feat(rig lab): drag the anchors themselves, not just the gun under them
The lab could move the GUN and not the anchor points the hands are solved onto. `grip_offset` slides the weapon around inside the fist; `gun_fore` and `gun_stock` are distances ALONG the barrel, so the trigger and support hands could travel up and down the weapon's own axis and nowhere else. Nothing could take a hand off that axis, which is what a handguard below the bore, an angled foregrip, or a pistol whose grip is nowhere near its barrel line all need. Two things fix that. `grip_shift` and `fore_shift` give the two hand anchors real three-dimensional freedom, expressed in the GUN's own across/up/along frame so a sideways nudge stays sideways as the weapon pitches between low ready and ADS. Zero is exactly the old behaviour. Their z overlaps the along-axis distances, which is redundant and deliberate: keeping those separate is what lets the reach solver slide the support hand back down the handguard without undoing a considered sideways offset. And the markers are now draggable. They already showed the anchors; now they are handles. The one under the mouse swells and draws through the body — depth testing is right for judging whether a hand reached its target and wrong for a handle, because at any useful framing the hands occlude all three. Verified three ways, and each one had to be rebuilt once: anchor_shift_check first compared absolute positions and reported a 3.5 mm error that was the character BREATHING — there is a sin() on the muzzle pitch, so no anchor is ever in the same place twice. Measuring each anchor relative to the one it hangs off, rotated into the current gun basis, cancels the breathing, the ADS blend and the recoil exactly. 48 checks, six characters, both poses. anchor_drag_check asserts the drag writes the knob the MOUSE asked for, derived independently from the camera: 0.00-0.01 mm on all three. It does not assert the marker lands under the cursor, because it does not — the anchors hang off the shoulder and the arm chasing them moves the shoulder, so a drag settles at 0.77x-1.13x. Small enough to ignore interactively. That feedback first read as 1.5x-1.8x, because the cases were compounding on each other, and waiting LONGER for the pose to settle made it worse rather than better — which is the opposite of how a settling error behaves and is what gave it away. The buttstock case also failed for a while on a bug entirely in the test: it read an absent knob as zero when `pocket_hip` defaults to (30, -70, 60) mm. The lab has a note about that trap in `_reset`. It is just as easy to walk into from a test, and now has one there too. Co-Authored-By: Claude Opus 5 <[email protected]>
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Claude Opus 5
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@@ -44,6 +44,8 @@ Two related traps:
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| `surface_class_check.gd` | every surface resolves from the sidecar, not the fallback | 0 fallbacks on all six skins |
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| `character_picker_check.gd` | the escape-menu roster: skeleton, clips, surfaces, and that the pose MOVES | 0 failures |
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| `rig_anchor_check.gd` | a grip anchor physically moves the weapon, and clears | 0 failures |
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| `anchor_shift_check.gd` | the hand anchors move in the GUN's frame, both poses | 0 failures |
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| `anchor_drag_check.gd` | dragging a marker writes the knob the mouse asked for | 0 failures |
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| `anim_capture.gd` / `orbit_capture.gd` | renders, for looking | — |
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| `roster_capture.gd` | one photo of every character, from the picker | — |
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| `ui_capture.gd` | one photo of every menu screen | — |
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@@ -78,6 +80,14 @@ Three of these exist because the obvious check passes on a broken system.
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nobody consumed. It measures in the attachment's frame, not the world's:
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the attachment tracks a bone on an animating skeleton, so a world-space delta
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is mostly the idle animation.
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- `anchor_shift_check` and `anchor_drag_check` both measure in the GUN's frame
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rather than the world's, and have to. The hold BREATHES — a
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`sin(_time * 2.2) * 0.012` on the muzzle pitch — so no anchor is ever at the
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same world position twice, and comparing absolute positions reported a 3.5 mm
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error that was the character inhaling. Taking each anchor relative to the one
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it hangs off and rotating into the current gun basis cancels the breathing,
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the ADS blend and the recoil kick exactly, because all three move the basis
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and the anchor together.
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- `surface_class_check` FAILS on a surface that falls through to the heuristic
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instead of resolving from the table. A model whose names stopped matching still
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renders — the fallback catches it — and quietly loses its per-class art
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