DT))
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else:
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_speed = 0.0
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# Same order as the live controller: direction first, then physical speed.
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_model.set_locomotion(0.0, 1.0 if _speed > 0.01 else 0.0, 0.0)
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_model.update_state("ground", _speed, false)
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_model._process(DT)
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var stride := _model.locomotion_effective_speed_debug()
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_worst_error = maxf(_worst_error, absf(stride - _speed))
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_largest_stride_step = maxf(_largest_stride_step, absf(stride - _previous_stride))
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_previous_stride = stride
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if _foot_bone >= 0:
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var foot_rotation := _model.skeleton.get_bone_pose_rotation(_foot_bone)
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if sample == 1:
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@@ -70,46 +70,60 @@ func _process(_delta: float) -> bool:
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elif sample > 1 and sample < RUN_FRAMES:
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_foot_rotation_delta = maxf(_foot_rotation_delta,
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_foot_rotation_start.angle_to(foot_rotation))
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if sample == 0:
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_first_speed = _speed
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_first_stride = stride
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if sample == RUN_FRAMES:
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_stop_stride = stride
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if sample > RUN_FRAMES + 2:
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print("\n=== velocity-driven locomotion ===")
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print(" first frame: body %.3f m/s, authored stride %.3f m/s" \
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% [_first_speed, _first_stride])
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print(" worst stride/speed error: %.5f m/s" % _worst_error)
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print(" stop-frame stride: %.5f m/s" % _stop_stride)
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print(" animated foot rotation delta: %.5f rad" % _foot_rotation_delta)
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print(" procedural lean %.5f, brake %.5f" \
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% [_model.get_lean_debug(), _model.get_brake_debug()])
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var failures: Array[String] = []
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if _first_speed < 6.0:
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failures.append("test did not reproduce high first-frame acceleration")
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if absf(_first_stride - _first_speed) > 0.02:
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failures.append("legs did not receive first-frame physical speed")
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if _worst_error > 0.02:
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failures.append("authored stride diverged from physical speed")
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if _stop_stride > 0.02:
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failures.append("legs did not reach Idle on the stop frame")
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if _foot_bone < 0:
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failures.append("could not resolve a foot bone")
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elif _foot_rotation_delta < 0.03:
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failures.append("runtime foot pose stayed static")
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if absf(_model.get_lean_debug()) > 0.02:
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failures.append("procedural locomotion lean is still active")
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if absf(_model.get_brake_debug()) > 0.02:
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failures.append("procedural stop pose is still active")
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if failures.is_empty():
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print("TRANSITION_CHECK PASS: same-frame, authored locomotion\n")
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quit(0)
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else:
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for failure in failures:
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push_error("TRANSITION_CHECK FAIL: " + failure)
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quit(1)
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elif sample == RUN_FRAMES - 1:
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_settled_run_stride = stride
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elif sample == RUN_FRAMES:
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_first_stop_stride = stride
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elif sample == RUN_FRAMES + 12:
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_mid_stop_stride = stride
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elif sample == RUN_FRAMES + STOP_FRAMES:
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_settled_stop_stride = stride
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_finish()
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return true
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return false
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func _finish() -> void:
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_model.update_state("dash", 13.0, false)
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var dash_crossfade := _model._state_trans.xfade_time
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_model.update_state("ground", 0.0, false)
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var ground_crossfade := _model._state_trans.xfade_time
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print("\n=== NATURAL LOCOMOTION TRANSITIONS ===")
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print(" first frame body %.3f, visual stride %.3f" % [_first_speed, _first_stride])
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print(" settled run %.3f, stop %.3f -> %.3f -> %.3f" % [
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_settled_run_stride, _first_stop_stride, _mid_stop_stride,
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_settled_stop_stride])
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print(" largest visual stride step %.3f m/s" % _largest_stride_step)
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print(" traversal/ground crossfades %.3f / %.3f s" % [
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dash_crossfade, ground_crossfade])
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var failures: Array[String] = []
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if _first_speed < 6.0:
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failures.append("test did not reproduce high gameplay acceleration")
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if _first_stride <= 0.15 or _first_stride >= _first_speed * 0.65:
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failures.append("acceleration visual either froze or snapped on frame one")
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if absf(_settled_run_stride - TOP) > 0.30:
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failures.append("visual stride did not converge to physical run speed")
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if _first_stop_stride < _settled_run_stride * 0.65:
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failures.append("run pose snapped too close to idle on the stop frame")
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if _mid_stop_stride >= _first_stop_stride or _mid_stop_stride < 0.5:
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failures.append("run-to-idle recovery is not a progressive ease")
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if _settled_stop_stride > 0.30:
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failures.append("run-to-idle recovery did not settle")
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if _largest_stride_step > 2.5:
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failures.append("a rendered frame contains an excessive gait jump")
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if dash_crossfade < 0.19 or ground_crossfade < 0.28:
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failures.append("full-body state crossfades are still too abrupt")
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if _foot_bone < 0 or _foot_rotation_delta < 0.03:
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failures.append("authored foot animation did not move")
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if failures.is_empty():
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print("TRANSITION_CHECK PASS: responsive gameplay, eased animation\n")
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quit(0)
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else:
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for failure in failures:
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push_error("TRANSITION_CHECK FAIL: " + failure)
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quit(1)
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